Two in the Arena
Mage Rin and swordsman Kohaku — a tale of survival and escape, taken on by two.

Overview
A fully roguelike arena-survival action game where you fend off waves of enemies. You control the mage Rin and survive the arena alongside Kohaku, a swordsman who fights by his own judgment.
A run lasts a few to a dozen-odd minutes. Rather than endless, it is a clear-based game with a full story and ending. Even when you fall, you earn points on the permanent-growth "Memoria Tree," so every run moves you forward.
3 Difficulty Levels
Normal / Easy / VeryEasy. Even if action games aren't your strength, you can reach the story's ending.
Normal Stages 1–10 + Boss Battles
The threat level rises step by step.
Hard Stages 1–10
A further challenge after clearing. A boss appears on every stage, sustaining the tension.
Features
1. True co-op with a partner who thinks for himself
You control only yourself. Your partner Kohaku changes how he fights at a single command—guarding, supporting, and fighting alongside you.
2. Freeze → finish for a chain explosion
Land the finishing blow on a frozen enemy and the freeze chains outward. The thrill of building it up and pulling it off exactly as planned.
3. Permanent growth that always moves you forward
Earn Memoria Points regardless of the outcome. Grow reliably stronger through the 36-node Memoria Tree. Not a single run is wasted.
Characters
Rin — Mage (Player-controlled)
A backline attacker wielding magic bolts, wide-area freezes, and meteors. She dominates the field with freezes and lands the chain's finishing blow herself. Shield and Heal let her survive, too.

Kohaku — Swordsman (Self-acting partner)
A frontline melee swordsman. He absorbs enemy assaults with parries and guards, and cuts through their ranks with sweeping strikes. He switches tactics in response to your commands.

The Collector
An elegant gentleman who calls himself "the Collector." What he collects is not strength, but the "genuine article" that never breaks under any adversity. Beneath a gentle smile, from the stands, he quietly appraises those who survive to the end—today, as ever.

Controls
Supports both keyboard and gamepad.
Rin's Controls
| Action | Keyboard / Mouse | Gamepad |
|---|---|---|
| Move | W / A / S / D | Left Stick |
| Camera | Mouse Move | Right Stick |
| Normal Attack | Left Click | × |
| Ice Nova | Left Shift | △ |
| Meteor | E | R1 |
| Shield | Space | ○ |
| Heal | Right Click | □ |
| Ult | Q | L1 |
Commands to Kohaku
| Command | Keyboard | Gamepad |
|---|---|---|
| Attack | 1 | D-Pad ↑ |
| Defend | 2 | D-Pad ↓ |
| Taunt | 3 | D-Pad ← |
| Rescue | 4 | D-Pad → |
System Controls
| Action | Keyboard | Gamepad |
|---|---|---|
| Pause Menu | ESC | Options |
| Confirm | Enter / Space | × |
| Cancel / Back | ESC | ○ |
| Cursor Move | ↑ ↓ (W / S) | D-Pad / Left Stick |
Rin's Skills (Starting)
The six core skills of Rin, the player-controlled mage. Values are for the starting state (no upgrades or Memoria).
A main attack you can fire anytime. No MP required—it launches auto-aiming magic bolts at enemies within 15m ahead, in a ±45° frontal arc.
- Range ~54m (bolt lifetime 3s)
- Upgrades add multi-shot (double/triple), pierce, split, and freeze bolts
A control skill that freezes a 9m radius around herself. Low damage, but it freezes every enemy in range for 6 seconds and serves as the trigger for Chain Freeze.
- Knocks enemies back (no effect on bosses) / no cooldown, MP-based
- Upgrades: up to +2m radius, +2s freeze, and MP refund per hit
A high-damage area attack that drops 3 meteors (one per second) ahead. Impact points burn for 2 seconds after the blast, dealing damage over time.
- Blast damage ~165 each, burn DoT ~82 total
- No cooldown, spammable / upgrades: up to 5 meteors, +1m radius, +1s burn; ×1.3 power at MP 80%+
For 2 seconds, nullifies all attacks completely. Contact, blasts, boulders, even boss attacks are reduced to 0 damage, and ranged projectiles are reflected.
- Not reduction but full nullification (take no damage at all)
- No cooldown, MP-based / upgrade adds +1s duration
Heals 35% of max HP to whichever of Rin or Kohaku has the lower HP ratio. Purely healing—no damage.
- Ties favor Rin; if only one ally is alive, that ally
- No cooldown / upgrades: up to 50% heal, plus half to the other ally
An ultimate triggered when the gauge is full. For 6 seconds, Rin becomes fully invincible while auto-firing Meteor and Ice Nova continuously.
- While active: auto-casts Meteor every 0.4s and Nova every 1s ignoring MP, fully restores MP, and phases through enemies
- Gauge builds on kills (+1 minion, +10 elite/boss) / upgrade extends duration up to 10s
* Damage values are for the starting state (no upgrades, Memoria, or Adrenaline). They rise as you grow.
Kohaku's Skills (Starting)
| Skill | Effect |
|---|---|
| Normal Attack | A fan-shaped slash, 130° and 2.64m radius. Power rises in Attack mode. |
| Sweep | A 360° attack with 3.6m radius. Twice the power of a normal attack. Costs 40 MP. |
| Parry (Passive) | Chance to fully nullify incoming damage. Deflects even boss knockdown attacks and self-destructs. |
| Damage Reduction | Base 10% reduction. Stacks up through command modes, the Guard skill, and upgrades. |
| Guard Skill | Damage reduction +20% for 3 seconds. Used automatically as the situation calls for it. |
Command Modes — Switch how Kohaku fights
Commands don't swap skills—they change Kohaku's very strength and positioning. Switch with the D-pad (gamepad) or number keys (keyboard).
Attack-focused: he advances and strikes. Damage dealt becomes ×1.5, and he engages up to 16m from Rin. The most aggressive of the four stances.
- Uses no Guard skill—commits fully to attacking
- Normal attack 120→180, Sweep 240→360
Stays near Rin (within 8m) and plays defensively. Damage reduction +20%, and parry chance rises 10%→30%. Guards against approaching enemies.
- Raises his guard when enemies close within 3.5m
- While the Guard skill is active, an additional +20% reduction
Draws enemy aggro to himself. Taunt range doubles (10m→20m), and he moves up to 20m from Rin to pull enemies in.
- The Taunt skill works in all modes; Taunt mode doubles its range
- Guard skill triggers at HP ≤30%
An emergency order to rush straight to Rin. ×2 move speed, phases through enemies, immune to flinch. Prioritizes cutting down enemies near Rin (9m).
- While more than 3.2m from Rin, prioritizes following over attacking
- Guard skill triggers at HP ≤30%
Level-Up Skills (46 total)

