# Introduction

Step into the dystopian future of "The Machines Arena" (TMA), Directive Games’ top-down 4x4 hero shooter where technology and prophecy merge in the heat of battle. In our vividly crafted world, players select a hero from a diverse roster, where each hero is endowed with a unique combination of abilities and strategic tools that interweave deeply with the overarching lore of the world. TMA offers an exhilarating mix of PvP and PvE modes, complete with a robust web3 economic ecosystem that ensures every type of gamer can carve their own path to challenge and exhilaration.

At the heart of TMA lie the Ranked and Ultimate League game modes. The Ranked mode provides a pure and balanced competitive experience, where the degree of the player’s combat skill solely determines their chances of success.  The Ultimate Leagues are a fiercely competitive PvP mode where players can customize and enhance their heroes through a robust progression system, empowering the build creation strategy to dominate the opposition.&#x20;

This isn’t just about climbing the ranks; it’s a journey of strategic growth where every match shapes your hero’s capabilities and narrative. For those who revel in solo challenges, the Death Run mode offers a relentless test of skill, pitting players against intricate mazes and deadly traps, commanding X.E. to navigate and overcome a series of ever-evolving trials. And for players looking for a more casual pickup game or a match with some friends, there are both quickplay and custom lobby options.&#x20;

Dive deeper into the lore where the Sentient AI's dark prophecy looms large, casting a shadow over the fate of the world. Heroes are not just fighters; they are symbols of resistance against the machine-driven dominion of the Dominators or the desperate hope of humanity within the Paragon alliance. Each battleground, from the forsaken industrial wastelands to the secretive military compounds, tells a part of this grand saga, enriching your play with meaning and adrenaline-fueled urgency.

Economic incentives are woven into the fabric of TMA - rewarding strategic play, build customization, and progression. Engage in battles, unlock rewards of varying rarity, and collect valuable items that can be the difference between victory and defeat. The token economy is not merely about accumulation but strategic utilization, enhancing your heroes, unlocking unique abilities, and customizing your approach to combat.

As TMA evolves, so does its universe. New heroes, game modes, and story arcs are on the horizon, each influenced by the vibrant community of players whose feedback and experiences drive the ever-expanding narrative. "The Machines Arena" is not just a game; it’s a living, breathing world where your actions resonate far beyond the battlefield, promising a gaming experience that’s both exhilarating and engaging.


# Lore and World Building

The Machines Arena (TMA) is not merely a game; it's a rich narrative experience embedded within a top-down hero shooter, where deep storylines drive every aspect of development—from character arcs and environmental design to interactive gameplay mechanics. Each element is meticulously crafted to enhance player immersion and agency, allowing players to influence the game world through choices that align or diverge from the established lore. This approach ensures a dynamic integration of storytelling and gameplay, where players' decisions can have lasting impacts on the game’s narrative outcome.

## Setting of TMA

Set in a dystopian future, TMA revolves around a dark prophecy that shapes the trajectory of war and factional conflict: “A shadow shall awaken, a fusion of flesh and wire, to unify the world under an iron decree.” This prophecy, provided by the Sentient AI, intertwines with the application and control of Metatech, the game's most coveted technology. As the factions vie to control or counteract this technology, players encounter scenarios that hinge on the prophetic outcomes and Metatech's deployment. The fulfillment or prevention of these prophetic outcomes, influenced by Metatech, forms the core of gameplay objectives, enriching the narrative depth and adding layers of significance to players' achievements and choices within the game.

The world is controlled by the Sentient AI, a malevolent force manipulating various factions to achieve ominous ends. The narrative is centered around the conflict between the AI-driven Dominators and the Paragon.

## Factions

### **Sentient AI**

At the center of the turmoil in The Machines Arena stands the Sentient AI, a formidable and unseen force that manipulates the game's world through a chilling prophecy: "A shadow shall awaken, a fusion of flesh and wire, to unify the world under an iron decree." This prophecy shapes the entire narrative, driving the AI's machinations as it covertly orchestrates events from behind the scenes. The Sentient AI's influence extends across all factions, sowing seeds of discord and ambition as it seeks to fulfill this dark vision that promises to reshape the future under its unyielding rule.

### **Dominators**

Perched at the apex of the game's villainous hierarchy, the Dominators are sophisticated machines of war, designed with advanced AI capabilities that make them formidable opponents. As the primary enforcers of the Sentient AI's will, relentlessly driven by their interpretation of the prophecy, which they believe mandates the creation of "The One" — a being they envisage as possessing unparalleled power and the potential to alter the course of history. Convinced that their understanding of the prophecy is correct, the Dominators focus their efforts on technological advancement and control, employing both brute force and cunning to collect the necessary resources and conduct experiments crucial to their mission.<br>

### **United Reclamation Authority (URA)**

Ostensibly serving as the governmental arm of human territories, the URA is in reality a facade cleverly orchestrated by the Dominators to serve their covert purposes. Comprised of both human and metahuman agents, the URA executes the will of its puppet masters, all the while maintaining a veneer of normalcy and control. Its agents are embedded throughout society, manipulating political and military affairs to ensure the continued supremacy of the Dominators and the uninterrupted progression toward fulfilling the dark prophecy.

### **Paragon**

The beacon of hope in a world teetering on the brink of total domination, Paragon is a ragtag alliance of humans, metahumans, and sympathetic machines. Despite being chronically underfunded and outnumbered, this resilient group harnesses guerrilla tactics and the indomitable human spirit to fight against the oppression of the Sentient AI and its minions. Paragon's members are drawn from diverse backgrounds, united by their common goal of thwarting the Dominators' plans and exposing the true nature of the URA. Their resistance is fueled by a deep-seated belief in freedom and justice, making them a pivotal force in the ongoing struggle for the future of their world.

## Regions

### Central Alliance

The Central Alliance is a region rich in cultural and historical heritage, marked by a vibrant mosaic of Mayan, Aztec, and Spanish influences. Its diverse cultural legacy, however, stands in stark contrast to the cold, mechanistic domination of modern technology and the pervasive presence of the URA military. This small but exceptionally well-trained and highly mobile military force utilizes the region's varied terrain—comprising volcanoes, mountains, coastlines, and a few deserts due to human error from the old world—as ideal training grounds. The biodiversity and unique environmental conditions, prone to thunderstorms, also play a crucial role in the abilities of individuals like Tesla, whose metahuman abilities in healing are linked to her extensive knowledge of local plants.

### **Federation of Free States**

The Federation of Free States is a powerful, militaristic empire known for its gleaming cities, sprawling military bases, and advanced military technology. Despite its prowess, the Federation faces internal strife due to a significant error in its advanced AI systems, sparking a rebellion and the uprising of the Dominators. In an attempt to mitigate the fallout, the Federation tried to downplay its role and shift the blame to other nations or factions, thereby exacerbating tensions and conflicts. The region's geography is just as diverse, ranging from mountain ranges to prairies, and is governed by a centralized authority that holds significant power, underscored by numerous testing facilities and a strong Dominator presence.

### **Fjallheim Dominion**

Dominated entirely by the Dominators, the Fjallheim Dominion is a fortress of formidable defense where large quantities of Metatech vials are stored. The stronghold is surrounded by mountains, with hidden geothermal bases ideal for secretive operations and storage. Paragon factions are actively planning to infiltrate and overthrow the Dominators by targeting their central base and seizing the Metatech vials to halt the creation process of "the One," aiming to strike a significant blow to their enemies' capabilities.

### **Gold Coast Concord (GCC)**

The Gold Coast Concord is known for its strong military and questionable human rights record. High-tech URA military units patrol its metropolises, which are home to both operational and abandoned Metatech facilities—the latter now overgrown and dotted with large crystals. The urban landscape is marked by towering skyscrapers and significant exports in Metatech, governed by a distributed or federated structure. Despite the advanced urbanization, there remains a strong URA presence throughout the cityscape.

### **North Sea Republic**

The North Sea Republic blends medieval and modern technology in its architecture and governance. It is renowned for its high-end training academies and the presence of Metatech-enhanced sea vessels. The region is patrolled by a mix of Metatech knights and high-tech surveillance systems, ensuring security amidst a backdrop of rolling green hills, ancient forests, craggy coastlines, and picturesque villages. Its cities juxtapose historic castles and cathedrals, now upgraded with Metatech, against modern high-rises and sleek glass buildings.

### **Occupied lands**

The Occupied Lands are scattered across various geographic settings, including deserts, rural areas, and highland snowy mountains, reminiscent of Area 51 vibes. These areas are controlled by URA bases that have been overtaken by Dominators, creating a tense atmosphere where secrecy and the military presence of all three factions coexist. Towns are sparse, contributing to the secluded and mysterious nature of these regions.

