Game Overview
Cyber Arena is a compact autobattler shaped by the same design pressure as Dota Underlords Knockout: short sessions, fast pivots, and a lot of value packed into each round.
Core Loop
- Pick one of three starter boards.
- Spend gold on heroes, rerolls, and item choices.
- Place units, assign items, and commit to the fight.
- Resolve combat.
- Collect rewards and repeat.
Reference Math We Keep Visible
| Rule | Practical effect |
|---|---|
| 3 starter options, 1 free reroll | Early decisions matter, but the opening is not purely random. |
| 4 lives total | Every loss is significant. |
| Start at level 5 with 1 XP | The first upgrade happens almost immediately. |
+1 XP per round, 2 XP per level | Levels advance on a fixed cadence. |
| 2 copies for 2★, then 2 more for 3★ | Three-star heroes are reachable inside one short match. |
Base gold starts at 6 and climbs 6, 7, 9, 10, 12... | The economy supports active rolling instead of hoarding. |
| No interest, no streak gold | The game is about tempo, not banking. |
| Items appear on odd rounds | Each loot decision has high impact. |
Why This Matters
This structure keeps the match readable on small screens and makes the UI expose the right information at the right time:
- current lives
- round-based gold
- level and XP timing
- starter rerolls
- item reroll availability
- 2★ / 3★ breakpoints
The frontend is responsible for interaction and visual feedback, while the server handles battle simulation and state persistence.
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