About the Game
Control one fighter in fast-paced arena battles. Aim abilities, move, and react in real time to outplay your opponents through positioning and timing. Or step back, set tactics, and watch your team fight.
Win fights to earn gold, buy and sell mercenaries, and strengthen your roster. Discover classes with unique abilities, shape your team, and upgrade it across seasons.
Put your team to the test in structured leagues and tournaments. Face powerful clubs and unique leaders, recruit rare champions, and climb your way to the top.
Every run forces new decisions. Randomized stats, evolving rosters, and dynamic opponents keep each season different, while the market gives you new ways to adapt and improve.
A medieval world where war has been replaced by arena combat. Clubs of mercenaries compete in structured leagues for power, gold, and prestige. Enter the arena. Climb to the top.
Screenshots
11 imagesVersion Information
Steam Patch Notes
Official update history
New content is coming next week with a new class and new build-enabling relics.
Classes are more balanced now after the last couple of balance rounds, so give some unused spells and abilities a try!
Patch notes below. Thank you and have a nice weekend.
EARLY ACESS 0.91.3
New Champion & Customization
- Added a new Luchador Champion.
- Created Champions now receive 480 stat points and can reroll Growth Style on their first Rebirth.
- Added more Champion hairstyles and customization options.
- Enlarged Customize Appearance, including the Champion creation and ascension flows.
Combat & Balance
- Further increased Templar’s health and defense, improved Bowman’s basic attack damage and projectile speed, and reduced Sentinel and Steelwind’s basic attack damage and defense.
- Reworked individual Dodge and Mistake rolls, to make a bigger difference between a bad and a good dodger.
- Borrowed self-buffs now respect their activation conditions instead of firing immediately.
- Improved Mirage’s Drifting Anchor usage at melee range and replacement of misplaced anchors.
- Fixed Goblin Archer’s Finders Keepers priority at close range.
- Expanded Rolling Thunder Charm compatibility with self-centered area attacks, spins, sweeps, and impact abilities.
- Fixed invalid-reference errors in combat AI and cleanup issues with interrupted charges.
Tactics & Draft Mode
- Replaced tactics dropdowns with direct selection buttons and clearer natural/customized indicators.
- Advanced tactics are available before the first Draft engagement.
- In-battle tactical changes persist between Draft matches and after reloading.
- Fixed a Draft progression-reset issue when opening tactics or changing ability order.
- Draft reserves now enter the board on the player’s turn, preventing AI teams from selecting newly added fighters before the player sees them.
- Cup lineups now respect recent First Team changes, including formation and controls. Unchanged teams retain their cup setup between rounds, and the previous cup lineup remains available manually.
Campaign & Events
- Event selection displays rewards upfront now!
- Open Team Cup and Blind Squads winner chests upgraded from Bronze to Gold for new registrations.
- Open Team Cup now uses BO3 → BO3 → BO5, with more structured enemy compositions and targeting.
- Fixed loans failing to expire during cups, secondary leagues, and bye weeks.
- Fixed Champion auction listings showing sale prices instead of the current minimum bid.
- Added withdrawal directly from scheduled tournament team selection, preventing blocks when no eligible fighters are available.
- Excluded Champions and named leaders from class based seasonal modifier draws.
Performance & Interface
- Improved large-battle performance, particularly in 8v8, through AI caching,and lighter HUD updates.
- Optimized post-battle processing with faster AI lineup evaluation and loan offer generation.
- Rival portraits now prepare in the background to reduce stalls before CONTINUE.
- Fixed team HUD overlap on ultrawide displays, including 3440×1440.
- Added Dodge / Mistakes to market previews.
EARLY ACESS 0.91.2
Added mistake and dodge chance to the fighter details. It is necessary now that the AI is better at dodging.
Fixed a Draft Mode bug where opening the Tactics panel during a match reset every fighter’s skill levels to 1 for the rest of the run.
Fixed small splash ranged skills being used in close combat instead of saving them only for when they’re far from their target.