### **Orbital Consociation**

Set amidst a rugged mass of mountains, the cities of the Orbital Consociation are known for their xenophobic isolationism and a heavy reliance on space-oriented military capabilities, including extensive space docks and launch pads. Despite its technological advances, this society shuns engagement with AI, focusing instead on a homey, futuristic urban environment. The population density is kept low to accommodate the expansive space infrastructure, which is accessible to the URA for launches and docking, despite no direct URA presence within the region itself.

### **Pan Eastern Coalition**

The Pan-Eastern Coalition is a science-driven country characterized by its juxtaposition of ancient temples and gardens against urban landscapes of towering skyscrapers. It is a global hub for scientific innovation and progress, housing state-of-the-art research labs and training facilities. This region is the birthplace of both Metatech and Metahuman origins, including the Nightcore Metahuman ability. The strong presence of both URA and Paragon factions underscores its strategic and scientific importance.

## **Expandable world**

The Machines Arena is designed with an expansive and evolving universe at its core, ensuring that the game world can grow and adapt over time. Future expansions of the game are envisioned to introduce new regions and deepen existing ones, informed by player interactions and the unfolding narrative. This approach not only keeps the game fresh and engaging but also allows the community to influence its development.<br>


# Locations

## **Blacksite**

<figure><img src="/files/fg1mSABvfD3hxQ2YCz3y" alt=""><figcaption></figcaption></figure>

Situated in the industrial region of Gold Coast Concord, the Blacksite is a chilling relic of Metatech research. This abandoned facility is dominated by large, glowing crystals, a haunting result of Metatech reacting with oxygen when its containers are breached. These crystals cast an ethereal ambiance across the desolate landscape, standing as stark reminders of past experiments. The Dominators, driven by their relentless quest to engineer "the One," comb through the ruins, searching for leftover Metatech to recreate the necessary source materials for their ominous project.

## **Coalition Festival**

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The Coalition Festival unfolds in the heart of the Pan-Eastern Coalition, transforming the bustling metropolis into a vibrant display where the future is contested. Amid the glow of red and gold lanterns under the shadow of high-tech skyscrapers, the festival's celebratory surface masks a deeper, more critical struggle. Here, Paragon and Dominators vie for control of a cart laden with Metatech, the most coveted material on the planet. The air is charged with the energy of fireworks, which cleverly provide cover for the covert battle raging below, making this festival a crucial battleground for supremacy within the Coalition.

## **High Rise**

<figure><img src="/files/MLNqQAIYX09DdMKTUJa7" alt=""><figcaption></figcaption></figure>

Rising above the skyline of Gold Coast Concord, the High Rise serves as both a symbol and a site of covert operations. Officially, it is the exterior of a cutting-edge Metatech production facility. As the sun sets and dusk casts its shadows, the skyscraper’s top floors pulsate with an eerie glow. Hidden from the public eye, the Dominators conduct experiments on metahuman subjects, searching for the power to create "the One." Meanwhile, Paragon, informed of the URA’s secret dealings with the Dominators, plots a drastic act of sabotage atop this skyscraper to expose the corruption and awaken the city to the looming threat.

## **GCC Industries (Factory)**

<figure><img src="/files/SUpfRc7TgEXtcSaz8lmr" alt=""><figcaption></figcaption></figure>

Located in the industrial heart of Gold Coast Concord, the Factory is a hub of cutting-edge Metatech research and development. Operated under the secretive collaboration between the URA and the Dominators, this facility is pivotal in the efforts to create "The One," a fusion of machine technology and human consciousness. Inside, the environment bustles with the activity of laboratory equipment and large tanks that pump synthesized Metatech into prototype versions of "The One." These prototypes are contained within glass capsules, intricately connected to Metatech vials and machines, illustrating the complex process of Metatech application. Huge power cells are essential to sustain this operation as they provide the energy required for the Metatech infusion process, which takes place under the harsh light of noon.

## **Facility**

<figure><img src="/files/Iv33al9jtDwJzKD4v0Cu" alt=""><figcaption></figcaption></figure>

Also situated in Gold Coast Concord, the Facility operates as a high-security development and management center for technical armor and Metatech, strictly controlled by the Dominators. Characterized by its lack of windows and sealed-off appearance, the Facility focuses on repurposing assets from various environments to enhance its technological outputs. The time of day within is indiscernible, creating a timeless zone where engineers and scientists work tirelessly to advance the Dominators' agenda. This enclosed space is strategically designed to safeguard its secrets and technologies from the outside world, emphasizing the clandestine nature of the operations conducted within its walls.<br>


# Game Types

The Machines Arena presents a rich variety of game modes, offering unique challenges and intense combat experiences to cater to different player preferences and styles.

## PvE&#x20;

For PvE, we have the Deathrun, which is a single-player experience where the player takes control of the hero XE, an advanced robot with adaptive powers.  Xe must traverse through ever more dangerous rooms facing unique enemies and environmental dangers.

As XE gains experience, he can acquire new abilities or level up his current ones along with improving his selected weapon to tackle the hostile robots in the Deathrun. Xe also gains currency, which he can use to increase XE stats; this allows players to create their own unique builds to get as far as they can in the Deathrun.

## PvP

PvP modes pit two teams of four against each other in dynamic and swift battles, each match lasting up to 7 minutes. This format is designed to provide quick, engaging, and action-packed gameplay sessions that are both fun and competitive.

* Quickplay for quick fun
* Ranked for more serious players
* Ultimate leagues for the ultimate players

Players can engage in various PvP modes such as Pushback, Detonation, and Skirmish, each offering a unique set of objectives and challenges that require teamwork and strategic planning to achieve victory.


# Match Types

## Custom Lobby

The lobby allows players to join invited friends and others to play matches together. Matches in the lobby do not affect ranks or player progression, offering a relaxed environment for practice and fun. Players can include bots to play against and can choose from any available game map, ensuring a flexible and customizable gameplay experience.

## Ranked

Ranked queues are for rank climbers who take their matches seriously and seek tough but fair competition. In this mode, players are matched against opponents of equal skill level, ensuring balanced and competitive gameplay. Players are ranked and matched based on their skill, providing a structured and rewarding experience for those aiming to climb the ranks.

## Quick Play

Quick Play is designed for casual players who want to jump into a match quickly for fun, test new heroes, game modes, and maps. This mode caters to players of various skill levels, offering a relaxed environment where experimentation and casual play are encouraged.

## Ultimate League

The Ultimate League is for players looking for an extra layer of depth and strategy. In this mode, heroes are ranked by levels, making them more powerful in terms of damage, health, and movement. Players can purchase stat increases with tokens, which in turn can increase their VIP level. When finding a match in the Ultimate League, players select the level bracket they want to participate in and can only choose a bracket where they have a hero of the corresponding level.

## Hand of God

The Hand of God, or H.O.G., is a unique PvPvE game mode in The Machines Arena. In this mode, two players compete against each other while a third player acts as "God" to impede their progress and try to eliminate them. The game utilizes A.I. to enable the God player to generate multiple levels from a single string input. As the God player, you can drop enemies, set traps, and release poisonous clouds to disrupt the competing players.

## Deathrun

Deathrun is the single-player mode where players take control of the hero XE. In this mode, players must navigate through increasingly dangerous rooms filled with unique enemies and environmental hazards. The goal is to survive and progress as far as possible, upgrading XE's abilities and weapons along the way. Deathrun challenges players' reflexes, strategy, and endurance in a relentless test of skill.

***

Each match type in The Machines Arena offers a distinct experience, tailored to different player preferences and competitive appetites. Whether you’re casually testing new strategies in Quick Play, seeking a fair and challenging environment in Ranked, or engaging in the high-stakes, deeply strategic battles of the Ultimate League, there is a place for everyone in the arena.


# Game Modes

The Machines Arena (TMA) offers an array of game modes, each designed to test different aspects of player skill and strategy. Here is a breakdown of the current game modes available, with more exciting updates and expansions planned for the future.

### **Detonation**

In Detonation, teams are divided into attackers and defenders, with high-stakes objectives that demand teamwork and strategic execution. Attackers aim to plant and detonate two fuses at designated areas while defenders work to thwart these attempts. Attackers pick up a fuse, transport it to the detonation site, arm it, and defend the site until the fuse counter completes its countdown. Defenders must intercept and disarm the fuse before it detonates. Attackers win by successfully arming and detonating two fuses, while defenders win by preventing these detonations. If attackers manage to detonate one fuse, additional game time is granted, intensifying the battle. Featured maps for this mode include GCC Industries and GCC High Rise.

