Arena challenges you to survive enemy waves, build your character during a run and improve your personal best. You face enemies and bosses from Campaign, while your fighter changes how combat feels. There is no need to aim for the final wave straight away: learn your abilities, leave room to move and survive a few waves first.
How to unlock Arena
Arena unlocks after you complete the castle in Campaign. You can start with the regular hero or Kreit without buying them with crystals. The other fighters require further Campaign progress and a separate purchase.
| Fighter | Requirement | Price |
|---|---|---|
| Hero | Unlock Arena | No purchase |
| Kreit | Unlock Arena | No purchase |
| Cyberpunk | Complete the cyber district | 200 crystals |
| Cyberpsycho | Complete the cyber district | 500 crystals |
| The Chosen | Complete the rooftops | 600 crystals |
Buying a fighter unlocks them permanently. There is no fee for each new Arena run.
How waves work
The current Arena has 107 waves. Their composition and order are fixed, so you can use what you learned about enemy arrivals on later attempts.
Enemies enter in groups through four gates. A new group can arrive while the previous one is still alive, turning a few surviving enemies into a crowd.
A wave ends once all its groups have arrived and all remaining enemies are defeated. A 10-second break follows. Collect resources, recover health and prepare for the next fight.
The run ends after the final wave; there is no endless continuation. Later waves combine dangerous enemies and multiple bosses.
Rewards and progression
Each completed wave awards 2 crystals: 10 waves give 20, 30 give 60, and all 107 give 214 crystals.
These are the totals for those waves, not an extra end-of-run bonus. Crystals are granted and saved as you progress. Defeat does not take away what you have already earned.
Arena and Campaign share a wallet. You can spend the crystals on permanent Campaign upgrades or new fighters.
Permanent health and damage bonuses from the Campaign hub do not apply in Arena. Each fighter has their own starting stats, and temporary upgrades belong to the current run.
Which fighter should you choose?
Hero — learn the rules
Familiar Campaign moves: melee attacks, a circular strike, a dash and healing. A useful choice for focusing on gates, moving between groups and temporary upgrades. A good starting point when you first unlock the mode.
Kreit — plenty of health and magic
Starts with 700 HP, fights with a sword and uses life drain, a fireball and rage. Suits players who enjoy combining melee combat with magic. The larger health pool allows more room for mistakes, but crowds and boss attacks remain dangerous.
Kreit cannot choose the health upgrade when gaining combat levels. Plan your upgrades around this restriction.
Cyberpunk — shooting and distance control
Starts with 100 HP. His basic attack is a shot; abilities include dual Uzis, a mantis blade and time slowing. A choice for players who prefer to keep their distance and pick their moment to close in. His low starting health makes positioning important: shooting does not remove the need to escape encirclement.
Cyberpsycho — melee combat and a change of tactics
Starts with 500 HP. His kit includes melee attacks, a rocket, a pistol burst and time slowing.
When health drops below 30% of maximum, he enters rage: melee attacks speed up, the rocket and pistol abilities become unavailable, and the time-slowing cooldown is reduced. Suits players who enjoy adapting their tactics. You do not need to lose health deliberately: low HP is still a risk.
The Chosen — abilities and allied copies
Starts with 400 HP and uses melee attacks, dual Uzis, an area slam and summoned copies.
Copies help fight, and using the gun ability or area slam can bring ready allies into the action. A choice for players who enjoy building up their presence on the battlefield. Keep watching the main character, though: copies do not guarantee survival.
How to survive longer
Avoid standing near gates unnecessarily. Watch for warnings about new groups and leave an escape route. When surrounded, repositioning is often worth more than one extra hit.
Spend temporary upgrade points: gaining a combat level does not choose an upgrade for you. Use sticks and poop during the current run; they do not carry over. Shops stand in the corners of the arena.
After completed waves, green plus-sign healing pickups appear near the centre. Each restores 25 HP, up to maximum health. At full health, the pickup is not consumed, so you can leave it for later.
A short break does not automatically restore all your health. Use healing and abilities deliberately, especially before a familiar difficult wave.
How personal records work
Each fighter has a separate record showing completed waves, kills and time.
Completed waves are compared first, then kills if wave counts are equal. Time is displayed with the result, but does not by itself determine a new record.
Switching fighters lets you start a separate series of attempts. Compare not only your final wave, but how comfortable you feel moving, using abilities and handling dangerous groups.
For your first attempts, choose Hero or Kreit, learn a few waves and try to improve with that same fighter. You do not need to buy everyone else beforehand.