Borrowed self buffs wait for their conditions instead of firing at the battle start.
Increased High and Low advanced tactic abilities priorities.
Expanded fighter customization panel to avoid excessive scrolling.
New Patch! There are plenty of new customization options when creating or ascending a champion, big AI improvements, advanced tactics now working in PvP matches, better matchmaking, and a few other things.
And now that we have the 'Create Your Champion' system and champions can use skills from other classes, we needed to normalize base PWR stats to prevent classes with high base stats, like the Barbarian, from dominating. **Every class now starts with 100 Power**, but individual skills have been tweaked to account for this.
Thank you for your support. Summary below:
EARLY ACESS 0.91.1
Class Balance
- Every class now has a base PWR of 100. Skill numbers were rescaled so real damage and healing stay roughly the same.
- New base HP/DEF for most classes. Your existing fighters are migrated automatically; birth rolls and earned bonuses are kept.
Some examples:
- Cleric HP 105 -> 135, DEF 10 -> 75
- Hellforged HP 368 -> 310, DEF 35 -> 80
- Sentinel HP 305 -> 270, DEF 108 -> 65
- Swordmaster HP 280 -> 260, DEF 63 -> 30
- Mirage HP 310 -> 260
- Rockguard HP 341 -> 300, DEF 100 -> 90
- Bullbreaker HP 297 -> 360, DEF 56 -> 30
- Fighter HP 261 -> 285 | Ice Mage HP 130 -> 150 | Railcaster HP 140 -> 160
- Razorblade HP 295 -> 250, DEF 40 -> 60 | Thunderclaw HP 290 -> 265, DEF 55 -> 30
**Abilities have been tweaked now that the base power is always 100, so expect a shift on the meta. **
Champions
- Create your Champion: adjustable base stats (now from 40% range), priced by what each stat actually does for that class.
- Lots of new Wardrobe LPC items.
- Fixed: enemy teams with a created Champion fought with only 4.
- Borrowed summons, heals and shields scale like they would on their original class. This prevents a very high stats class to have very strong summons, for example.
Smarter Enemies
- Infernus AI now dodge projectiles and melee swings with real footwork, lead their shots against dashes, keep up pressure after dodging, and stop focusing shielded targets.
- These combat basics also apply in smaller scaleto Normal and Hard campaign enemies. But your own fighters also are affected!
- CPU waits to recover mana/stamina instead of spamming skills on an empty pool.
Ranked
- Your opponent is no longer always the closest Elo. It's a weighted pick among nearby players. The idea is that you won't face the same opponent twice in a row.
- Advanced tactics are now properly working on PVP matches.
New Arenas
- 6 new dungeon variants: Meadow, Dry Meadow, Jade, Violet, Russet, Slate.
Campaign
- Improvements to the Market value. Considers role, growth potential and skill fit.
- Fixed boring season modifiers, like School of War: ordinary classes only, +75% XP.
- Rare relic buffs: Vow of Mercy, Iron Lung, Ironhide Cuirass, Ghostglass Ward, Leechwood Charm.
- Polish on onboarding, post-battle, fighter details, relics, Codex, menu, Options and the hub. Railcaster rail VFX upgrade.
- More appereance customizations.
Restored original stat card rewards and fixed fighters with increased stats due to the previous bug.
EARLY ACCESS 0.90.4
- Fixed DEF stat growth.
- Added Create your Champion base stats configuration. Already submitted champions must be resubmitted if you want to change their LVL1 stats.
EARLY ACCESS 0.90.3
Hello! Here’s a quick patch with some fixes for Create Your Champion, mostly focused on helping the AI make better use of the unusual skill combinations players have been experimenting with. Thank you everyone who is submitting champions to the WOrkshop. New appearence and customization options are coming!
There are also some changes to Infernus Threat. Now that the AI is much more capable... both at managing teams and in combat... we’re starting to reduce the bonus stats rival teams receive at the highest difficulty levels.