Grow with EXP Orbs
Defeating an enemy drops a glowing green EXP Orb on the spot. Collect them to gain experience, and level up once you reach a threshold. On each level-up, pick one of three skills to strengthen Rin and Kohaku on the fly. Orbs have a pickup range and are drawn in automatically as you get close.
Depending on the order and combination you take, every run yields a completely different build. Even the same skill transforms based on when you take it—that's the depth.
Shared Upgrades (12) — affect both
| Skill | Effect | Stacking |
|---|---|---|
| Attack Up | Attack +10% | Max 5 |
| Max HP Up | Max HP +10% | Max 5 |
| Max MP Up | Max MP +10% | Max 5 |
| MP Regen Up | MP Regen +10% | Max 5 |
| Regen | Heal 1% of max HP per second | Max 5 |
| Lifesteal | Heal 1% of damage dealt | Max 5 |
| Move Speed Up | Move Speed +25% | Once |
| EXP Up | EXP gained +20% | Once |
| Adrenaline | Attack +30% for 5s after a kill | Once |
| Ailment Slayer | Damage +40% to burning/frozen enemies | Once |
| Elite Slayer | Damage +30% to bosses/elites | Once |
| Ult Extend | Ult duration +4s (6s→10s) | Once |
Rin Only (26)
| Line | Skill | Effect | Stacks |
|---|---|---|---|
| Normal Attack (7) |
Double Shot | Fires 2 magic bolts in a row | Once |
| Triple Shot | Fires 3 magic bolts in a row *requires Double Shot | Once | |
| Split | On hit, spawns split bolts (up to 2) | Once | |
| Greater Split | Increases split bolts to up to 4 *requires Split | Once | |
| Pierce | Magic bolts pierce enemies without limit | Once | |
| Desperation | At MP ≤50%, normal attack damage ×1.5 | Once | |
| Frost Shot | Normal attacks have a 20% chance to freeze for 1s | Once | |
| Ice Nova (4) |
Ice Nova Radius | Freeze radius +1m (9→max 11m) | Max 2 |
| Freeze Extend | Freeze duration +1s (6→max 8s) | Max 2 | |
| Chain Freeze | Killing a frozen enemy chains the freeze outward | Once | |
| Refund | MP +5 per enemy Nova hits (chains count too) | Once | |
| Meteor & Fire (6) |
More Meteors | Falling meteors +1 (3→max 5) | Max 2 |
| Meteor Radius | Blast radius +1m (5→6m) | Once | |
| Burn Extend | Impact burn duration +1s (2→3s) | Once | |
| Auto Meteor | Auto-casts 1 meteor forward every 4s | Once | |
| Ember | Killing a burning enemy leaves magma on the spot | Once | |
| Full Meteor | At MP 80%+, meteor damage & range ×1.3 | Once | |
| Shield (2) |
Shield Extend | Full-block duration +1s (2→3s) | Once |
| Shield Heal | While Shield is up, heal 10% HP per second | Once | |
| Heal (3) |
Heal Boost | Heal amount +5% (35→max 50%) | Max 3 |
| Sustained Heal | For 10s after Heal, 3% regen per second | Once | |
| Echo Heal | The non-target ally also heals for half | Once | |
| Dummy (3) |
Deploy Dummy | Every 24s, places a dummy ahead (taunts nearby enemies, HP 150) | Once |
| Faster Deploy | Deploy interval −3s (24→min 18s) *requires Deploy Dummy | Max 2 | |
| Dummy Explosion | The decoy detonates when destroyed *requires Deploy Dummy | Once | |
| EXP (1) | EXP Orb Range | EXP orb attraction range +30% (max +60%) | Max 2 |
Kohaku Only (8)
| Skill | Effect | Stacking |
|---|---|---|
| Blade Speed | Normal attack interval −0.5s (2.0→1.5s) | Once |
| Extra Strike | Normal attacks gain +1 follow-up hit | Once |
| Sweep Radius | Sweep range +1m (3.6→4.6m) | Once |
| Parry Up | Nullify chance +10% (base 10%→max 30%) | Max 2 |
| Flame Blade | Magma forms where an enemy dies, dealing damage over time | Once |
| Frost Blade | On hit, a small ice blast erupts (3m radius, 3s freeze) | Once |
| Iron Wall | Damage reduction +10% (base 10%→max 30%) | Max 2 |
| Taunt Radius | Taunt range +2m (10→max 14m) | Max 2 |
Prerequisite System
Triple Shot appears after Double Shot, and Greater Split after Split. Dummy's faster deploy and blast also require Deploy Dummy. There's real joy in charting your own build path.
Memoria Tree (Permanent Growth)

