Touch: tap an action button each round: Retreat, Advance, Guard, Rest, Quick, Heavy, Sunder or Taunt; the bubble over your rival shows their next move; in camp tap + to train and tap armoury rows to buy or equip gear; tap during a round to speed it up · Keyboard: keys 1 to 8 pick the actions in button order, Left/A retreats, Right/D advances and Space guards; Enter starts, enters the ring and continues; Tab switches camp tabs, P or Esc pauses and M mutes
About:
A phone-first turn-based arena duel game in the spirit of the 2000s Flash classics, made in-house for Leetdom. Two fighters share a short lane of sand. Every round a bubble over your rival shows their next move, and then both of you act at once. Guard parries a quick cut and leaves the attacker staggered, a heavy blow smashes straight through a guard, a quick cut that lands first interrupts a winding heavy, and stepping out of reach makes a heavy swing overextend. Staggered fighters lose their next turn. Every action costs stamina, armour softens each blow, sunder strikes strip it away, and long weapons hit from two cells out.
Win bouts to earn purses and training points. Between fights you raise strength, agility and endurance, hire a sparring master, and buy better blades, spears, axes, glaives and mauls, plus helms, body armour and shields. Twelve named rivals across four circuits each fight differently: brawlers love big swings, duelists live on quick cuts, shieldwalls turtle, long-reach fighters keep you at the end of the shaft, and later champions hide their intent behind a vague 'strike' more often. Clean hits, parries and taunts fill the crowd meter, and when the crowd is ready to roar your next strike cannot miss. Three defeats end the career; crowned champions keep defending the laurel against ever stronger challengers. Best fame is kept on your device.
Tap the eight action buttons to fight; on desktop use the number keys or arrows and Space. The portrait layout scales inside the Leetdom player, pauses when the tab is hidden and asks a sideways phone to turn upright. Every figure, crowd, particle, sound effect and music loop is drawn or synthesised in code; there are no external assets or network requests.
Credits:
Made by Leetdom, 2026. Written for Leetdom, and it lives here.
Phone check: 2026-10-03 independent QA (pi-fleet): Playwright phone 390x844 real CDP touch, landscape 844x390, desktop 1280x800 mouse+keys, blocked localStorage and hidden-tab runs each played title, camp training/armoury, a full bout to KO, result and back to camp with zero console/page errors and no non-local requests; debug career-over flow plus one-tap new contender; live /games page Full screen refits on desktop and phone and input still works. Fixed: a finished career resurfaced as 'Continue career' after Career Over -> Title; bout log text peeked under the result card; added a -1 dB post-limiter trim. Offline 30 s bot mix: SFX RMS -30.1 dBFS, music -46.2 (16 dB under), peak -4.0, 36-sound stack -2.2 dBFS, true-zero gaps, >6 kHz band 33 dB down. Node balance, 300 careers: counter-reading bot crowned 70%, 70%-accurate player 30%, random player never past bout 8.
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