A LITTLE COMPANY. A GRAND LITTLE CONTEST.
The gathering
Ten duelists. One champion. A story you share.
Pack your kit. Find your approach.
Fresh health, every duel.
Ready to gather.
Find your company
A name for the ring, a few familiar faces, and room for a little friendly rivalry.
Create your duelist
Start at 5 in each attribute. Spend 10 extra points, up to 10 each. Your origin stays fixed once the tournament starts. Rewards can improve attributes and replace equipment.
Origin modifiers apply after allocation. Change origin freely until the tournament starts; your allocated points stay unchanged.
SHAPE YOUR DUELIST
THE DECISIVE FINAL
Two duelists. One champion.
The winner of this duel wins the entire tournament, regardless of remaining score.
Find your approach
Your current build
Study your opponent, then choose your tactics. Choices stay private until everyone locks in. Take your time.
A SHARED TALE FROM THE RING
The tale of the duel
A chapter complete
THE TOURNAMENT CHAMPION
The final is won, and a champion is crowned. A splendid little victory!
Tales from the ring
✧ The tournament notebookA few things to know
Origins. Each origin grants +2 to one attribute, −2 to another, and a unique passive. Modifiers apply after allocation and growth. Bots choose uniformly among the six origins. Passives reset every duel and have separate caps from perks and weapons. They apply to normal attacks, except Endurer also protects against lethal counterattacks. Opponent inspection always reveals their origin.
A fresh start. Every player begins with 100 score. Each defeat costs 10 points plus up to 20 more, based on the winner’s remaining health. At zero you become a spectator. The final duel decides the champion regardless of score.
A shared story. Everyone watches each duel in order. Show result skips to the end of the current duel. The next tournament round waits for everyone to finish watching and survivors to choose a reward. Each survivor, including a player with a bye, chooses one of three random perks or weapons or passes for +1 to any attribute. Confirmation marks you ready. Each slot rolls 25% weapon / 75% perk, then the current rarity odds. Weapons replace your equipped weapon immediately, without an inventory or ranks. The equipped weapon is excluded; discarded weapons may return. Perks have three ranks; fully upgraded perks leave your pool. Category specialisations apply to every weapon in that category. Rewards last until the tournament ends. Opponents see your previous duel build, not newly earned rewards.
Returning to your seat. Hosted lobbies are saved and expire after seven days without activity. A game rules update may require a new lobby. When playing locally, keep the server running: local lobbies are held in memory. Choose Leave lobby to leave permanently. During a tournament, a bot takes over your duelist. The last human leaving removes the lobby. Temporary disconnections still wait for you to reconnect. Reconnect to return to your seat.