Aim, not lock-on
Arrows travel, drop and can be led or dodged. Melee lands in a cone you have to face. Nothing snaps to a target for you — a headshot at full draw is worth 250 damage because you had to place it.
Aim-based combat and movement that never stops. Three fighters, five arenas, and hits the server decides.
The game
Karnthrone is a third-person PvP action prototype. There is no lock-on and no auto-attack: every arrow is a projectile you lead, every swing is a cone you place. Fights are fast, short and decided by reads — a parry landed inside a 0.4-second window, a full-draw shot taken while sprinting sideways, a gap closed before the bleed runs out.
Three fighters, five arenas, free-for-all and team rounds. Queue ranked 1v1, or open a custom lobby and seat up to four a side — against people, against bots, or both.
Combat
Arrows travel, drop and can be led or dodged. Melee lands in a cone you have to face. Nothing snaps to a target for you — a headshot at full draw is worth 250 damage because you had to place it.
Bhop, evade rolls and real air control. Drawing a bow slows you but never roots you, so the archer fights on the move; melee strings and casts briefly plant the body, and that trade is the whole matchup.
Holding block cuts incoming damage by 60% and drains stamina. The first 0.4 seconds of it are a parry: the hit is negated outright and, inside four metres, thrown back as a counter-stagger.
Damage, crowd control and death are resolved server-side; a client only ever asks. Hits are validated against the server's own copy of the fight, so what you see and what counts stay the same thing.
Fighters
Each one carries its own resource, its own opener and its own way of losing. Pick the fight you want to be in.
Shoots on the move: drawing slows you, it never roots you. A tap fires fast and weak; a full draw hits like a siege engine and slows whatever it touches. Sights let you read the fight from range — and hold you hanging in mid-air while you do.
A dagger string that lands the instant you click, not when the animation gets around to it. The finisher opens a bleed that follows the target across the arena; the charged stab drinks a quarter of what it deals straight back. No gap closer — get in and stay in.
Rage is built by connecting, not by pressing — every axe hit that lands feeds the bar, and so does every one you eat. A charged overhead knocks the target down and halves their healing for four seconds. Block, parry and the gap closers to force the fight you want.
Arenas
Every match is fought in one of five arenas. Shown in-engine, work in progress.
Status
Karnthrone is a prototype in active development. Multiplayer already runs online — a listen server with server-authoritative combat, plus a ranked 1v1 queue on a dedicated server — alongside practice matches against bots at three difficulties.
Nothing is released yet. There is no store page, no build to download and no date. This site exists so the project has a home while it is being made — when there is something to play, it will say so here.