A true 3D, third-person MOBA.
Built native for touch, not ported from PC.
Controls, camera and UI rebuilt from physics to pixel for the device 500M Indians already hold. Deeper than a battle royale, faster than a PC MOBA.

Runs where India plays.
Current status: playable vertical slice · core 5v5 loop working on a real device · touch controls tuned_
What actually defends this.
Touch-control system
The novel interaction model for 3D MOBA on touch — the UX problem that stopped everyone.
Low-latency netcode
Regional server architecture for real-time 5v5 at low latency — a genuinely hard, defensible engineering problem.
MOBA network effects
Teams and ranked ladders make MOBAs far stickier than battle royale. Players don't leave the game their squad lives in.
First-mover roster IP
Each hero is a long-tail brand asset — skins, lore, merch. A 25-hero roster is a portfolio, not a feature.
Our esports DNA.
Crazy esports
Wild, high-intensity competitive design. Built to disrupt the scene, not fit into it.
10+ years in
Still active in top-tier AAA titles today. Ten-plus years combined, no time out of the arena.
Gameplay first
One test for every decision: is it better to play? If not, it doesn't ship.
Small team
Lean by design. A handful of people, each carrying studio-sized weight.
Proof, not promises.
Individual excellence
Individual players ranked top 10 in India in MOBA titles — three years running.
Tournament track record
Competed across multiple Indian esports tournaments, at squad and individual level.
India-first, global ambition
Building from India, for the world — same standards, same intensity, wherever the tournament is.