How it plays

Move. Dodge. Draft. Beat the boss.

A 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.

Step 1 · Choose

Pick a mascot.

Three identities. Three sports. Three different fights through the same arena.

Bear hockey mascot in a blue jersey gripping a hockey stick.
Bear · Hockey Puck
Eagle basketball mascot mid-stride with a basketball.
Eagle · Bouncing Basketball
Bull football mascot in a red jersey lowering for a charge.
Bull · Charge-and-Pass Combo
Step 2 · Move & dodge

One thumb. Full readability.

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

Hold the joystick

Touch joystick movement. No on-screen attack buttons in the way.

Move

B

Auto-attack the closest threat

Your mascot's primary attack fires automatically. Your job is to position.

Auto-attack

C

Read color-coded pressure

Drought enemies all have distinct silhouettes — chasers, snipers, tanks, aura buffers.

Survive
Step 3 · Draft

Pick one card. Change the run.

After every cleared wave, three cards slide in. Pick one. Cards stack — by wave four, your run looks nothing like the one you started.

rare · Tracking

Lock-On

Projectiles steer toward enemies

Your shots find their mark mid-flight.

rare · Attack Rate

Hot Hand

+14% fire rate

He's heating up. He's on fire.

epic · Crit Chance

Gretzky Eye

+10% crit chance

Move to where the play is going.

rare · Max HP

Goalpost

+40 max HP

Wide right? Not anymore.

Step 4 · Survive

The Drought has a roster of its own.

Five enemy archetypes mix into every wave. Knowing which one to clear first is half the fight.

Hush Wraith — small purple Drought enemy that chases the player. Drought enemy

Hush Wraith

HP 30 · Speed 60 · Contact 8

Low-HP contact pressure that teaches movement and spacing.

Dust Devil — yellow Drought enemy that fires zig-zag projectiles. Projectile enemy

Dust Devil

HP 20 · Speed 50 · Fires every 1500ms

Fires zig-zag pressure shots and asks players to read lanes.

Empty Seat — armored Drought tank that charges with heavy contact damage. Charge tank

Empty Seat

HP 80 · Speed 30 · Contact 14

Shielded seat enemy with burst charges and heavier contact damage.

Echo Warden — blue Drought sniper that alternates fast shots and slow fireballs. Sniper enemy

Echo Warden

HP 15 · Speed 40 · Fires every 2500ms

Alternates sniper shots and slower fireballs to force pathing decisions.

Static Crowd — stationary Drought aura enemy that buffs nearby threats. Aura enemy

Static Crowd

HP 40 · Aura 200px · Damage aura 1.2x

Stationary priority target that buffs nearby Drought enemies.

Step 5 · Beat the boss

Every stage ends on a boss day.

The Yard King opens the run. The Drought closes it.

The Yard King — Stage 1 boss, a backyard-themed charger. Stage 1 boss

The Yard King

HP 560 · Contact 12 · Add cap 8

Intro charge boss for the backyard stage.

The Ringer — Stage 2 hazard-charge boss. Stage 2 boss

The Ringer

HP 720 · Contact 13 · Shield damage 0.45x

Hazard-charge boss who turns the floor against you.

The Prospect — Stage 3 set-play shooter boss that locks on at range. Stage 3 boss

The Prospect

HP 800 · Contact 11 · Special every 3000ms

Set-play shooter that locks on and keeps pressure ranged.

The Gatekeeper — Stage 4 slam-gate boss. Stage 4 boss

The Gatekeeper

HP 980 · Contact 16 · Shield damage 0.35x

Slam-gate boss guarding the pro-stage escalation.

The Drought — Stage 5 final boss with three phases of escalating pressure. Stage 5 final boss

The Drought

HP 1200 · Contact 22 · 3 phases

Final boss with add pressure, mortar phase, and homing phase.

The ladder

Five stages, escalating pressure.

Each stage runs for a set of Game Days that culminate in a boss fight.

S1

Backyard

Learn movement and spacing.

Stage live

S2

TBD

Stage two — name reveal coming soon.

Reveal soon

S3

Regional Circuit

Mid-stage pressure and tighter pathing.

Stage live

S4

Pro Stadium

Pro-tier escalation and shield breakers.

Stage live

S5

Mascot Cup

The Drought waits at the championship.

Stage live
Pick your fighter

Ready to choose a mascot?

Bear, Eagle, and Bull each play a different fight through the same arena.