Skip to content

[ ARC ] // Cabinet 07

Kingdom Clash

The flagship fighting game, first playable slice: two fighters from the Batch 001 spec, local versus a CPU, with full candidate pose sets — walk, strikes, guard, hitstun, knockdown, cast — plus stage art and projectile FX. Frame data is data-driven and provisional.

Pick your team of 3

← → walk · ↑ jump · ↓ guard · Z/X punches · A/S kicks · Q/W specials · T tag · R super (full gauge). The CPU takes the other three.

[ 07a ] // Design

Why it plays the way it does_

Back to the arcade

Candidate art is labeled

All fighter art, stage and FX are Higgsfield-generated candidates, marked on the stage. Nothing becomes canon until it is approved — and if any image fails to load the game falls back to labeled silhouettes.

Deterministic by construction

Fixed-step simulation, no randomness in the rules, seeded CPU — the same inputs replay the same fight, which is what makes training mode and netcode possible later.

Guard is a resource

Blocking costs guard meter and a broken guard is a crumple, straight from the spec's balance baseline (1000 HP / 500 guard / 3 bars).

Scores are saved on this device. A shared leaderboard needs an account, and travellers are not wired to the arcade yet.