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Arenas & rules

Four shapes, six themes and a handful of switches to make a match calm, chaotic or somewhere in between.

Arena shapes

The shape changes how balls bounce. In a circle, a ball that starts at a shallow angle can skim around the rim for a long time. Flat walls send balls back across the middle in sharp, predictable zigzags, and corners create quick double bounces.

  • Circle: smooth and flowing. Bounces keep the same angle every lap.
  • Hexagon: six flat walls, wide corners. A good middle ground.
  • Octagon: eight walls that feel almost round but still reflect sharply.
  • Square: a rounded square with the most crossing paths and the most collisions.

Themes

Themes change colours only; the rules stay the same.

  • Space: deep blue with a lavender ring, the classic look.
  • Neon: purple with a glowing grid and a hot-pink ring.
  • Lava: dark red and amber.
  • Ice: cold teal with a pale ring.
  • Toxic: dark green with a lime ring.
  • Sunset: violet and soft peach.

Match length

You choose a length, either under a minute (20 to 55 seconds) or over a minute (65 seconds to 3 minutes). During the match the game adjusts how much damage each hit does so that the winner lands close to that time. When the clock reaches zero with several balls left, sudden death multiplies the damage until someone falls. If nobody wins within 20 seconds of sudden death, the ball with the most hearts wins.

Hearts per ball

Choose 3, 5, 10, 15 or 20. The match still finishes near your chosen length, so more hearts do not make the fight longer. They make health loss finer: with 3 hearts each heart is a big chunk, with 20 the drain is smooth. Hearts are shown in half-heart steps.

Damage level

  • Chill: weaker hits, faster fire, more ammo, more weapons and gentler knockback.
  • Normal: the balanced default.
  • Brutal: much stronger hits, slower fire, less ammo, fewer weapons and heavier knockback.

Switches

SettingWhat it does
Weapon recoilWhen on, every shot pushes the shooter backwards.
Hit knockbackWhen on, bullets and explosions push the ball they hit, scaled to the weapon’s strength.
Auto kill camA slow-motion zoom into every knockout.
Blood splatterWhen off, hits show neutral sparks instead of red specks.
Calm effectsNo screen shake and softer flashes. It is switched on automatically if your device asks for reduced motion.
Prediction overlayShows a “who wins?” card for about three seconds before the countdown. You can change the question.
GraphicsAuto, Full or Light. Auto switches to Light if the game runs slowly.
Flashing and motion. OrbRoyal contains explosions, flashes and screen shake. If you are sensitive to flashing lights, switch on Calm effects before you play.

Motion in zero gravity

Balls move in straight lines at steady speed. The only things that change their velocity are walls, other balls, hits, explosions and weapon recoil. A built-in speed limit keeps a ball from crawling to a stop or racing out of control.

Pick a shape and go

Every arena is one click on the setup screen.

Play OrbRoyal