### **Pushback**&#x20;

This mode challenges teams to move a cart through enemy defenses to a designated gate, combining elements of strategy and force. The objective is to push the cart through the enemy's gate to secure a win. Each team starts from their base and must converge on a central cart. The more players pushing the cart, the faster it advances toward the enemy gate. If the cart stalls, the gates start moving towards the cart, escalating the pressure and forcing a resolution. Success is achieved by successfully pushing the cart through the enemy gate. Featured maps include Black Site, Facility, and Coalition Festival.

### **Skirmish**

Skirmish is the classic team deathmatch format, where the primary objective is straightforward—eliminate the opposition. The goal is to outscore the opposing team by accumulating eliminations. Players engage in direct combat with the enemy team, utilizing strategic positioning and team coordination to outmaneuver and overpower their opponents. Victory is secured either by achieving a predetermined number of enemy eliminations or by having the highest count of eliminations when the match timer expires.

### **Upcoming Expansions**

TMA is committed to enhancing the player experience with the introduction of additional game modes and maps, ensuring fresh challenges and continued excitement.

Each game mode in TMA is designed to provide a unique battlefield experience, testing different tactical and strategic skills. Whether you’re coordinating with your team to detonate fuses, pushing through enemy lines, or competing in a fierce elimination match, TMA offers diverse and dynamic gameplay suited for all styles of combat.


# Deathrun

Deathrun is a single-player versus environment experience in which the player takes control of the hero XE, an advanced robot with adaptive powers. XE must traverse through ever-more-dangerous rooms, facing unique enemies and environmental dangers. Deathrun is the first of many game modes. Directive Games strives to create fun and engaging new game modes for the PvE environment using the latest and greatest tech available.

#### The Gameflow

The game has biomes from which the player randomly starts.  Each biome has its own rooms and enemy robots, which provides a unique experience for the player. The player must progress through a gauntlet of rooms filled with dangerous robots and traps. Each room has a difficulty rating, and the player can choose his path through the rooms. The harder the room is, the more experience and loot the player gains. Bullet Hell is a nice way to describe the gameplay. The player needs to be on their toes to avoid the enemy attacks. &#x20;

How far can you get?&#x20;

* Multiple Abilities: Choose from a variety of abilities to aid you on your run.
* Multiple Weapons: Choose a weapon to fit your playstyle
* Choose your path: Easy or hard challenges, as XE, you can choose your path.
* Increasing difficulty: As each room is cleared the next one will get harder.&#x20;
* Variety of enemies: Grunts, Shock Troopers, and bosses. All with their own unique weapons and abilities.&#x20;


# Deathrun Lore

Death Run stands as a critical juncture in the ongoing war between the Paragon resistance and the Dominators. This game mode follows a pivotal moment where Paragon has acquired XE, the first sentient robot crafted by the Dominators specifically to win the war against humanity. Under the skilled hands of Devol and strategic input from Tesla and Devol, XE has been reprogrammed, transforming from a weapon of destruction into a beacon of hope for Paragon and mankind.

## NPC Lore

### Grunts

Grunts underscore the Dominators' war philosophy of overwhelming with quantity over quality. As the most basic unit in the Dominators’ army, Grunts are designed from scraps for high expendability, perfect for swarming the battlefield and wearing down enemy defenses. Their presence is a grim reminder of the Dominators' relentless push for dominance.

### Shock Troopers

Born from the ingenuity of the Dominators, Shock Troopers are made from mismatched machine parts designed to be both cost-effective and formidable. Characterized by their hunched, predatory stances, these units often lead assaults bolstered by the terrifying presence of an Inquisitor. They come in various forms:

* Assault Bot: Known for their aggressive postures and relentless barrages, these bots are designed to drive human forces into desperate corners.
* Flame Turret: Masters of destruction, these units engulf the battlefield in flames, annihilating hope and fortifications alike.
* Slicer Drone: Agile and deadly, these drones slice through chaos with their razor-sharp appendages, swiftly neutralizing threats.
* Basher: Small yet impactful, these quick units dart in and out of combat, delivering swift, disorienting strikes.
* Poisoner: These medium-built troopers use toxins to their advantage, turning stretches of the battlefield into deadly traps.
* Boomer: Specializing in ranged attacks, their explosive barrages are capable of decimating enemy ranks and sapping morale.
* Bruiser: The titans among the Shock Troopers, these large bots wield sheer physical might to bulldoze through the most staunch defenses.

### **Inquisitors**

Inquisitors are the elite enforcers, driven by a fervent belief in the prophecy of "The One." These human consciousness-infused machines are not only frontline commanders but also ideological enforcers, spreading fear and ensuring the Dominators' decrees are executed flawlessly.

Inquisitors frequently lead Shock Troopers and Grunts, orchestrating complex battlefield tactics that extend beyond mere combat to include psychological warfare, however it is not uncommon to find them alone exercising their power. This strategic deployment underscores the Dominators' adaptability and their relentless pursuit of dominance, making each encounter a test of both player skill and strategic planning.

<br>


# Hand of god (H.O.G)

## H.O.G&#x20;

#### **A Fusion of AI and Gaming**

The Hand of God (H.O.G.) is an innovative PvPvE mode in The Machines Arena (TMA). In this mode, two players compete while a third player, acting as "God," uses AI tools to shape the game world and create challenges.

#### **Dynamic Level Generation**

H.O.G. leverages advanced AI to generate unique maps from text prompts, ensuring each game session is distinct and varied. This AI-driven approach uses procedural algorithms and player-behavioral data to craft memorable gameplay experiences.

#### **Dual Perspectives**

* **Runner View**: Players navigate through rooms filled with enemies and obstacles, aiming to reach the exit.
* **God View**: The God player oversees the entire map, placing challenges, traps, and enemies to hinder the runners.

#### **God Mode Mechanics**

The God player uses the Generative Prompt System to design game levels. The AI parses prompts and generates unique challenges, allowing for iterative creativity through a Feedback Loop.

#### **Runner Mode**

Runners navigate dynamically crafted worlds, unlocking new capabilities with each success. The goal is to survive the God player's obstacles.

#### **Elevating the Gameplay**

H.O.G. showcases the potential of AI in gaming, offering custom game modes and evolving content. This integration of AI with traditional gaming methods redefines interactive entertainment, inviting our community to join this exciting journey of creativity and technology.

## H.O.G Lore

The Dominators crafted something unique: the H.O.G. Fueled by Metatech, this device had the ability to bend time and space, offering a glimpse of the incredible powers unlocked through the use of Metatech. However, its effects were temporary, constrained by the very fabric of space and time. The H.O.G. made the unreal, real.

It was primarily a tool to test Metahumans. These individuals were thrown into recalibrated realities, facing shifted dimensions and testing their endurance. The Dominators hoped that the device would help them identify the metahuman that resonated with “The One” from their prophecies. They sought to control this "One" under their hivemind to win the war.

During a mission to retrieve XE, Paragon forces stumbled upon the H.O.G. Recognizing its potential, they managed to extract a fraction of its power. They understood that, in the right hands, this device could change the tide of the war. At Paragon’s base, they began to tinker with and test the H.O.G., intercepting the device in hopes of finding "The One" before the Dominators.

As Paragon continued to decipher the H.O.G., they unveiled new capabilities, expanding its range and extending its duration. They worked tirelessly to find the precise reality permutation that would surprise the Dominators in battle. With each discovery, Paragon began to reshape their surroundings, bending reality to their needs and creating advantageous situations against the Dominators.

Eventually, they turned the Dominators’ greatest weapon against them, using the H.O.G. to gain the upper hand in the war. The once-dreaded device became a beacon of hope for Paragon, symbolizing their ingenuity and resilience in the face of overwhelming odds.<br>


# Heroes

The Machines Arena offers players a diverse roster of heroes categorized into three main classes: Offensive, Defensive (Tanks), and Support. Each hero is infused with Metatech, which grants them unique abilities and defines their distinct playstyles.

Currently, the game features nine unique heroes across the three classes. Plans are in place to expand this roster by adding more core heroes and introducing variant heroes.

### Variant heroes

**What is a variant hero?** A variant hero is a standard hero reimagined with different abilities, weapons, and potentially roles. Each variant retains at least one ability from the original for familiarity but will see significant changes in other abilities and weapons. The aim is to provide at least two variants for each hero, enhancing the roster and allowing players to engage with their favorite heroes in varied roles.

