Awakened after 4,000 years, a fallen Archmage finds his world fractured into 14 rival kingdoms. Wield each kingdom’s magic and become any foe you defeat as you seek to reunite them. Infiltrate their wars and reshape the world's kingdom ladder as hundreds of thousands clash.
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Match strength key:80+65+50+<50Arcynth
SteamAbout Arcynth

He and his archmage companions once united the fourteen kingdoms. Then they betrayed him, leaving only one loyal servant to seal him inside a frozen illusion for four thousand years.
He awakens, reaches for his magic, and feels only a trickle. Fourteen kingdoms wage war as powers rise and fall and new lands emerge. The world they once united is no longer the world he knows.
*"That's a candle. I could do more than this as a boy."

Kill something, and you can become it. Every creature you beat is a body you can shift into, with its own moves and its own size. Bodies keep their wounds, and if one breaks, it's gone.


Ever travel to a spot on the map and find it boring? Here it won't stay that way. Kingdoms grow, unite, and get replaced. Monsters move on, new ones move in, and you watch new districts get built in front of you. It all happens with or without you.
You don't complete content. You change what content exists.

Everybody you take is a disguise. Wear a kingdom's face and walk through its camps and armies as if you belong there.
Spy on a rival. Kill their soldiers in their own colours so they wonder who turned. Open a besieged castle's gate from the inside. Their rarest nodes and relics are sealed so only their own people can touch them, so become one of them first.



They used to call him the Movement King. Slide down slopes in smoke, chain jumps in the air, and keep casting through all of it. Dash during a cast, and the cast doesn't break. Hit, vanish, hit again.



Fight wars consisting of hundreds of thousands; Siege, pick a side, face their champions, or wear their faces and wreck them from inside.


Stand above the battlefield, unleash your magic, and send tens of thousands flying in a heartbeat.



Six schools: Fire, Ice, Lightning, Dark, Gravity, and Blood. No rules about mixing them. Make a fireball that freezes. Cast through a frozen field and your spells come out cold.

Steam data © 2026 Valve Corporation. Trademarks are property of their respective owners.
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