Karnthrone

Karnthrone

Aim-based combat and movement that never stops. Three fighters, five arenas, and hits the server decides.

In development Third-person PvP Godot 4.7

The game

A duel you have to aim

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.

3
Fighters
5
Arenas
8
Players in a custom lobby

Combat

Four rules the whole fight runs on

01

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.

02

Movement never stops

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.

03

Block, parry, punish

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.

04

The server decides

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

Three kits, three problems to solve

Each one carries its own resource, its own opener and its own way of losing. Pick the fight you want to be in.

Archer portrait

Archer

Mana · Ranged

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.

  • Draw Shot
  • Multishot
  • Cyclone
  • Smoke Bomb
  • Sentinel
Hemomancer portrait

Hemomancer

Mana · Melee caster

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.

  • Crimson Slash
  • Charged Stab
  • Double Slash
  • Bleed
  • Air-dash
Warrior portrait

Warrior

Rage · Melee

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.

  • Axe Combo
  • Charged Overhead
  • Block / Parry
  • Whirlwind
  • Wild Charge

Arenas

Five places to settle it

Every match is fought in one of five arenas. Shown in-engine, work in progress.

Bastion arena
Bastion
Village arena
Village
Island arena
Island
Waterfall arena
Waterfall
Iceworld arena
Iceworld

Status

Where it stands

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.

  • Playable now Three fighters, five arenas, free-for-all and team rounds up to 4v4, bots, ranked 1v1, online play over IP.
  • Next Arena-only demo: players versus players and bots versus players.
  • Decided, not started Steam-native lobbies, matchmaking and friend invites in place of direct IP connections.

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.