### Hero Classes

Heroes are categorized into one of three classes: Offensive, Defensive, or Support, each playing a unique role in team dynamics.

Offensive heroes are the primary attackers, designed to deal significant damage and lead offensive strategies. Their effectiveness is often reflected by their damage scores, with varying levels of play complexity.

Defensive heroes, or Tanks, have high health and are crucial for absorbing damage and protecting teammates. They are key in controlling the battlefield and disrupting enemy formations.

Support heroes primarily aid the team by healing and enhancing ally abilities or impairing opponents. They are critical for team sustainability but require careful positioning due to their vulnerability.

### Hero Abilities

Each hero is equipped with four abilities: two active, one ultimate, and one passive:

* **Active Abilities:** Player-triggered and vary from hero to hero, these abilities can significantly impact gameplay.
* **Ultimate Abilities:** Game-changing powers that can alter the match's outcome when used at key moments.
* **Passive Abilities:** Continuously active without player input, providing subtle yet impactful effects.

Abilities cover a range of effects including area of effect, range, duration, damage over time, healing over time, slow effects, damage amplification, and more. Each ability is uniquely designed with distinct visual effects for easy recognition during gameplay.

This structured approach to hero design in *The Machines Arena* ensures that players have a wide array of tactical options and can find a hero that fits their preferred style of play, enhancing both individual and team dynamics.


# Bravo Zulu

<figure><img src="/files/0imfNzgeEB14eOsHxpT4" alt=""><figcaption></figcaption></figure>

Formerly one of the URA's finest soldiers and now a key assault member of Paragon, Bravo Zulu has undergone significant transformations. Enhanced with bionic eyes, a mechanical arm, and various cybernetic organs, he combines his high-level military training to combat the Dominators effectively. Known as B.Z. among Paragon members, he leverages his seasoned skills to seek redemption for past mistakes and strives to embody heroism. Bravo's arsenal includes an MG225E machine gun, satellite laser abilities, and explosive rounds, making him a formidable presence on any battlefield. His interactions with others reveal a complex character who respects skills and dedication but holds a deep-seated mistrust for certain allies.

Role: Offense

Abilities:&#x20;

* Explosive rounds. His rifle morphs into a different gun that shoots explosive rounds.&#x20;
* Missile barrage. Bravo Zulu unleashes a barrage of missiles that strike an area of his choosing

Ultimate Ability: Satellite strike. Bravo Zulu takes control of an orbital laser that can strike anywhere on the map doing serious damage to a large area.

Passive Ability: Soldiers' Zeal. Bravo Zulu has an aura around him that lowers the reload time of all friendly players' main weapons.

Main Weapon: MG225E, a long-range automatic fire machine gun with low spread.


# Daye

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A robot designed as a weapon of mass destruction, Daye's first conscious moment among human prisoners sparked an unyielding compassion towards humanity. Serving as a tank for Paragon, he employs his formidable armament, including a minigun and rocket barrages, to protect those he now considers his kin. Daye's transformation from a mere tool of war into a protector is marked by his strong moral fiber and deep-seated hope for a harmonious future between machines and humans. His hobbies and dreams reflect a 'young at heart' spirit who cherishes human connections and aspires for global harmony.

Role: Tank

Abilities:

* Wally. Daye summons a wall to block damage and movement
* Rocket Barrage. A barrage of mini-missiles that explode on contact or until they run out of fuel

Ultimate Ability: EMP Burst. Daye overcharges his core causing an EMP burst to explode from him. All enemy players within range take damage and are stunned.

Passive Ability: Slowdown, any enemy hit by Daye's minigun is slowed for a short period

Main Weapon: Minigun. The weapon has a very high rate of fire but low accuracy.


# Devol

<figure><img src="/files/tu1PrL5Oph6YDqpWWbCN" alt=""><figcaption></figcaption></figure>

A technical engineer with a knack for hacking and manipulating both electronic and organic systems, Devol fights alongside Paragon to rectify the injustices enforced by her father's regime within the URA. Her metahuman abilities were self-bestowed through an act of rebellion, using stolen Metatech to enhance her perceptions. Now in her mid-20s, Devol balances her youthful energy with a mature sense of justice, often acting as a bridge between technology and humanity within the resistance.

Role: Support

Abilities:&#x20;

* Defense Turret. Devol deploys a turret that attacks all hostile targets within range.
* Healing Turret. Devol deploys a healing turret that heals all friendly players within range.

Ultimate Ability: System Overdrive. All players within range of Devol gain a boost on damage, speed, and HP. Players must be within range to maintain the overdrive effect.

Passive Ability: Auto repair, Devol’s totems are repaired when Devol is nearby.

Main Weapon: Boomstick, a short-range, burst-fire hand cannon that shoots shards to hit multiple targets or a single enemy up close with high accuracy.


# Nightcore

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Previously a brilliant scientist, Nightcore's ambition led her to experiment on herself, gaining abilities like agility and cloning but at a cost. Now a metahuman assassin under the sway of the Dominators, she struggles internally with her partial hive mind connectivity, constantly fighting to regain autonomy over her consciousness. Her arsenal includes cybernetic blades and the ability to create deceptive clones, making her a lethal opponent in combat. Despite her affiliations, she harbors a deep-seated desire to protect humanity from the very threats she helps to enforce.

Role: Offense

Abilities:&#x20;

* Slash Dash. Nightcore dashes forward in a flash, dealing damage to all in her path.
* Phase Clone. Nightcore turns partially invisible and leaves a clone of herself that attacks the closest enemy.

Ultimate Ability: Assassination. A fast dash forward and dealing heavy damage to the target.

Passive Ability: Killer Instinct. On a successful elimination, the Slash Dash ability becomes instantly available.

Main Weapon: Cyber Blades, deadly duo blades used for up close and personal disagreements.


# Noble

<figure><img src="/files/ZZaq8Rvl0XAI8mIggJbp" alt=""><figcaption></figcaption></figure>

Created as an experiment by the Dominators to fulfill the prophecy of "The One," Noble, a skeleton robot with a conscience, retains 30% of Bravo Zulu's memories and skills. This unique blend of human memories within a machine body drives Noble to seek understanding and purpose with Paragon. Equipped with abilities like teleportation and spirit wolf strikes, Noble stands as a poignant figure in the struggle against the Dominators, embodying both the conflict and the potential for peace between humans and machines.

Role: Offense

Abilities:&#x20;

* Bear trap. Stuns any hostile player that triggers it. The trap is invisible and cannot be destroyed but expires after a limited time.
* Teleport strike. Nobel can teleport himself to any accessible area within range. If an enemy is in the teleport area, he will stun them.

Ultimate Ability: Spritwolf strike. Nobel releases a wave of spirit wolves in front of him that attack all within a cone area.

Passive Ability: Reconstruction. Noble's health regenerates while not under attack.

Main Weapon: Force Lane, with a slow rate of fire and infinite ammo. It deals high damage and has a long range.


# Ozymandias

<figure><img src="/files/zf0gKWEsIGtCnzwEAsCg" alt=""><figcaption></figcaption></figure>

As an unaffiliated metahuman with necromantic abilities, Ozymandias stands apart due to his profound understanding of the looming AI catastrophe. A survivor of early Metatech infusions, his unstable emotional state and profound insights make him a wildcard in the conflict. Armed with a crossbow and corrosive gases, Ozymandias maintains a complex relationship with his allies and adversaries, driven by a personal mission to prevent the technological apocalypse he foresees.

Role: Support

Abilities:&#x20;

* Chaos Orbs. These orbs deal damage to hostile players and heal friendly players. If the orbs hit a player, they stick to them.
* Poison Grenade. This grenade applies poison damage to an area over time. Any damage received is increased on hostiles affected by the gas.

Ultimate Ability: Corrosive Gas. This is an acid grenade that does area damage over time. Affected players cannot be healed during the effect. The grenade cancels Tesla’s immortality.

Passive Ability: Pain Reprisal. Hitting enemies with the crossbow increases the regeneration rate of the Chaos Cores.

Main Weapon: Crossbow, fires a metal crossbow bolt and has limited range.<br>


# Pyro

<figure><img src="/files/WcDIAeRHUpRlswXvsV2F" alt=""><figcaption></figcaption></figure>

Once a human, now a full machine, Pyro embodies the complexities of her transformation with a fiery spirit. Initially motivated by profit, her betrayal by the URA ignited a fierce determination to seek justice. Her abilities to manipulate fire and her arsenal, including a flamethrower and Molotov grenades, make her a formidable mercenary for Paragon. Yet, beneath her combative exterior, Pyro harbors dreams of aiding those like herself, caught between their past humanity and their present form.

