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.
[ ARC ] // Cabinet 07
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
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.
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.
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.