Lumen Nati
Arena Champion
Seven and a half feet of plated ceramic-steel with a hard-light visor. You.
Multiplayer Fantasy Arena
Sword · Bow · Elemental Magic
Backdrop: an original oil painting by Marvalee
The Game
Lord of the Halo fuses fast arena shooting with melee timing, dodge-rolls and class abilities. Equip a blade, a bow or raw elemental power and fight across a dozen modes.
Cycle melee, ranged and elemental projectiles on the fly. Light/heavy combos, charged bows and seven elements.
Stamina, guarding, parries and i-frame dodge-rolls reward precise, deliberate play.
From a teleporting Witch to a snowballing Vampire Necromancer, each plays nothing alike.
A co-op campaign, a dozen arena modes, and a Forge editor to build your own. Online, LAN or split-screen.
Campaign · Solo & Co-op
A story campaign built on the same combat core as the arena: play it alone, drop a friend in online, or share the couch in split-screen.
“Out of the Dark”
Lumen Nati has been fighting his way through a living dungeon for years, and by now he does it for fun. It breathes. It changes. Every death puts him back on the wheel somewhere new, and he has never once thought to ask why.
Then something small and bright turns up with a question he cannot answer, and the way out stops being a corridor and starts being a problem. Ten chapters, a growing party, and a world that is a great deal more managed than it looks.
The Ladder
The first four are open. The rest are kept dark on purpose.
Fight up out of a dungeon that has never had a way out, and meet the person who says it does.
A Nordic village under a sky it cannot leave, a god it has always trusted, and a first honest brawl that teaches you the fundamentals.
Out to the druids, deep into the old war, and a hunter you do not get to see coming. You stop being the predator.
A factory city that eats its workers, a dwarf worth breaking out, and a duel against something that will not stay dead in one shape.
The midpoint. A righteous man, and a mirror you will not enjoy.
Spirit drowned in flesh.
Siege, emplacements, and a builder of walls.
A hell that is not real, which does not make it hurt less.
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The Party
The roster grows chapter by chapter. These are the ones you meet early.
Arena Champion
Seven and a half feet of plated ceramic-steel with a hard-light visor. You.
Witch · Companion
A star-veiled fairy who can take a human form, and who knows exactly what the dungeon is.
Dragon
Transport, artillery, and the reason some chapters open from the air.
Clydesdale
Lumen’s horse. Later, the mount for a rather ill-advised dwarven ballista.
Barbarian · Chief
Valkyrie and head of the sealed village, who built her whole fighting style out of a legend.
Dwarven Forge-Lord
Turrets, ballistae and siege engines. Everything he makes is overbuilt and slightly on fire.




A mission runs start to finish, on a generated dungeon, with objectives and a debrief.
New game, save slots, on-screen checkpoints, and a resume that puts the party back where it was.
Authored cue resources, a sequencing queue and the in-world dialog box.
Ranged and melee behaviour tracks both complete: telegraphed swings, poise, shields, guard breaks, parries, backstabs and crowd spacing.
Chapters link and unlock. Three of six objective types are live; the rest are next.
Built and tested locally. The two-machine pass is the current job.
Follow the devlog for the blow-by-blow.
Game Modes
Twelve-plus modes share one combat core: competitive PvP, round-based objectives and cooperative PvE.
Free-for-all carnage. Every weapon allowed, first to the kill limit wins.
Red versus Blue. Auto-balanced teams race to fifty kills.
No shields, marksman rules. Headshots are one-shot kills, so every angle is lethal.
Two-flag CTF. Steal theirs while yours stays home to score.
Round-based assault on a single flag. Attack and defence swap each round.
Grab the skull and survive. The carrier is melee-only: hold to win.
One alpha turns survivors into the horde. Last survivor standing wins.
Class-based free-for-all: lock in one of nine classes and fight to 25 kills.
Elemental dodgeball. Cycle fire, water, ice, earth and air. Last team alive wins the round.
Carry the bomb, plant it, defend the timer, or defuse before it blows.
Escort the hostage to extraction while defenders hold the line.
Wave survival. Defend the crystal together against escalating enemy waves.
Dual-lane economy battle: buy creeps, build income, drain the enemy's lives.
Signature Mode
The heart of Lord of the Halo. Lock in a class, then fight a free-for-all to the top, no two fighters built the same.
Before the match begins, every fighter locks in one of nine RPG classes. There are no neutral loadouts here: your class is your identity, your arsenal and your win condition. A teleporting Witch plays nothing like a snowballing Vampire Necromancer or a parrying Souls Knight.
Each with its own stats, weapons, abilities and signature colour. See the full roster below.
Every clash is called out by class, so you always know who beat whom, and with what.
Classes like the Vampire Necromancer grow with every kill: damage, speed and lifesteal stack as you dominate.
No teams, no mercy. First to the kill limit, or the highest count at the buzzer, is crowned Lord of the arena.
The Roster
Each class owns a distinct loadout, ability kit and stat profile, with a female and male hero to play it. Click any card to dive in. View the full roster →

Elemental Caster

Elemental Caster

Glass Cannon

Snowball Assassin

Frontline Brawler

Frontline Brawler

Skill Duelist

Skill Duelist

Guardian / Support

Guardian / Support

Stealth Hybrid

Stealth Hybrid

Ranged Speedster

Ranged Speedster

Nature Warden
The Default Champion
Lock in a class for RPG mode, but in every other game mode, everyone fights as one hero.
Arena Champion · “Born of Light”
Half legend, half machine: a Master Chief reimagined as a medieval knight. Clad in plated ceramic-steel beneath a crested helm and a hard-light visor, he carries a custom-forged arsenal into the Arena. Deathmatch, Team Deathmatch, Capture the Flag: in every mode outside RPG, you play as Lumen Nati.
Make him your own in the full colours of Halo. Armour, energy shields and banners all take your chosen hue:







Battlegrounds
Hand-built symmetric and asymmetric arenas, each tuned for a roster of modes.
Map Editor Experimental
Forge is an in-game editor that runs inside the game itself. Fly out of your body, build, save, and load straight back in with your friends.
Third door on the menu
Pick any shipped battleground as your canvas, then place blocks, cover, spawn points, flag stands and objective markers on top of it. Snap to a grid you can resize on the fly, nudge pieces with in-world handles, and undo your way back out of any mistake.
Press a key and you drop back into your own body to test the jump you just built, then pop straight back out to move it two metres left.
A dozen building blocks and two dozen gameplay markers, browsable and filterable.
Grid and angle snapping with cycleable step sizes, and surface-aware placement so pieces sit flush.
Bounded history over every place, move, rotate and delete.
Switch between the build camera and your character without leaving the session.
Your maps appear in map select with their own badge, and any compatible mode will run on them.
The host streams the layout to everyone who joins, so the whole lobby stands on the same geometry.
Forge is real and playable, and we would rather you had it early than polished. Here is exactly what it cannot do yet:
Every one of those is on the board. The badge comes off when they close.
Multiplayer
Drop-in matchmaking and friend lobbies over the internet.
Low-latency local network play for couches and tournaments.
Peer-to-peer connectivity with no dedicated server required.
Shared-screen co-op and versus on a single machine.
Lord of the Halo is in active development. Wishlist and follow to get into early playtests and shape the arena.