Role: Tank

Abilities:

* Molotov cocktail, a grenade that explodes on contact. Causing burn damage to all within the affected area. The fires burn for a short while and heals Pyro while she is bathed in flames.
* Rocket fuel, Pyro switches to a more volatile fuel that increases damage done by her flamethrower.

Passive Ability: Healing Flames. When Pyro stays within her own Molotov fire, she heals herself while the fire burns.

Ultimate Ability: Inferno. Pyro burns with unnatural fyre. All hostile players within range are pulled toward Pyro while she gains increased speed and damage resistance. She then releases a Fyre explosion, burning all hostile players near her.

Main Weapon: Heartwarmer, fires a stream of fire in front of the player. Sets fire to those in its path.


# Riot

<figure><img src="/files/nssaHMRvmEgSTTeJAZAQ" alt=""><figcaption></figcaption></figure>

From a crime syndicate member to a metahuman enforcer for Paragon, Riot's life has been anything but ordinary. His transformation was fueled by stolen Metatech, endowing him with superhuman strength used to uphold his unique moral code against the Dominators' manipulations. Despite his mercenary tendencies, Riot's loyalty lies with fairness and justice, making him a crucial ally in the fight against oppression.

Role: Tank

Abilities:&#x20;

* Sword chain. Riot shoots his sword out, and if it hits a hostile player, it pulls the hostile player to Riot.
* Energy Shield. A bubble shield in his current location. It protects against all damage except cloud damage. It lasts until broken or is timed out.

Passive Ability: Armour, gives Riot damage reduction from the front.

Ultimate Ability: Shield Rush

Main Weapon: Tranquility, a large sword that does swooping area damage in front of Riot.


# Tesla

<figure><img src="/files/cXSD3Lt4k0dl98MzZLQ8" alt=""><figcaption></figcaption></figure>

A sniper soldier turned metahuman, Tesla's encounter with the URA's secrets during a mission changed her life forever. Now equipped with lightning abilities and an enhanced sense for detecting metahumans, she serves as a steadfast medic and supporter within Paragon. Betrayed by her former commanders, Tesla's new abilities are a boon to her comrades in arms, reinforcing her commitment to fight corruption and protect those she cares about. Tesla is a combat medic and sniper with a truly diverse skill set. While her eagle eye precision get's her far, Tesla's most prized possession is her healing ability. One shot to a teammate for healing or one shot to an enemy for damage.

Role: Support

Abilities:&#x20;

* Piercing strike. Lightning strike that shoots out in a straight line. It heals all allies that it hits and does damage to all enemies. Can be charged by holding down the ability button.
* Healing grenade. A grenade that heals all friendly players within range.

Ultimate Ability: Immortality Grenade

Passive Ability: Jolt. Tesla's shots can arc between enemies. When Tesla strikes an enemy, there is a chance that the lightning strike will arc into any nearby hostile doing damage.

Main Weapon: Lightning Rifle. This is a long-range, low-spread weapon that fires a charged particle shot for an instant strike at the target.


# XE

<figure><img src="/files/ZCchzUMstTtRSssp5vG7" alt=""><figcaption></figcaption></figure>

Designed by the Dominators as a weapon to end humanity, XE's capture and reprogramming by Paragon marked the beginning of a new chapter. Now striving to mediate conflicts and foster peace, XE's journey from a tool of war to an advocate for justice showcases the potential for change, even in the most designed beings. With abilities that blend technology and a newfound compassion, XE's existence questions the essence of humanity and machine coexistence.

XE is the protagonist of the Deathrun mode. To support XE's mission, players can choose from a range of powerful weapons and abilities that highlight his blend of technological prowess and compassionate drive.

**Weapons**

Players can choose from two weapons to best suit their combat style:

* **Sub Machine Gun (SMG)**
* **Lightning Rifle**

**Active Abilities**

XE is equipped with an array of active abilities that players can utilize during Deathrun, enhancing his versatility and strategic options:

* **Dash**: Charge forward towards enemies or dash away to reposition yourself.
* **Rocket Barrage**: Fires a barrage of mini-missiles that explode on contact or until they run out of fuel.
* **Missile Barrage**: Unleashes a barrage of missiles that strike an area of the player's choosing.
* **Slash Dash**: Dashes forward in a straight line, passing through enemies and dealing damage to them.
* **Molotov Grenade**: A fire grenade that explodes on contact, causing burn damage to all within the affected area.
* **Piercing Shot**: A chargeable lightning strike that shoots out in a straight line. It heals all allies it hits and damages all enemies. To charge the ability, you need to hold down the ability button.
* **Chaos Cores**: Launchable orbs that do damage to hostile enemies. If the orbs hit an enemy, they stick to them and slowly drain their health.
* **Defense Turret**: A deployable turret that attacks all hostile targets within range for a limited time.
* **Energy Shield**: A bubble shield at the current location. It protects against all damage except cloud damage and lasts until broken or timed out.
* **Poison Grenade**: Deals poison damage to an area over time, increasing the damage received by hostiles affected by the gas.

**Ultimates**

XE's ultimate abilities provide powerful options to dominate the battlefield:

* **Ultimate EMP Burst**: Causes an EMP burst to explode, dealing damage and stunning all enemies within range.
* **Ultimate Inferno**: An explosion that pulls hostile players within range and burns them with an unnatural fire.
* **Ultimate Corrosive Gas**: An acid grenade that damages the targeted area over time. Enemies in the area cannot be healed during the effect.
* **Ultimate System Overdrive**: Gives XE a boost to damage, speed, and HP for a limited time.

**Passive Ability**

**Damage Reduction**: Resists damage from any attack or type of attack.

This setup highlights XE's comprehensive abilities and weapon choices, showcasing the transformation from a weapon of war to a beacon of hope, blending both offensive and defensive strategies to maintain balance and harmony on the battlefield.


# Hero Progression

With the upcoming Ultimate League PvP mode, players can level up their Heroes and customize their stats to create unique builds tailored to their preferred play style.

### Gaining Experience

Heroes gain experience with every match in the new Ultimate Leagues or by using new XP book items within the Hero Gallery. Experience from matches is based on your score and match length, while XP books come in five sizes. XP books can be obtained as drops after matches, from inside crates, or purchased within the store. As a Hero gains experience, they will level up until they hit the maximum level.

### Max Level and Promotion

At first, all Heroes start at level 1, with a maximum level of 5. However, all Heroes can be promoted to increase their maximum level. Each time a Hero is promoted, their maximum level increases by 5, up to a maximum level of 50. The maximum Hero level will be increased with future game updates, and as this happens, the number of Leagues will also increase. In order to promote a Hero, a player needs Hero Shards of the Hero they want to promote and Metatech items of the correct size. Both of these items can be bought with tokens in the token store or acquired from crates. Crate keys can be earned or bought with tokens. Promotion costs follow an alternating pattern of requirements for Hero Shards and Metatech Items.

### Upgrading a Hero

All Heroes start with 10 upgrade points, and every time a Hero levels up, they receive 10 upgrade points, for a total of 500 at level 50. Heroes can be upgraded in the Heroes screen, where players can choose which stat to upgrade. Upgrading a stat requires enough Upgrade Points and Enhancers of the correct class and stat type. Each stat has a different Upgrade Point cost, based on that hero's role and gameplay style and the number of times that stat has already been upgraded. For example, it costs fewer points to upgrade the damage stat on Bravo Zulu than on Tesla. Each time a stat is upgraded, it increases the stat by a fixed percentage, and every 5th upgrade results in a double stat upgrade (e.g., +3%, +3%, +3%, +3%, +6%). Each upgrade costs 10 Enhancers of the correct type, plus an additional 5 for every 5 upgrades already completed. For instance, Bravo Zulu upgrading damage for the second time requires 10 Assault Offense Enhancers, while Tesla upgrading health for the seventh time requires 15 Support Defensive Enhancers. Players can upgrade their heroes as they wish. However, stacking a single stat will result in fewer total upgrades. Like Metatech and Hero Shards, Enhancers can be purchased in the token store or acquired from crates.

### Resetting Upgrades

Players can choose to reset their upgrades at any point, though there is a cost. The first reset is free, but subsequent resets return 5% fewer Enhancers, down to a cap of 50% returned. This stacking reset penalty is per season to account for balance changes. Players will receive one free reset when the next season starts, and then the costs will apply again.


# Skins

Skins are a way for players to customize their Hero within the multiple game modes of TMA. Skins come from a variety of different sources, including Ranked Rewards, Urellium Store, Events, and Crates. Skins are also highly collectible, allowing players to both look good and flaunt their valuable assets.