The goal is to keep shifting the challenge toward smarter opponents, gradually reducing their reliance on inflated stats as we improve the AI.
I think this gives veteran infernus players with hundreds of hours in the game a more intense, fun and enjoyable experience.
Thanks again,
Franz.
- Fixed created champions not saving their custom loadout.
- Improvements to the UI, with a new Events panel.
- UX revamped for several tabs and facilities.
- Fixed Luchador abilities SFX not playing in some cases.
EARLY ACCESS 0.84.4
- Added two new Stormhorn champions with hybrid builds.
- Fixed a bug where opening “Change” could remove an Ascended Champion’s skill without selecting a replacement. Skills lost to this bug are automatically restored when loading a save after updating
- Fixed right-clicking relics closing the inventory instead of opening their action menu.
- Added a visible Quick Sell button showing the selected relic’s sale price, with confirmation before selling.
- Improved 8v8 AI team building , coordination and tactics.
- Fixed the List/Sell dialog expanding incorrectly after canceling List on Market or Union Contract.
- Added Market View button next to Loans in the Market tab, to easily switch back to the normal list.
The idea is to let players create their own Champion, and have a button to directly export it to the Steam Workshop so other players can download them and use them on their own campaigns as a normal champion.
More details sonn!
Thank you.
Fixed and UI polish
Fixed an issue where a failed ability replacement on an ascended champion could leave them missing a skill. Failed changes now preserve the original ability, upgrades, specialization, pending choices, and your resources.
Season 1 8v8 safety net: free temporary substitutes fill missing spots when you do not have enough available fighters. They cannot be sold or equipped with your items and use draft mode level range.
Added another rotating random class 2v2 tournament to the Tournament Center, bringing its lineup to eight tournaments.
New and Scouted are visible one click shortcuts in the Market again. Advanced filters remain available for combined searches.
Improved Draft Mode UI.
New Battle Introduction UI and logos.
More panel backgrounds now follow your selected theme, with cleaner spacing and consistent decorative borders.
Centered several button's icons to make it cleaner.
Removed unnecessary clicks when entering club facilities and switching several menu tabs.
Back/cancel sounds are quieter.
Combat Balance
Bellow: fear duration 2 to 1.5 seconds, radius 160 to 140, cooldown 20 to 24 seconds.
Bullbreaker: stun resistance 40% to 34%, base defense reduced by 30%.
Bull Rush: cooldown 6 to 9 seconds.
Bladedancer: class skill damage reduced by 10%.
Shadow Touch: damage increased by 20%, including poison.
Flurry of Thrusts and Javelin: damage increased by 15%.
Body Flicker: duration set to 8 seconds, costing 5 SP.
Divine Vortex: cost 15 to 25 SP.
Thunder Storm: damage increased by 10%.
Magic Heal: base healing 20 to 23. Skeleton Priest’s base PWR changed from 9 to 8 to preserve its unboosted healing.
Basic attack damage for several classes has been rebalanced, with increases of 10% and reductions of 10% or 15%.
Templar: base HP 280 to 245.
Lancero: base HP 280 to 308.
Orc Shaman: base HP 210 to 230, PWR 10 to 11.
Priest: base HP 110 to 125, PWR 7 to 8.
Shockmender: base HP 160 to 145.
Cleric: base HP 110 to 105.
Hierophant: base HP 190 to 220, PWR 9 to 10.
Lightning Mage: base HP 160 to 175.
Stormhorn: base HP 220 to 242.
Barbarian: base PWR 12 to 13.
Frost Knight: base PWR 10 to 11.
Skeleton Fighter: movement speed 145 to 165.
Champion base PWR buffs: Danut 12 to 13, Luchipe 11 to 12, Reis 10 to 12, and Prei 11 to 12.
Ug Zormak: base PWR 10 to 11, HP 460 to 506.
Vaki Hy Eh: base PWR 10 to 11, HP 288 to 317.
Kanguin: base PWR 10 to 11, HP 334 to 367.
