PvP Arena — Public Test

Walking Simulator

You control one unit. Your team shares the battlefield. Capture the Graveyard, feed blood to the altar, breach the throne room, kill the King.

Game Type2-team PvP arena
Win ConditionsCP to 3999 or King kill
ClientGodot Windows build

The Arena

The map is symmetric. Your team spawns on one side; the enemy spawns on the mirror. Between you is open terrain, contested objectives, and two teams of patrol units walking a perimeter loop in opposite directions. There is no overhead camera. You move with your allies or you die alone in the field.

Walking Simulator — main arena (cols 0–99). Throne rooms extend off-screen right.

A — Blood Altar (altarflame)
G — Graveyard Capture Point (grave)
M — Mercenary Shrine (shrinewarrior)
Q — Quartermaster Shrine (shrinebeast)
B — Neutral Boss spawn
Blue cells — Team 1 spawn area
Red cells — Team 2 spawn area

How the match ends

CP starts at 2000 per team. Holding the Graveyard awards 1 CP per tick to the controlling team. First to reach 3999 wins on score. Alternatively: destroy the enemy Blood Altar to breach their throne room, reach the King, and kill it for an instant victory.

Structures & Shrines

Every structure on the map has an in-game sprite name shown below. Learn to recognize them on sight — some belong to your team, some to the enemy, some to nobody.

altarflame

Blood Altar

Your team's most important structure. Deposit 100 blood here and it summons a Blood Wolf (2000 HP, 45 damage) that patrols deep into enemy territory. If the enemy destroys your altar (1500 HP), their throne room stairs unlock — your King is now exposed. Altar respawns after 120 ticks. Defend it or lose access to the throne.

grave / purplegrave / yellowgrave

Graveyard (Capture Point)

The lone contested objective in the center-right of the map. Neutral defenders — a graveyard_tank and two graveyard_archers — hold it at match start. Capture it to start the CP ticker. While your team holds it you gain 1 CP per tick, pushing toward 3999 for a score victory. The grave sprite turns purple (Team 1) or yellow (Team 2) when captured.

shrinewarrior

Mercenary Shrine

A 1000 HP shrine near your team's base that lets you hire mercenary fighters. It respawns 120 ticks after being destroyed. Enemy players can attack it to cut off your hiring. Keep it standing if your front line needs reinforcement.

shrinebeast

Quartermaster Shrine

A 1000 HP shrine near your team's base. Interact with it to upgrade your weapon or armor affixes using resources you carry. Upgrades go up to tier 3 (capped at 3). Destroying the enemy's Quartermaster denies them upgrade access for 120 ticks. Strongly contest this before a push.

altar

Escort

A 300 HP escort unit that spawns near your base and walks toward a destination in the southern midfield. Keep it alive on the journey — it will not fight back. The enemy can kill it to deny the delivery. It respawns 60 ticks after death.

wolf (Blood Wolf boss)

Blood Wolf

Summoned by your Blood Altar when 100 blood is deposited. 2000 HP, 45 damage per hit, fast movement (every 2 ticks). It patrols a path that takes it directly through enemy territory toward their base gate. It is hostile to the enemy team and will pressure their back line if left unchecked. Kill it before it reaches your base if the enemy activates one.

Field Units

Each team runs two patrol units that loop the arena perimeter continuously. They are allied to their team, hostile to the other, and will engage anything they walk into. The patrol pool is drawn fresh each spawn — expect a mix of all three unit types on any given loop.

pvp_archer

Archer (50% spawn weight)

The most common patrol unit. Ranged. Provides consistent threat across the open midfield. You will see more archers than anything else on the loop — treat them as a moving wall you have to push through or detour around.

pvp_wizard

Wizard (25% spawn weight)

Spell-casting patrol unit. Less common but harder to brute-force. Wizards on the patrol loop can swing a midfield engagement if you're already fighting enemy players. Prioritize them when the patrol walks into a fight you're in.

pvp_medic

Medic (25% spawn weight)

A healer on the patrol loop. If a medic is with an enemy patrol when you engage, kill it first — it extends the fight and can turn a winning skirmish into a loss. Your own medic patrol is equally valuable: stay close to it when pushing.

Patrol path loops: Team 1 walks the left-side perimeter; Team 2 walks the right-side perimeter. Both paths cross through the midfield and southern sector — the center of the map is never uncontested.

Affixes & Upgrades

The Quartermaster Shrine (shrinebeast) upgrades one prefix or suffix on your weapon or armor, spending resources you carry. Upgrades are permanent for the match. Tier 3 is the ceiling — plan your resource routing around hitting it before a push.

Attack and defense deck cards from suffixes stack with flat stat bonuses from prefixes. A fully upgraded fighter has both: more raw damage and a deeper deck of higher-percentage cards.

Tiered Affixes (Quartermaster upgrades)

Affix Tier 1 Tier 2 Tier 3
Brutal
brutal (weapon)
+2 phys dmg+5 phys dmg+10 phys dmg
Arcane
arcane (weapon)
+2 spell pwr+5 spell pwr+10 spell pwr
Mending
mending (weapon)
+2 heal pwr+5 heal pwr+10 heal pwr
Fortified
fortified (armor)
+2 armor+5 armor+10 armor
Vital
vital
+8 max life+20 max life+40 max life
Striking
of_striking (weapon)
2× attack 80%3× attack 90%4× attack 95%
Guarding
of_guarding (armor)
2× guard 80%3× guard 90%4× guard 95%

How It Works

All gameplay truth lives on the Python server. The Godot client connects, renders the latest server state, and sends player commands. The server resolves movement, combat, monster AI, event scheduling, boss spawns, CP ticks, and win conditions — none of it runs on your machine.

  • Server-authoritative PvP arena: two teams of players fight as individual units on a shared map.
  • Tick-based movement, monster AI patrol loops, boss spawns triggered by map events and player actions.
  • Blood Altars, Graveyard Capture Point, Mercenary and Quartermaster Shrines define match flow.
  • Card-based combat: attack and defense decks drawn per engagement, strengthened by Quartermaster affix upgrades.
  • Patrol units (Archer, Wizard, Medic) walk the arena perimeter and must be contested on the way to objectives.

Current Goals

The public test is focused on making the PvP match loop stable and readable before opening to a wider audience.

  • Ship a readable, repeatable PvP match loop on Walking Simulator.
  • Make every on-map structure self-explanatory from first contact.
  • Harden single-server deployment for live team-vs-team public sessions.
  • Expand the creature pool and deepen patrol behavior to increase mid-map pressure.

PvP Arena — Walking Simulator

2026-06-29

Latest changes to the Walking Simulator arena and match systems.

  • Patrol units (pvp_archer, pvp_wizard, pvp_medic) now walk a full perimeter loop, creating contested midfield pressure.
  • Quartermaster Shrine upgrades weapon and armor affixes up to tier 3 using resources carried by the player.
  • Blood Altar (altarflame): destroy the enemy's to unlock their throne stairs; defend yours to stop the same.
  • Graveyard (grave) is the lone contested capture point — holding it ticks CP toward 3999 for a score victory.

Download

Latest artifact update: 2026-07-16 20:41:11 UTC.

The zip package is the normal player download. The executable, data pack, and checksums are available separately for troubleshooting and verification.