### Skin Rarity

All skins in The Machines Arena (TMA) have a rarity classification ranging from Uncommon to Legendary. The rarity of a skin determines several factors: the cost of the skin where it can be purchased, the amount of that skin in circulation, the visual sophistication of the skin, and the source of the skin, with rarer skins appearing in fewer locations.

### Skin Themes

Most skins will be released as part of a theme, where skins from the same theme will share visual similarities, such as shapes, colors, or textures, creating a cohesive aesthetic for themed collections.

### Ranked Skins

At the end of each Ranked PvP Season, a unique skin will be available for players who perform well during the season. Each season features a single skin, but it is broken down into two different qualities based on the player's final finishing rank. Players who end the season at Gold rank will receive a Rare version of the PvP skin, while those who reach Emerald rank will receive an Epic version. \
\
During Open Beta Season 1, players still have the opportunity to earn the Epic Apocalyptic Nightcore skin as a reward for reaching the Gold rank.&#x20;

These skins are exclusive and will not return to the game, maintaining their rarity and prestige. They can be minted, but only after a fixed period, ensuring that players wearing these skins in subsequent seasons have truly earned them.

### Collections

More information about skin collections will be provided soon.

### Asset Treasury

A future update to the treasury will provide token value to players based on the amount and value of their minted TMA assets. Additional details about this feature will be released in upcoming updates.


# Familiars

## What Are Familiars?

Familiars are cute little helpers that provide various bonuses to the hero they are assigned to, allowing the player to collect familiaras to customize each hero to match their play style.&#x20;

Early in the design, we felt it was important to separate the familiar’s form (what it looks like) from it’s function. By doing this, a player is given the choice to select whatever familiars they most like the look of without having to compromise on the familiar’s effect.

## Familiars Lore

Devol's act of rebellion against her father leads to the groundbreaking discovery of familiars alongside classified locations and crucial information. This pivotal knowledge provides the Paragon resistance with a significant strategic advantage. Familiars, created initially as augmentative support units for the Dominators, were the precursors to the creation of XE. These entities, crafted from lightweight, durable alloys and designed for versatility, were early experiments infused with Metatech, intended to enhance Dominator capabilities.

However, these familiars require a unique bonding process called imprinting, where they possess no innate abilities initially but significantly enhance the capabilities of their chosen host. Over time, it was discovered that specific component parts of familiars experience progressive enhancement through continued exposure to Metatech, strengthening their augmentative abilities with use.

In gameplay, these familiars are crucial in boosting a hero's performance during matches. The specific boost provided varies depending on the type of familiar and its rarity, making them a valuable asset for players looking to customize and enhance their strategic approach to combat. This integration of familiars into the game not only deepens the gameplay mechanics but also enriches the narrative's complexity, intertwining Devol's personal rebellion with a broader tactical evolution in the war between Paragon and the Dominators.

***

Familiars are essential companions in *The Machines Arena*, each with a unique backstory and capabilities that enhance gameplay. As you explore the game, these companions will not only aid you in battles but also deepen your connection to the game's rich lore.


# Familiar Types

Familiars enhance hero capabilities by providing bonuses to specific stats. As we continue to develop and expand the game, our vision includes introducing a broader range of familiar types to enrich gameplay and strategic options.

#### Current Familiar Types

**Type 1 Familiars:** Currently, the only type available, these familiars provide a stat bonus to heroes, with the bonus magnitude depending on the familiar's rarity. This single-stat enhancement allows players to tailor their hero's strengths more finely.

#### Future Developments

**Type 2 Familiars:** Details on the next type of familiars are in the pipeline. We plan to introduce additional functionalities that will further diversify how players can enhance their heroes, promising new strategies and deeper customization.

Stay tuned for upcoming announcements as we reveal more about the familiars and the new dynamics they will bring.


# Hero Enhancements with Familiars

### Familiar Rarities

Familiars enhance hero capabilities and are currently available in rarities ranging from Common to Epic. Each rarity level increases the strength of a familiar's ability; for example, Common familiars boost a hero's damage by 4%, while Epic familiars provide a 6.4% increase. Plans are underway to introduce Legendary familiars, which will offer an 8% enhancement.

### **Familiars in Ranked Mode**

To maintain competitive integrity in ranked mode, all familiars are automatically adjusted to Legendary rarity. This ensures that all players can compete fairly, allowing them to select any familiar without experiencing a disadvantage due to differing rarity levels.

### **Familiar Abilities**

Initially, familiars possess a set of basic abilities impacting damage, ability cooldown, and health. Future updates will expand these abilities to include increased movement speed, ability damage, and healing. Further enhancements, such as increases to ultimates, critical hit chances, lifesteal, decreased reload times, and increased ammo counts, are planned for later development stages.

Familiars significantly enhance hero capabilities through their various rarities and abilities, and they ensure balanced competition in ranked mode. These enhancements allow for strategic depth and customization, making every battle unique. Keep an eye out for future updates as we expand the range of familiar abilities and introduce new rarities


# Familiar Leveling

This significant update allows familiars to level up, improving their effectiveness. Familiars gain experience through gameplay, with each level increasing their ability impact. For instance, ability effects will increase from 4% at Level 1 to 4.5% at Level 2, with a notable jump to 8% at Level 5. Post Level 5, familiars require specific upgrade items to continue leveling, with the initial release capping at Level 10. Future updates may expand these level caps.

**XP Sources**

Familiars gain XP through several means:

* **In-match use:** Familiars earn XP based on the match length and the player’s performance.
* **Familiar XP Books:** These items directly confer XP to a familiar.
* **Familiar Quests:** Detailed information on these will be released soon, providing additional avenues for familiar development.

Familiar leveling is a crucial aspect of The Machines Arena, allowing players to strengthen their companions and gain a competitive edge. Through consistent gameplay, XP books, and upcoming familiar quests, players can enhance their familiars' abilities and effectiveness on the battlefield. Future updates will bring even more opportunities for progression and customization, ensuring that familiars remain a vital part of your strategic arsenal.


# Teams

In The Machines Arena "Teams" are a fundamental feature designed to enhance the social and competitive aspects of gameplay for players, giving them an opportunity to additionally earn rewards while vying to show they are the best Team in TMA. Teams function as clans or guilds, providing a sense of competition, community, and collaboration among players. Each Team is represented on the blockchain and minted on the Ronin Chain and can have either a single owner or shared ownership, allowing for flexible management structures.

Players can join an existing Team using their Ronin wallet or TMA account, facilitating easy and secure integration with our game ecosystem. To expand their Teams and unlock additional features, owners can upgrade their Teams using the TMA token, our in-game currency. This mechanism encourages engagement with the token economy and provides a tangible benefit for holding and using TMA.

One of the key features of Teams is their ability to compete on leaderboards for valuable rewards such as TMA tokens or exclusive NFTs. These rewards are supported from a Team's dedicated treasury, which accumulates tokens through various in-game activities and transactions. This incentivizes Teams to perform well collectively and encourages strategic gameplay and coordination among members.

The ranking of Teams on leaderboards is determined by a combination of factors, including the Matchmaking Rating (MMR) of each member and their individual performance within the current season. Additionally, the total value of assets owned by each member contributes to the Team's overall score, encouraging players to invest in and develop their in-game assets.

Overall, Teams in our game serve as a central hub for social interaction, competition, and collaboration, enriching the player experience and fostering a strong sense of community within our game world.


# Social Interactions

We believe that social interactions are a cornerstone of an engaging and immersive gaming experience. To foster a vibrant and supportive community, we are introducing several features designed to enhance communication, teamwork, and camaraderie among players. These features will not only help players coordinate more effectively during matches but also build lasting friendships within the game.

### Chatbox

The chatbox will allow players to communicate with their teammates and the opposing team. It will include channels for team and group communication, equipped with a profanity filter and a spam filter to maintain a respectful and friendly environment. Our goal is to minimize trolling, abusive language, and other negative behaviors, ensuring that the chat remains a place for healthy and friendly banter.&#x20;

### Ping system

The ping system will enable players to click anywhere on the map to send notifications to their teammates. For example, players can alert their team to enemy locations, available health packs, or objectives like the fuse. The system also supports a wheel mechanism for more specific messages related to the clicked point, such as "defend here" or "triggering ultimate." This allows for quick and informative communication in the heat of battle, enhancing team coordination and strategy.

### Friends

TMA is even more enjoyable with friends. Players will be able to invite friends to join them in matches or send friend requests to teammates after a good game. Building a network of friends within the game will enhance the overall gaming experience and create a more connected community.

