The World of

Duels

Victorian London · Autumn 1887

Two duelists face off in a foggy gaslit street — one conjuring golden elemental fire, the other arcing teal electricity from a brass gauntlet, St Paul's dome looming behind
The fog carries more than coal smoke tonight.

London, 1887. The Hermetic Order of the Golden Dawn is being founded. Strange Case of Dr Jekyll and Mr Hyde was published last year. Spring-Heeled Jack has stalked the rooftops for fifty years. Beneath the surface of the world's greatest city, three secret wars are being fought — and you have just been recruited.

3Factions
10Elements
47+Fusion spells
15Story chapters
100Artefacts

Choose your war

Each faction fights its own campaign — five chapters of narrative, puzzles, and duels against a distinct enemy order, with allies drawn from history and gothic fiction.

The Secret Doctrine

Spellcaster Path · Wu Xing Elementalist

A corrupted splinter of the Golden Dawn is channeling something it cannot control. Master Lin Zhaowen of Limehouse teaches you the five classical elements — Fire, Water, Earth, Wood, Metal — and the balance they demand.

  1. The Black Pillar
  2. The Cipher Manuscripts
  3. The Great God Pan
  4. The Secret Doctrine
  5. The Vault of the Adepti

Versus Brother Corvus and the Veiled Sibyl — alongside Mathers, Westcott, and Arthur Machen.

The Great Work

Scientist Path · Victorian Technologist

Disgraced alchemists are twisting the age of reason into something monstrous. With Electricity, Magnetism, Chemistry, Steam, and Clockwork, you answer galvanic horrors with precision engineering.

  1. The Galvanic Horror
  2. The Strange Case
  3. The Mesmerist
  4. The Invisible Surgeon
  5. The Great Work

Versus Dr. Jekyll's other half, Svengali, and the Invisible Surgeon — alongside Sir William Crookes and Nikola Tesla.

The King Vampire

Hunter Path · Cross-Faction Hybrid

Something ancient is gathering the monsters of London under one banner. Forge any five of the ten elements into your own loadout and hunt the beasts no purist could face.

  1. The Dockside Horror
  2. The Beast Within
  3. The Countess
  4. The Ancient
  5. The King Vampire

Versus Spring-Heeled Jack, Carmilla, the Beetle — and Count Dracula himself — alongside Inspector Abberline.

Cast with your body

Charge a spell, then move your device — every gesture is a different tactical choice. Prefer not to move your phone? Tap to Cast offers a fully tap-based duel.

Thrust

Push forward to launch your charged attack across the battlefield.

Flip

Invert your device to raise a defensive wall — it persists round after round until broken.

Slash

Sweep sideways in an arc — a lighter hit that carries a faction-specific effect: corroding the wall, breaking a combo, or spreading overflow.

Uppercut

Scoop upward from the waist — part of the blow pierces straight through walls.

Slam

Raise high and bring down sharply — overwhelm a wall and it shatters, absorbing nothing.

Flick

Snap your wrist early in the charge for a faster, cheaper cast at lower intensity.

Spellcraft runs deep

Every element holds advantages over some and weaknesses to others — the Wu Xing cycle for spellcasters, the technology cycle for scientists, and cross-faction matchups between them. Fuse two — or all five — of your elements into named compound spells: higher damage, steeper cost, and a shorter window to cast.

Spells carry effects that bend the rules — Pierce, Shatter, Corrode, Scald, Disrupt, and more. Chain consecutive attacks of the same element to build a combo from Double to Triple to Fury, and decide each round whether to press the streak or break it for a wall.

London after dark

The story leads through the city's gaslit landmarks and its hidden underside.

The adversaries

The orders you face are led by figures out of history and gothic literature — each a named duel with its own element school.

The Cabinet of Curiosities

Between duels, browse a shop of one hundred Victorian artefacts across five rarity tiers — from common trinkets to five esoteric curiosities, four of them rule-breakers that change how a match is played: an eye that bleeds your opponent's reserves dry round after round, a grimoire that glimpses their next spell, a seal that swallows the first blow. The fifth is a tarnished key that opens nothing but the Cabinet itself.

Common Curious Rare Legendary Esoteric

Duel anywhere

Face a friend

Local multiplayer connects two nearby devices directly — no internet, no server, no account.

Face the machine

Practice against three tiers of AI — Novice plays loose, Adept reads your last move, Master hunts your weaknesses.

On your wrist

The Apple Watch companion shows your live mana, round results, and combo streaks.

Get Notified

Coming soon · iOS & Apple Watch