Everything Arena
Key art: a top-down arena with the soldier alone at the centre in a ring of red light, surrounded by vikings, roman legionaries, a samurai, ninjas, zombies and skeletons, with a winged red demon looming at the edge.
DemoTop-down wave survival

Everything Arena

Jack was a soldier with a rifle and a radio. Now he is somewhere before all of that, and the horde at the gate has bronze and iron and worse. Ten arenas. Seventeen enemies. One way out of each.

Gameplay on desktop: the top-down HUD over a roman courtyard, health and XP bars at the top and the weapon bar along the bottom.
Gameplay on mobile in portrait: the single movement stick and DODGE button, with the amber auto-shoot disc drawn around the soldier.

WebGL in the browser · Android on mobile

Ten arenas · seven cultures · one way out of each

Gameplay trailer

Ninety seconds of being outnumbered

The final arena: a lava-cracked floor with skeletons and imps circling the soldier beneath the winged red demon.

Ninety seconds of being outnumbered

Trailer — 1:29

Placeholder video source — swap `trailer.src` in lib/content.ts for the real cut.

The premise

One soldier, dropped through every war that came before

Jack went through a door that should have led to a stairwell. What it led to was a longhouse full of men who had never seen a rifle and did not need to — there were forty of them and one of him.

He is still falling. Each arena he clears puts him somewhere older and worse: a colosseum floor, a courtyard under snow, a rooftop in the dark, a crypt that is awake. The gun keeps working. Nothing else about this does.

Campaign
60–90 min
Per arena
5–10 min
Mode
Single player, offline
In-game capture of a roman arena: the soldier firing from the centre of a colonnaded plaza as legionaries advance on him.

The arenas

Ten floors, and each one is older

Top-down view of the Vikings 1 arena: a beach camp ringed by a wooden palisade with longships pulled up on the sand, the soldier firing at the centre as horned-helmet vikings close in.
01Vikings ILonghouse
Top-down view of the Vikings 2 arena: the same palisaded beach camp, now with a bare-chested berserker at the top and blue spellcaster orbs among the viking ranks.
02Vikings IIFrozen yard
Top-down view of the Romans 1 arena: a colonnaded plaza of white pillars and tiled roofs, a dense block of legionaries advancing on the soldier at the centre.
03Romans IColosseum floor
Top-down view of the Romans 2 arena: a roman town with the colosseum behind it, legionaries crossing open sand toward the soldier.
04Romans IIUnder the stands
Top-down view of the Samurai arena: an autumn courtyard of red maples and a arched bridge beside dark timber halls, armoured figures converging on the soldier.
05SamuraiCourtyard
Top-down view of the Ninjas arena: a village of tiled roofs and a shrine gate at dusk, black-clad ninjas closing in from every street.
06NinjasRooftops
Top-down view of the Zombies 1 arena: a sunlit desert town of flat-roofed houses, palms and abandoned cars, zombies shambling toward the soldier.
07Zombies IRuined street
Top-down view of the Zombies 2 arena: the wider desert town, with bloated green fat zombies among the horde and more wrecked cars between the buildings.
08Zombies IICollapsed ward
Top-down view of the Sorcerers arena: a torchlit stone crypt with arches and a giant skeleton fossil, purple-robed sorcerers throwing violet magic.
09SorcerersCrypt
Top-down view of the Demon Boss arena: a cracked floor split by glowing lava, white skeletons and red imps circling, the winged red demon waiting at the top.
10Demon BossThrone — final

The classes

Picked at level two. Committed to by level five.

One class per run, chosen at level 2. Each unlocks two signature abilities at level 5.

In-game capture of the Fire Maker: a meteor volley falling on the nearest enemies.

Shots ignite enemies

Fire Maker

  • Inferno
  • Meteor
In-game capture of the Ice Witcher: a giant ice shard dropping onto an enemy.

Shots chill and slow

Ice Witcher

  • Flash Freeze
  • Ice Shard
In-game capture of the Demonic class: four flaming skulls orbiting the soldier on a ring of fire.

A flaming skull orbits you

Demonic

  • Four Skulls
  • Demonic Claws
In-game capture of the Paladin: the holy Consecration ring burning the enemies standing in it.

+50% HP, and hits heal you

Paladin

  • Consecration
  • Lay on Hands
In-game capture of the Necromancer: raised skeleton minions fighting alongside the soldier.

Kills rise again as skeletons

Necromancer

  • Skeleton Mages
  • Skeleton Knights

Arsenal & mechanics

Three guns, one dash, and cards that stop the clock

36 dmg close

Pistol

Infinite ammo. The one thing Jack never runs out of, and the reason a bad run is survivable.

Ground drop

Assault rifle

Found on the floor, not in a menu. Sustained fire for when the wall closes in.

Ground drop

Shotgun

Close range, wide cone. The answer to being surrounded, if you can reach it.

20 m/s · 0.30 s · 1.1 s cd

Dash

The escape. Short, fast, and on a cooldown just long enough to punish using it early.

Run pauses

XP cards

Level up and the arena freezes while you choose. XP resets on every arena load — no carry-over.

4 spawns · 3–6 waves

Waves

Four spawn points per arena, three to six waves each, at ×0.5, ×1 or ×2 difficulty.

The game in numbers

What is actually in the build

0

Arenas

0

Enemy types

0

Classes

0

Guns

0 HP

Final boss

0 min

Full campaign

Figures from the game design document — not marketing estimates.

Download

It runs in the tab you already have open

Everything Arena is built in Unity 6 / URP and ships to WebGL and Android. Single player, offline, no account.

All store links are placeholders — set them in lib/content.ts