After every battle, win or lose, the experience from that run accrues directly as Memoria Points. Spend them to awaken the tree's 36 nodes and start each new run reliably stronger.
* Each node is awakened only once. An end node unlocks only after all preceding nodes on its branch are awakened.
* Restarting mid-run or returning to the title forfeits that run's points.
Up — Rin Basics (5 nodes)
| Node | Effect | Cost | Requires |
|---|---|---|---|
| Move Speed | Rin move speed +10% | 200 | — |
| Max HP | Rin max HP +5% | 300 | Move Speed |
| Max MP | Rin max MP +5% | 300 | Move Speed |
| MP Regen | Rin MP regen +5% | 300 | Move Speed |
| Attack | Rin attack +5% | 500 | HP, MP, MP Regen (all) |
Down — Kohaku Basics (5 nodes)
| Node | Effect | Cost | Requires |
|---|---|---|---|
| Move Speed | Kohaku move speed +10% | 200 | — |
| Max HP | Kohaku max HP +5% | 300 | Move Speed |
| Max MP | Kohaku max MP +5% | 300 | Move Speed |
| MP Regen | Kohaku MP regen +5% | 300 | Move Speed |
| Attack | Kohaku attack +5% | 500 | HP, MP, MP Regen (all) |
Right — Meteor Line (11 nodes)
| Node | Effect | Cost |
|---|---|---|
| Meteor Efficiency | Meteor MP cost −10% (right branch start) | 300 |
| Meteor Power I / II / III | Meteor power +5% / +5% / +8% (total +18%) | 400 / 500 / 1000 |
| Blast Radius I / II / III | Blast radius +0.3m / +0.3m / +0.4m (total +1m) | 400 / 500 / 1000 |
| Burn Time I / II / III | Burn time +0.3s / +0.3s / +0.4s (total +1s) | 400 / 500 / 1000 |
| ★ Auto Meteor | Start owning Auto Meteor (requires all 9 right-branch nodes) | 3000 |
Left — Ice Nova Line (11 nodes)
| Node | Effect | Cost |
|---|---|---|
| Nova Efficiency | Ice Nova MP cost −10% (left branch start) | 300 |
| Nova Power I / II / III | Nova power +5% / +5% / +8% (total +18%) | 400 / 500 / 1000 |
| Nova Radius I / II / III | Freeze radius +0.3m / +0.3m / +0.4m (total +1m) | 400 / 500 / 1000 |
| Freeze Time I / II / III | Freeze time +0.3s / +0.3s / +0.4s (total +1s) | 400 / 500 / 1000 |
| ★ Chain Freeze | Start owning Chain Freeze (requires all 9 left-branch nodes) | 3000 |
Starting-Skill Unlocks (4 extra nodes)
| Node | Effect | Cost | Requires |
|---|---|---|---|
| ★ Double Shot | Start owning Double Shot | 3000 | Rin Attack |
| ★ Split | Start owning Split | 3000 | Rin Attack |
| ★ Flame Blade | Start owning Flame Blade | 3000 | Kohaku Attack |
| ★ Frost Blade | Start owning Frost Blade | 3000 | Kohaku Attack |
Awakening every node costs 33,200 Memoria Points in total. Which branch to grow first, which ★ to aim for — designing the tree is part of your strategy.