Set the board, then let it fight
The drama lives in the seconds before combat. Place your heroes, stack your bonuses, then watch the field resolve on its own. Every decision is made in prep — the fight is the verdict.
[ TRANSMISSION 001 · ARCADIA ]
Answer the Call.
A mobile auto-battler set in Arcadia — a city built in the shadow of a benevolent god who hands out power only to those who earn it. Set your board, weave your synergies, and let the field decide.

[ THE GAME ]
The drama lives in the seconds before combat. Place your heroes, stack your bonuses, then watch the field resolve on its own. Every decision is made in prep — the fight is the verdict.
A strong board isn't six strong units — it's units whose factions and classes overlap into three or four active bonuses at once. Discovery is the game: most experiments end up working.
Twelve factions each heard the Arcana's call differently — as power, riches, or the call to fight. All of them climb. Find the combinations the others miss.
Designed to be picked up in a coffee line and put down at the door. A full run fits in a break; the depth keeps you climbing for months.
[ TWELVE FACTIONS ]
Twelve factions, each with their own answer to the question: how do you earn light?
[ THE WORLD ]

The Arcana's Gifts
Between fights, the chamber opens. Draft the boon the others won't.

Ten Commanders
Each leads a faction with its own answer to the call.

The Spire
Climb the hall of the benevolent god who only gives power to those who earn it.
[ LAUNCH SIGNAL ]
One email when Neon Arcana launches. Nothing more.