Duel Stone

DuelStone

Match. Charge. Duel.

A bundle of carved stone turns in front of you. Match two cubes that share a symbol and the match charges a weapon — attack, defence, or one of three elements. The round ends, and the duel resolves on what you managed to charge.

  • Fire
  • Water
  • Earth
Coming soon to Google Play Closed testing now · Android
A duel in progress: a floating cluster of stone cubes marked with swords, flames, water drops and leaves, with both fighters' health bars above and four ability slots below.

What you are playing

A puzzle you fight with

Duel Stone is one duel at a time: a timed puzzle round, then a fight that resolves from it. Three classes, six abilities each, and no move that is not something you earned on the stone.

The bundle turned close to camera, so the symbols carved on each cube — flames, waves, leaves, swords and shields — are readable.

Match two, charge one

Drag to turn the bundle and tap two cubes carrying the same symbol. Swords and shields feed your basic attack and block; flame, wave and leaf fill the three element pools your abilities are priced in. Tap a charged ability to commit it. Rounds are timed, so what you charge is all you get to spend.

A boss reveal: an armoured fighter lit in a forge arena under the name card "Warden of Embers".

A campaign that answers back

Twenty-eight duels over three chapters — the Proving Grounds, the Hollow March, the Green Tide — ending on a boss who bends one rule of the match in their favour. Winning pays out gold, gear and levels, and the gear you buy shows up on your fighter in the arena.

The join screen, headed "Games on this network", listing a nearby player's game with a short room code and a Join button.

Two phones, one Wi-Fi

Host a duel and let a friend join from the phone next to you. It runs over your local network directly between the two devices — no server, no account, no sign-in, nothing to be logged into. Only one phone between you? Hotseat passes it back and forth behind a curtain so neither of you sees the other's board.

Stills

From the current build

Captured from the game as it stands, at the phone resolution it is drawn for.

Straight answer

What the game does with you and your phone

No pay-to-win. No forced ads. Play offline, no account required.

  • No pay-to-win. Nothing you can buy will ever win you a duel. Competitive play normalises gear, so a match is decided by how you play — a rule the game is built on, not a launch promise.
  • No forced ads. Any advertising will only ever be a video you choose to watch for a reward. Never an interstitial, never a break between rounds.
  • No account required. The whole game is playable offline and there is no sign-in to get past. If signing in ever arrives it is an offer — for sync and online play — and never a wall.
  • Your progress is a file on your phone. Levels, gear and gold are saved locally. Multiplayer talks straight to the other phone on your Wi-Fi and stops there.
  • Today: no ads, nothing for sale, nothing collected. There is no analytics SDK, no crash reporter, no ad network and no billing library in the build. Optional Ember purchases and opt-in rewarded ads are planned for later versions — neither will ever buy an advantage in ranked duels. This item is dated on purpose, and the change will be described here and in the privacy policy before it ships, not after.

The privacy policy says the same thing in the words the Play Store needs, and names the date it was last true.