Duel Stone Join the beta

DuelStone

Match. Charge. Duel.

A 3D combat puzzle game for Android. Match stone cubes against the clock to charge your fighter, then watch the duel play out.

Join the beta
Coming soon to Google PlayAndroid
iOSPlanned after Android
A duel in progress: a floating bundle of carved stone cubes marked with swords, shields, flames, water drops and leaves, with both fighters' health bars above and four ability slots below, the fire slot charged.
  1. Match

    Rotate the bundle and pair cubes that share a symbol. Each round lasts thirty seconds.

  2. Charge

    Swords and shields build attack and block. Fire, water and earth charge your abilities.

  3. Duel

    Commit your charged abilities, then watch the round play out.

Heroes

Three classes, six abilities each

Take four into a duel: one per element, plus one of your choice. Filled dots mark the starting four; the rest unlock at class levels 3 and 6.

  • The Guardian: a knight in dark plate with a round shield and a warhammer.

    Guardian

    Armored bulwark — raises walls and wards, then answers with shattering blows.

    Parry 8% · Crit 6% · +10% block from shield matches

    • Ember Smash: fire, starting ability. A fiery overhead smash.
    • Molten Ward: fire, unlocks later. A 260 shield that answers - the next attack is thrown straight back.
    • Aegis Tide: water, starting ability. A steady 280 shield - the cheap, reliable wall.
    • Retribution: water, unlocks later. Shatter your shield into a blow - 150% of its value as damage.
    • Stone Wall: earth, starting ability. Brace: a 220 shield, and the next attack is turned aside.
    • Quake Slam: earth, starting ability. A shove, then the earth answers - +15% critical, and the second blow is the one.

    Available from the start.

  • The Ranger: an archer in black leathers with a bow and a quiver.

    Ranger

    Elemental archer — piercing shots and biting frost, sharpened by a hunter's focus.

    Parry 15% · Crit 15%

    • Flame Arrow: fire, starting ability. A blazing arrow that pierces straight through shields.
    • Ember Rain: fire, starting ability. A volley of three, +20% critical while it falls; the last arrow finds the gap.
    • Frost Shot: water, unlocks later. An icy shot that chills the target: your earth hits deal +20% for the rest of the round.
    • Hunter's Focus: water, starting ability. Take aim — your next hit is a guaranteed critical.
    • Thorn Trap: earth, starting ability. Thorns erupt from the ground beneath the target.
    • Bramble Guard: earth, unlocks later. Brace behind brambles — parry the next attack.

    Unlocks at account level 8, or by defeating the Warden of Embers.

  • The Pyromancer: a pale, hooded caster with glowing eyes and a red sash.

    Pyromancer

    Dark caster — raw elemental fury and piercing fire, but fragile if cornered.

    Parry 4% · Crit 10%

    • Fireball: fire, unlocks later. A lobbed fireball that pierces through shields.
    • Immolate: fire, starting ability. Three piercing waves, criticals hit harder; the last one is the pyre.
    • Steam Burst: water, starting ability. A scalding burst of steam at the target.
    • Mirror Veil: water, starting ability. A mirror veil — the next ability cast at you comes back at its caster, harder.
    • Magma Font: earth, starting ability. 300 damage, and the heat lingers - your next hit is a critical.
    • Ashen Renewal: earth, unlocks later. Renewing ash — restore health (the only heal in the game).

    Unlocks at account level 12, or by defeating the Hollow King.

Enemies

You also face the three hero classes as rivals.

  • Goblin Goblin Fought in six duels
  • Cultist Cultist Fought in five duels
  • Urkak the Warlord Urkak the Warlord Boss of The Green Tide
  • Warden of Embers Warden of Embers Boss of The Proving Grounds
  • The Hollow King The Hollow King Boss of The Hollow March
  • Goblin Outrider Goblin Outrider Fought in four duels

Parry blocks a basic attack. Crit is the chance of a critical hit.

Campaign

Three chapters, twenty-eight duels

Each chapter ends with a boss who changes one rule of the match.

  1. Chapter 1 · Nine duels

    The Proving Grounds

    Warden of Embers

    The Warden's forge never cools. Every round he opens with fire already lit.

