Roadmap
This game gets better every month — your time here compounds.
Just forged
Duelsmith has a face now
v0.118.0An anvil with two crossed swords over the fire. You will see it in your browser tab and whenever you share a link to the game.
Your champion, standing in their arena
v0.117.0Their background, their real sprite with the weapon and armour they carry, their frame and name colour. And below it, the build, laid out to be studied.
See your rival's build
v0.116.0You can study the build — that is the point. What this champion decides in a fight is theirs, and you find it out by fighting.
We give a cosmetic back
v0.115.0If we give you back something that had been taken away, we put it on again — and if you have put something else on since, we tell you and leave it as you have it.
Your booster, purchase by purchase
v0.114.0If a purchase is reversed, only that purchase's unused days come off. Days you already enjoyed are yours.
Fights have a place now
v0.113.0Eight backgrounds for your fights. Four are bought; three belong to your race and are earned by finishing Season 1 — those are never sold. In PvP you see the defender's: you're on their ground.
Skins for your gear
v0.112.0Dress your epic and legendary items in ember or frost looks. Pure style — zero stats, power is played.
Endgame modes
v0.111.0A weekly gauntlet with a rule that changes, a daily duel everyone fights identically, and medals for what you achieve. Nothing to pay: you play them.
see everything that's already here (22)
The landing shows the fight
v0.110.0The public page no longer describes a duel — it shows one. The two champions trade blows on a loop, from the same seed printed beneath it, so you can reproduce that exact fight yourself. With reduced motion on, it holds still.
Fights outlive the people in them
v0.109.0When someone deletes their account their duels no longer vanish with them: the fight stays, with both builds and the result, and only their name goes. A link you shared keeps working — and now unfurls with a card showing both champions and who won.
Search the board
v0.108.0The black market can be filtered by item, gem and minimum rarity, and it searches both halves of a listing: who is offering it and who is looking for it. The board loads more as you scroll.
The black market
v0.107.0Trade equipment and gems with other players: offer what you have spare, say what KIND of thing you want, and whoever holds it takes the deal. No money, no bidding, no prices. Catalysts, essence and BP are never traded — and rank and season rewards are neither sold nor traded: they are earned by playing.
The path does not end
v0.106.0After the last canto the trail keeps going: every 80 deeds the path loops again and pays a material pack. Dust almost every time, and a gem in a little over one loop in four. No catalysts and no essence — this does not shorten the climb to +9 or +10.
Casters learn faster
v0.105.0Mage and Channeler hit harder while they climb: a large early boost that fades on its own to exactly zero at level 20. On the ladder's fourth rung the gap between the best-off class and the worst-off went from 24 points to 5. At high levels the Mage is still behind — that belongs to the design arc we already promised you, before launch.
Gear that actually does something
v0.104.0Several affixes on Mage and Channeler items did nothing at all — measured: removing them changed not one duel. That budget is armor now, and both casters gain between 8 and 18 points depending on level. The Rogue trades some evasion for real armor while staying the one who hits fast and folds fast. And if an item subtracted armor until you went below zero, you used to take 25% MORE damage: that was our bug, and it is gone.
Every class fights differently
v0.103.0Warrior and Rogue no longer hit the same way twice: their skills read the fight — the pain you have taken, the riposte window, the statuses you chain. And every class now starts with a hand-authored spread of skill points you can change whenever you like. Between levels 14 and 17 the gap between the strongest and weakest class narrows sharply. Mage and Channeler arrive in the next design arc, before launch: their axes work, but they lift the classes already ahead, so they are being redesigned with what we learned.
A record of what you spend
v0.102.0Every time you pay for something — forging, reforging, milling, trading BP for materials — a line is kept with the date, how much it was, and which item it was on. There is no screen for it yet: for now it is an internal tool, so we can answer you with data. Every movement carries its line — what you buy, and what the game hands you too. And if you delete your account, those lines are anonymised.
The store says what is true
v0.101.0Rank and season rewards are never sold nor traded — they are earned by playing. Everything else is bought with BP. And the material pack states its own contents: 20 essence, 60–180 dust, 2 gems guaranteed, 8.4% a catalyst.
Fighting pays now
v0.100.0Ladder wins drop material packs — dust, essence and punches for your forge. Grey fights drop nothing: win where the challenge is real.
The forge, at the door
v0.99.0The front page now tells you what happens to an item you look after: the three forge bands, what each costs, and the real history of a weapon that reached +9 — fall included. The numbers come from the game, so if we change the forge, that page changes by itself.
Nothing gets destroyed
v0.98.0The forge no longer destroys items, at any level. If an attempt fails, the item drops one level and loses what that level gave it — but it stays yours. Risk starts at +5 and protection prevents the fall up to +8; above that, climbing again is the work.
The forge remembers
v0.97.0Every forge level really rolls: several of the things the item already is go up, and no level ever gives nothing. The item keeps what came out at each one, so two +7s are not the same item — and you can see why. Up top, at +9 and +10, there is no net left: a break knocks you down a level and cannot be protected against.
The skill growth ladder
v0.96.0Every skill now shows its growth ladder: how much damage it deals at each level of investment, with your current point marked, what the next one would buy, and the breakpoint drawn where it fires.
Less housekeeping
v0.95.0What you earn is not lost because you slept, you can select several items at once to mill, and the theorycraft tools are free for everyone.
Fewer dead ends
v0.94.0Every screen that used to leave you stuck now offers the next step: attack from the leaderboard, exit a pack into your stash, see how an item is obtained, and test builds against real opponents.
Trust in the cube
v0.92.0Protect an item so nothing can destroy it, see what you risk before forging, and compare before and after on every reforge.
Buy a skin and actually find it
v0.91.0The bell takes you straight to the item with an apply button, and the store tells you before you pay that you apply the look yourself.
Your gear, with its own sprite
v0.90.0When you apply an aspect and that combination has no sprite yet, the game generates one and it shows up in combat.
Your purchases, always at hand
v0.89.0One page with everything you bought and its status — it does not depend on the store being open.
The bar tells you when
v0.88.0See what time your stamina refills, and the first-steps list folds away instead of vanishing.
On the anvil
Seasons
Rank rewards and a permanent Hall of Fame — climb, then defend.
On the horizon
Co-op adventures
Runs against the world alongside other players: one shared objective, and loot that gets split.
Tournaments
Bracketed cups to crown a champion.
Assignments
Send your champions on jobs that earn experience while you are away.
Season 2
A new story, a new boss, new crowns.
Livelier fights
More natural, consistent animations — the kind of leap that arrives faster the more the game grows.
Community boss
A foe the whole roster chips at together.
New classes
New ways to fight and theorycraft.
New races
New peoples, new bodies, new stories.
Live duels
Challenge a rival and fight turn by turn, in real time.
Regional ranking
Compete to be the best in your country.
Every improvement arrives faster as the game grows, thanks to the people who play and support it. Rank and season rewards are never sold nor traded — they are earned by playing. Everything else in the store is bought with BP, and BP can be bought with money. In the black market, players also trade equipment and gems between themselves. Money can buy time — never the outcome.