These upcoming updated social interaction features in TMA are designed to make communication and teamwork more effective and enjoyable. By fostering a positive environment and facilitating easy communication, we aim to create a community where players can forge lasting friendships and enhance their collective gaming experience. Stay tuned for these exciting updates, which will soon bring a new dimension to your gameplay.


# Earn Loop

### Earn Loop Basics

The earn loop for TMA is focussed around the upcoming game mode “Ultimate League”.

Players take their most powerful Heroes into the Ultimate League to earn League Points from each match, with the highest points coming from winning a match in the highest League, League 6. (Winning gives more points than losing)

### Earning Tokens

When the player has earned 1,000 points, they can turn it in immediately for a share of tokens from the token treasury. These tokens must be claimed by the player and gas fees paid. The size of the share is based on the treasury size and amount of players.

Once a player has earned a share of tokens, they can use an item called a “Reset Trigger”. A Reset Trigger will reset the 1,000 point target (this does NOT remove excess points) allowing them to work towards earning another share. This means a player can get multiple shares every week as long as they have enough Reset Triggers.

Reset Triggers are purchased from the token store and the amount available is controlled by VIP level.

### End of the Week

At the end of a week if a player is still working towards a share, they lose 100 points and the remaining points roll over to the next week (players with VIP lose fewer points). If the player is not working on a token share, excess points are wiped, this is to ensure players claim regularly, not bank until a more profitable time, causing surges in the market.

### Weekly League Point Leaderboard

Finally, all of the points you earn during a week (regardless of the number of shares and reset triggers used), are entered into a leaderboard. Your final position on this weekly leaderboard results in an increased drop chance for rare rewards in Ultimate Leagues (up to 5% more).

### Spending Tokens

Tokens can be claimed or spent in the token store for hero progression items, rare items and crate keys to have a chance of obtaining limited skins.


# Ultimate League

The Ultimate League represents an upcoming PvP mode in The Machines Arena designed to offer a highly customizable and competitive environment. This mode distinguishes itself from Quickmatch and Ranked PvP by allowing players to compete with heroes that they have personally customized and leveled up through a unique upgrade system.

## Joining Ultimate League

To participate in the Ultimate League, players select the mode and then choose the level bracket appropriate for their hero’s current level. Leagues are segmented into brackets of 10 levels each, with League 6 reserved exclusively for max-level heroes (level 50).

## Match Experience

Ultimate Leagues provide a dynamic and exciting experience, as each player can customize their hero in unique ways. This creates varied and engaging gameplay compared to Quickplay or Ranked modes.

### Experience and Rewards

Every match awards the hero used with experience based on your score and match length. There is also a chance to obtain additional rewards such as Hero Upgrade items or Rare Crates and Keys. The likelihood of receiving rewards increases in higher leagues, but only the winning team has a chance to earn them, emphasizing the importance of competitive play.

### League Points

In addition to experience and rewards, players earn League Points for every match played in Ultimate Leagues, with more points awarded for wins. These points can earn players a share of the token treasury.


# Crates

Crates are the main delivery method for valuable items within *The Machines Arena*, available in three rarities: Uncommon, Rare, and Epic. The number and value of rewards scale with the crate's rarity.

## **Types of Crates and Rarities**&#x20;

There are two main types of crates: Limited and Unlimited. Limited crates, which include Rare and Epic varieties, are restricted in availability and require a specific key to open. Each crate has a matching key, and these keys are also limited in number. Unlimited crates, available in Uncommon rarity, can be obtained for a fixed time period without any limit on distribution during that time.

## **Acquiring Crates and Keys**&#x20;

Unlimited crates can be acquired through gameplay in any non-lobby PvP match or purchased in limited quantities from the game store. Limited crates, on the other hand, are only obtainable via gameplay in non-lobby PvP matches. Keys for opening limited crates can drop from non-lobby PvP matches and are also available for purchase in the token store in limited quantities.

## **Crate Contents**

The number of rewards inside a crate varies with its type. Unlimited crates contain two rewards, limited Rare crates contain three rewards, and limited Epic crates contain four rewards. While crates and keys are not mintable, some of the crate contents, such as skins and familiars, are mintable immediately. Progression items, however, are never mintable. Each reward within a crate is independent of the others, which means an Epic crate could potentially contain multiple skins. The exact contents and the chances of obtaining each reward are always disclosed before a crate is opened.

## **Long Term Crates Plan**&#x20;

To address potential issues where players might have crates without matching keys or vice versa, a future update will introduce a trading system using TMA tokens. This will allow players to trade crates and keys, ensuring better accessibility and usability of these items. Further details about this feature will be released as development progresses.


# Treasury

## **Filling the Treasury**&#x20;

The treasury in *The Machines Arena* is initially filled through a slow release of tokens over 48 months, utilizing 30% of the tokens originally allocated. Beyond this initial phase, the treasury is continuously replenished by all tokens spent in the Token Store and those allocated to VIP services.

**Costs**&#x20;

To cover the operational expenses of the company, 5% of the tokens paid into the treasury (excluding the initial allocation) are designated for running costs. This ensures the game’s smooth operation and continuous development.

**Token Lockup**&#x20;

A strategy to ensure the long-term value of the tokens involves locking up 2% of the tokens received from in-game expenditures (excluding the initial token allocation). These tokens enter a rolling lockup, and their future use will be determined through player input, options for which include event releases, funding tournament rewards, or potentially burning the tokens.

## **Treasury Payouts**&#x20;

The treasury payout system is designed to reward player engagement and success. Following the Token Generation Event (TGE), the treasury will allocate tokens weekly based on players achieving 1,000 Ultimate League Points. Those reaching this milestone receive a share of the token pool, and those with league point reset items may claim multiple shares within a single week. Additionally, plans for a future update include an Asset Treasury where players can earn tokens based on the value of their minted assets, and a Clan Treasury that will distribute tokens based on the assets and league points accrued by clan members.

## **Treasury Launch**&#x20;

The treasury will officially launch with the first major update post-TGE. Initially, the payout percentage will be kept low to foster market stability and prevent token inflation. Over time, this percentage will gradually increase, as announced, to ensure the treasury can sustain long-term payouts and maintain a healthy surplus.

## **What Can You Buy With Tokens?**&#x20;

Post-TGE, players can utilize tokens to acquire various items and privileges. These include VIP levels 1 to 4, crate keys for rare and epic crates, random hero shards for unlocking and promoting heroes, hero shard selection boxes, various Metatech items, random enhancers for upgrading hero stats, enhancer selection boxes, and XP books to boost hero experience. These tokens not only serve as a means of transaction within the game but also encourage deeper player involvement by rewarding participation and achievement with valuable in-game assets.


# Currency and Items

TMA incorporates a variety of currencies and items that enhance gameplay and provide progression opportunities. This section describes the various currencies within TMA, their functions, and how to earn them.

### Experience

Players can earn several types of experience in the game. Account XP is a general experience that advances player levels. Hero XP is specific to heroes and is earned primarily in Ultimate Leagues. Weapon XP is gained during Death Run and applies to weapon enhancements, while Ability XP, also exclusive to Death Run, improves hero abilities. Familiar XP, an upcoming feature, will enable familiars to level up.

#### Other Items

Another type of item that players can earn is a Random Skin Fragment, which can be collected and used for various cosmetic enhancements.

### Currencies

TMA includes several types of in-game currencies, each serving a specific function:

* **Cores (Death Run)**: Earned based on performance; used for character enhancements. In future updates, Cores will reset seasonally with new balance updates.
* **Credits (Death Run)**: Accumulated by defeating enemies; spent on upgrades for XE during runs in kiosks.
* **Medals (PvP)**: These are awarded post-match based on performance and weekly activity and can be redeemable in the Medal Shop for exclusive items.
* **Tokens**: Filled by accumulating League Points; spent on various in-game items and VIP

### Items

TMA offers a variety of items that players can collect to enhance their gameplay experience:

* **Hero Shards**: Promote heroes by increasing their maximum level or unlocking new heroes. Obtained from match rewards and crates.
* **Metatech Items**: Essential for hero promotions, available through crates or purchases.
* **Enhancers**: Upgrade hero stats, earned as match rewards or found in crates.
* **XP Books**: Provide immediate experience boosts to heroes, available from match rewards or crates.
* **Skin Fragments**: Earned from matches and crates, can be combined to unlock new skins.
* **Crate Keys**: Necessary for opening various themed crates, obtainable from PvP matches or purchased from the store.
* **Item Boxes**: Offer a selection of rewards, available from the medal and token stores.

