A
Hold the joystick
Touch joystick movement. No on-screen attack buttons in the way.
MoveA Mascot Arena run is about five minutes long. You pick one of three mascots — Bear, Eagle, or Bull — move with a touch joystick, auto-attack the closest threat, draft one upgrade card per wave, and finish the run by beating the stage boss. Five stages culminate in The Drought, the final boss.
Three identities. Three sports. Three different fights through the same arena.
The arena is a clean rink, court, or field — not a cluttered HUD. Player, enemies, projectiles, and hazards all use distinct silhouettes and colors so you can read pressure at a glance.
A
Touch joystick movement. No on-screen attack buttons in the way.
MoveB
Your mascot's primary attack fires automatically. Your job is to position.
Auto-attackC
Drought enemies all have distinct silhouettes — chasers, snipers, tanks, aura buffers.
SurviveAfter every cleared wave, three cards slide in. Pick one. Cards stack — by wave four, your run looks nothing like the one you started.
Your shots find their mark mid-flight.
He's heating up. He's on fire.
Move to where the play is going.
Wide right? Not anymore.
Five enemy archetypes mix into every wave. Knowing which one to clear first is half the fight.
HP 30 · Speed 60 · Contact 8
Low-HP contact pressure that teaches movement and spacing.
HP 20 · Speed 50 · Fires every 1500ms
Fires zig-zag pressure shots and asks players to read lanes.
HP 80 · Speed 30 · Contact 14
Shielded seat enemy with burst charges and heavier contact damage.
HP 15 · Speed 40 · Fires every 2500ms
Alternates sniper shots and slower fireballs to force pathing decisions.
HP 40 · Aura 200px · Damage aura 1.2x
Stationary priority target that buffs nearby Drought enemies.
The Yard King opens the run. The Drought closes it.
HP 560 · Contact 12 · Add cap 8
Intro charge boss for the backyard stage.
HP 720 · Contact 13 · Shield damage 0.45x
Hazard-charge boss who turns the floor against you.
HP 800 · Contact 11 · Special every 3000ms
Set-play shooter that locks on and keeps pressure ranged.
HP 980 · Contact 16 · Shield damage 0.35x
Slam-gate boss guarding the pro-stage escalation.
HP 1200 · Contact 22 · 3 phases
Final boss with add pressure, mortar phase, and homing phase.
Each stage runs for a set of Game Days that culminate in a boss fight.
S1
Learn movement and spacing.
Stage liveS2
Stage two — name reveal coming soon.
Reveal soonS3
Mid-stage pressure and tighter pathing.
Stage liveS4
Pro-tier escalation and shield breakers.
Stage liveS5
The Drought waits at the championship.
Stage liveBear, Eagle, and Bull each play a different fight through the same arena.