What if electricity were magic — and two nations went to war over the power grid? Capture the Hexnodes. Hold the zones. Power your side.
Arcanis is a world where magic isn't mystical — it's infrastructure. Lights, transit, weapons and medicine all run on raw arcane current drawn from ancient crystalline structures called Hexnodes.
Hexnodes are finite. When one dies, the region around it dies with it. Two factions are locked in an endless war over the nodes — not out of greed, but survival. Neither side is the villain.
It's grounded high fantasy: people argue about ley-line tariffs and complain when their equipment's enchantment warranty expires. The war is serious, but the world feels lived-in rather than grim.
Two teams of five fight over hex zones. Every zone you hold scores points — and powers up your whole team.
Your whole team moves faster.
Abilities hit harder.
Your team shrugs off more damage.
Health recovers out of combat.
Enemies near the zone show on your map.
Abilities come back sooner.
The contested centre: ultimates charge faster.
Capture by standing on a zone. Run out the clock and sudden death makes every zone worth triple.
The strategy isn't “capture everything” — it's “which zones do we need right now?” Overextend and you get picked apart. Play it safe and the enemy stacks buffs that snowball.
Every role is a trade: great at one thing because it's deliberately weak at another.
Holds contested ground and starts the fights.
Durable, but hits softer than everyone else
Hunts lone, isolated targets and slips away.
Hits hard and fast, but dies if caught
Keeps teammates alive and moving.
Brilliant in a group, weak alone
Owns the objectives and bends the game's rules.
Dominates zones, loses a straight duel
Decides where enemies are allowed to stand.
Well-rounded — if their effects land
A first look at heroes on the drawing board. Every power has a price.
A shadow-witch who marks prey, weakens them from afar and unleashes darkness at the perfect moment.
Signature · Shadow Rebellion
A living fortress who leads every charge, absorbs punishment and turns berserker at the peak of battle.
Signature · Iron Charge
A relentless butcher who hunts wounded prey — the more injured you are, the more dangerous he becomes.
Signature · Meat Hook
Mistress of Storms: a wind dancer who scatters enemies, denies their attacks and strikes from wherever the storm carries her.
Signature · Eye of the Storm
A master smith whose colossal hammer cracks every defence and reshapes the battlefield.
Signature · The Anvil
A celestial warrior who commands gravity and moonlight, bending where her enemies can stand.
Signature · Weight of the Moon
A plague alchemist who spreads corruption through every wound — and ultimately becomes death itself.
Signature · Fester
A pirate huntress who swings across the battlefield, tracks prey from above and executes marked enemies.
Signature · Quartermaster
In development — heroes, zones and numbers may change.
Dev logs, early footage and playtest news land in our Discord first.