  2. Chapter 2 · Nine duels

    The Hollow March

    The Hollow King

    In the King's presence the stones yield no shields to you. Strike, or be struck.

  3. Chapter 3 · Ten duels

    The Green Tide

    Urkak, Warlord of the Green Tide

    Enraged Urkak, the great warlord takes the field. In his presence your stones yield no shields. End him.

Thirty-four achievements

  • Campaign 10
  • Mechanics 7
  • Collection 5
  • Feats 4
  • Local 4
  • Mastery 4

Gear

From common to legendary

Sixty-four items across weapons, armour and relics. Try anything in the shop on your fighter in 3D before you buy it.

Gold
Earned every duel. Buys common, rare and epic gear.
Embers
Earned from boss first clears, level milestones and achievements. Buys legendary gear.

Nothing costs real money today.

  1. The Guardian trying on a plain spiked mace in the shop preview. Common Worn Ironbound Warhammer
  2. The Guardian trying on a squared-off warhammer, with a blue glow at his feet. Rare Fine Ironbound Warhammer
  3. The Guardian trying on a long two-headed silver maul, with a purple glow at his feet. Epic Master Ironbound Waraxe
  4. The Guardian trying on an ornate double-headed axe-hammer, with a gold glow at his feet. Legendary Emberfell, the Warden's Edge

Multiplayer

Play together

In local duels, both players can use every class and ability.

  • Local Wi-Fi

    Two phones on the same network play directly, with no server in between.

  • Hotseat

    Two players share one phone, and each solves their round in private.

  • Profiles

    Up to four players can keep separate saves on one phone.

Screenshots

From the current build

Select a screenshot to enlarge it.

Get Duel Stone

Free to play. Coming soon to Google Play; iOS is planned after Android.

Coming soon to Google PlayAndroid
iOSPlanned after Android

Our commitments

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

The privacy policy says the same, and is dated.

  • No pay-to-win.

    Nothing you can buy is out of reach of play, and ranked duels will match you against players with gear like yours.

  • No forced ads.

    Any ad will be a video you choose to watch for a reward. Never an interstitial, never between rounds.

  • No account required.

    The whole game plays offline. Any future sign-in will be optional, for sync and online play.

  • Your progress is a file on your phone.

    Saves stay on the device. Multiplayer connects phones directly over Wi-Fi.

  • Today: no ads, nothing for sale, nothing collected by the game.

    The build has no analytics, crash reporting, ad network or billing library. Duel Stone is free to play. Optional Ember purchases and opt-in rewarded ads are planned. Everything Embers buy can also be earned by playing, and in ranked duels you will be matched against players with gear like yours. Any change will appear here and in the privacy policy before it ships.

  • The beta is a Google Group.

    The beta is a Google Group, hosted by Google, and nothing about it is stored on our infrastructure. As the group's owner, we can see each member's email address and name, and we delete the group when testing ends.

FAQ

Common questions

When can I play it?

It's coming soon to Google Play. There's no release date yet.

What does it cost?

Nothing today: there is nothing to buy and no advertising. Duel Stone is free to play. Optional Ember purchases and opt-in rewarded ads are planned. Everything Embers buy can also be earned by playing, and in ranked duels you will be matched against players with gear like yours.

What do I need?

An Android phone running Android 7.0 or newer. The download is about 170 MB.

Is it coming to iPhone?

iOS is planned after the Android launch. There's no date yet.

Does it need an internet connection?

Only to download it. The campaign plays offline, and multiplayer runs over local Wi-Fi.

Do I need an account?

No. There is no sign-in, and your progress is saved on your phone.

Join the beta

Play it before it launches. The test is opening soon on Google Play, and Google asks each tester to stay in for fourteen days in a row.

  1. Join the group with the Google account your phone's Play Store is signed in to. A different account can't install the test.

    Join the Google Group
QR code that opens the Google Group on your phone
On a computer? Scan this with your phone to join the group there, in the account your Play Store uses.

The beta is a Google Group, hosted by Google, and nothing about it is stored on our infrastructure. As the group's owner, we can see each member's email address and name, and we delete the group when testing ends.