Aom: base HP 115 to 130.
EARLY ACCESS 0.84.2
- Added Redistribute Upgrades to Time Chamber - Respec.
- Existing fighters receive one free redistribution. Further uses cost 5,000 Gold.
- Fixed ranged fighters ignoring their preferred distance while casting.
- Corrected the fighter summary showing “Farther” when “Close range” was selected.
These past few days I have been working with a UI/UX designer. So the focus of this patch is to start improving the user experience and UI navigation.
EARLY ACCESS 0.84.1
Progression, Champions & Balance
- Ability upgrades reworked: instead of 15 small choices, fighters now receive 3 major upgrades at levels 14, 34, and 54.
- Each upgrade has a greater impact. Depending on the ability, each step grants +25% potency or duration, +15% control duration, +12% range/radius, +15% projectile speed or pull strength, or −15% stamina cost.
- Existing fighters have their upgrades redistributed to fit the new system. Automatic upgrade choices favor strengthening abilities already upgraded.
- Ranked abilities now normalize to Rank II.
Balance
- Archmage, Hierophant, and Swordmaster no longer require Renown or Season 3 to recruit. They remain outside the starting roster options and their base cost is higher than the rest.
- Shadow: corrected damage to match the advertised 50%, including bleed and detonations.
- Nine Hellforged abilities can now be cast while moving.
- Fixed charging spells through Invoke.
- Buffed numerous passive relic bonuses and reduced several movement penalties.
- Rebalanced some underused and overused spells and abilities.
- Improved active Relics, reducing their ability cooldowns.
Campaign
- From Season 2 onward, WEEK 15 replaces every active season modifier with a different one. Season 1 remains modifier-free.
- Infernus 8v8 opponents now receive the additional tactical preparation used in 5v5: more deliberate lineups, scouting, opening plans, and adjustments between rounds.
- Selecting 8v8 League now shows its own calendar with all six matchdays, including fixtures whose opponent is still pending.
UI
- Choose between Brown, Blue Slate, Teal, Graphite, and Plum in Options - Video.
- Added Market filters for class, injury risk, form loss, and stats growth.
- Reworked Scouting Office into four upgrades, costing 2,000 / 10,000 / 20,000 / 35,000 gold.
- Scouting office upgrades now highlights promising growth in green, Level 3 highlights double-Excellent growth in purple, and Level 4 highlights shiny fighters in gold.
- Set preferred relics for each fighter and equipment slot. Optimize takes those preferences into account.
- Ascend now warns when a skill depends on a companion, class mechanic, or another ability your fighter lacks.
- Opponent ascensions make better skill choices, avoiding combinations that cannot work together, avoiding things lile Super Railcasterayin without Railcaster skills.
Interface
- Clearer checkboxes and checkmarks make selected options easier to recognize.
- Upgrade cards expand to show their bonuses, with clearer ability details and Codex descriptions.
- Ability tooltips now separate direct impacts, projectiles, and additional effects.
- Hold Shift for expanded details with less repeated information. Long tooltips stay within the screen and keep the ability preview visible while scrolling.
- Added improved SFX for UI navigation.
- Added a Modifiers button during combat: pause the battle and check the active season modifiers. It is unavailable when there are no active modifiers.
Combat
- In Spectator and Autobattle, click a fighter or their portrait to follow them smoothly with the camera. Moving the camera manually or the followed fighter dying ends camera follow.
- Hover and selection highlight both the fighter and portrait: gold for allies, red for enemies.
- Added Target Highlight options while directly controlling a fighter: Outline, Ring, or Both. Outline is the default, with red for enemies and green for allies; the ground ring uses your player color.
- Health bars now show clearer damage trails, healing transitions, hit reactions, and low-health pulses.
- Melee hits feel weightier through brief attack-animation pauses. Fixed missing camera shake at round end.
- Larger hits have more noticeable damage numbers and camera impact.
Current Release
Build 26327765
Uploaded Oct 31, 2026
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eslabong.exe to play
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