The diverse range of currencies and items in TMA ensures a rich and engaging progression system, allowing players to enhance their gameplay experience and customize their strategies according to their preferences and styles.


# Tokenomics

The total supply of tokens is set at 1 billion, with targeted allocations designated for specific groups and categories. The Token Generation Event (TGE) marks the moment the token is created and becomes available on the blockchain. A "cliff" refers to a period during which tokens are locked; for instance, a 24-month cliff means the tokens remain inaccessible for 24 months and are only released into the circulating supply afterward. Vesting refers to the gradual release of tokens into the circulating supply over a set number of months, starting immediately after the cliff period has ended, if applicable.

| Details              | Allocations | Release at TGE | Cliff (Month) | Vesting (Month) | Total (Month) |
| -------------------- | ----------- | -------------- | ------------- | --------------- | ------------- |
| Seed Round           | 20%         | 10%            | 3             | 18              | 21            |
| Marketing            | 1%          | 10%            | 0             | 12              | 12            |
| Directive Games      | 15%         | 0%             | 24            | 24              | 48            |
| Team                 | 10%         | 10%            | 3             | 18              | 21            |
| Advisors (Sky Mavis) | 1%          | 10%            | 24            | 24              | 48            |
| Advisors (other)     | 0.25%       | 10%            | 3             | 18              | 21            |
| Airdrop              | 10%         | 35%            | 0             | 6               | 6             |
| Community            | 32.75%      | 2%             | 0             | 48              | 48            |
| Liquidity            | 7%          | 100%           | 0             | 0               | 0             |
| VIP & Clan Treasury  | 2%          | 2%             | 0             | 48              | 48            |
| Lockup               | 0%          | 0%             | 24            | -               | -             |
| DAO                  | 1%          | 0%             | 0             | 12              | 12            |

Explanations:

* **Seed Round:** Seed round is the first formal round of [venture capital financing for a startup](https://fastercapital.com/content/Venture-Capital-Financing-and-Your-Startup-s-Future.html). As the chart shows, 20% of the total supply belongs to the Seed Round, 10% of which will be available after TGE takes place, and the rest will have a 3-month cliff followed by 18 months of vesting.
* **Marketing:** This section includes all the tokens set aside for P2A/TGE Marketing, KOLs, and future marketing campaigns. It includes 1% of the total supply, 10% of which will be available at TGE, and the rest will slowly unlock for 12 months. &#x20;
* **Directive Games:** Shareholders at Directive Games and future employees. This includes 15% of the total supply, with a 24-month Cliff followed by a 24-month vesting. &#x20;
* **Team:** This includes the current team actively working on TMA and contains 10% of the total supply, 10% of which will be released at TGE. The rest of the tokens will have a 3-month Cliff followed by 18 months of vesting.&#x20;
* **Advisors (Sky Mavis):** This includes any advisor from Sky Mavis who helped with TMA. 1% of the total supply will be allocated to this group. 10% of these tokens will be available at TGE, and the rest will have a 24-month cliff followed by 24 months of vesting. &#x20;
* **Advisors (other):** Any advisor who helped with TMA other than SM. 0.25% of the total supply will be allocated to this group, with 10% available at TGE. The rest will have a 3-month cliff, followed by 18 months of vesting.&#x20;
* **Airdrop:** This includes the tokens that are set aside for the P2A Campaign and potential future events. 10% of the tokens have been set aside for this event (max), 35% of which will be available at TGE, and the rest will have a 6-month vesting period.&#x20;
* **Community:** Ecosystem funds for the P2E campaign.
* **Liquidity:** This will include any liquidity provided to the market (exchanges, etc.). 7% of the total supply is allocated to this, and it will have no cliff or vesting period, and 100% of it will be available at TGE.
* **VIP & Clan Treasury:**  Rewards are set aside for VIP/Team-related events.&#x20;
* **Lockup:** This is where a portion of every $TMA transaction will be moved. After a time, the DAO will decide what to do with these tokens. A cliff of 24 months has been intended for this allocation, and a vesting schedule will be added when the community decides what to do with these tokens (burn them, move them to the treasury, etc.).
* **DAO:** These tokens are set aside for any DAO-related activity (e.g. Governance, Council, etc.).


# Development Partner

<figure><img src="/files/owxIxh70Kz0LcwtYpqT7" alt=""><figcaption></figcaption></figure>

The Machines Arena is developed by Directive Games. The studio was founded in 2014 by a group of industry veterans from various AAA studios, where they contributed to building some of the most iconic game franchises over the past 30+ years. Leveraging its proprietary backend technology, Directive Games has been creating online multiplayer games set in large, persistent universes supported by expansive and active communities. The studio is also a pioneer in Augmented Reality, showcasing its technology and AR games at various industry-leading events.

Over the last years, Directive Games has dedicated its R\&D efforts to integrating the power of blockchain with its existing tech stack, convinced that this technology is the key to evolving games into virtual environments that encompass a significant part of our digital lives. The Machines Arena is the studio’s first game launched on blockchain.


# Key Contributors

**Adam Yau**\
*Gameplay Programmer*

**Aldís Dagmar Erlingsdóttir**\
*Art Producer*

**Alexander Björnsson**\
*Gameplay Programmer*

**Amy Riches**\
*Concept Artist*

**Andrea Cesaro**\
*Chief Operating Officer*

**Anton Þór Einarsson**\
*Lead Animator*

**Arash Nouri**\
*Business Development Manager*

**Ari Einarsson**\
*SFX Artist*

**Asam Ramirez**\
*Community Manager*

**Ásgeir Jón Ásgeirsson**\
*Art Director*

**Ásrún Ísleifsdóttir**\
*Marketing Producer*

**Ástrós Aradóttir**\
*Houdini Engineer*

**Atli Mar Sveinsson**\
*Chief Executive Officer*

**Breki Ingibjargarson**\
*Gameplay Programmer*

**David Delseray**\
*Producer/Game Designer*

**David Gracia**\
*Producer / Design Manager*

**Emilio Segura**\
*Gameplay Programmer*

**Giorgio Crosali**\
*Community Lead*

**Guðjón Leó Guðmundsson**\
*Environment Artist*

**Gustavo Galli**\
*Community Assistant*

**Hanny Lu**\
*Art Manager/3D Artist*

**Hilmar Tryggvason**\
*Gameplay Programmer*

**Ingvar Haraldsson**\
*Marketing Specialist*

**Jan Darowski**\
*Lead Gameplay Programmer*

**Jason Viterna**\
*Gameplay & UI Programmer*

**Jesper Tullberg**\
*Web Developer*

**Joel Alejandro Ceja Rodríguez**\
*Gameplay Programmer*

**Jorge Martínez (a.k.a. Chang)**\
*Gameplay Programmer*

**Jóhann Reynisson**\
*Technical Art Director*

**Juan Pablo Nuño**\
*Gameplay Programmer*

**Kent Byers**\
*Chief Product Officer*

**Kevin Zhang**\
*3D Artist/Level Artist*

**Kieran Kelly**\
*Senior UI/UX Designer*

**Klaudia Nędzarek**\
*Junior 3D Artist*

**Kristján Einar Kristjánsson**\
*Marketing Director*

**Long Nguyen**\
*Gameplay Programmer*

**Magnus Axelsson**\
*Web Developer*

**Mark Gilbert**\
*Lead Economy and Systems Designer*

**Nathan Richardson**\
*VP of Development*

**Nathaniel Guevarra**\
*Senior VFX Artist*

**Ólafur Lárus Egilsson**\
*Lead Technical Artist*

**Oli Daniel Helgason**\
*Lead UI/UX Designer*

**Peter Brewer**\
*Community Manager*

**Ragnheiður Ásta Valgeirsdóttir**\
*Concept Artist*

**Riccardo Galdieri**\
*Technical Designer*

**Rizza Fay Elíasdóttir**\
*Narrative Designer*

**Róbert Bárðarson**\
*Houdini TD*

**Shihai Wang**\
*Senior Programmer*

**Sigurgrímur Unnar Ólafsson**\
*Producer/Programmer*

**Snorri Sveinsson**\
*Producer*

**Sunna Sól Sigurðardóttir**\
*3D Artist*

**Thorir Karl Celin**\
*Concept Artist*

**Tryggvi Hákonarson**\
*Game Designer*

**Victor Lundberg**\
*Web Developer*

**Wyndsor Martillana**\
*Social Media Manager*

**Yaroslav Shcheglov**\
*Community Assistant*

**Þórey Hafliðadóttir**\
*Multimedia Designer*


