Two armoured athletes fighting for an electrified ball inside a vast industrial stadium

Free arcade sports game

Armoured contact sport. Free in your browser.

Nine a side. One ball. No referee worth the name.

The ball carries a charge, the walls pay out, and an opponent carried off is worth as much as a goal. It is the last sport the machines cannot price. Take the worst club in the league to a title, or lose everything in two seasons.

Free sports game. Nothing to install, no account, no safety net.

The scoreboard

Violence pays. Literally.

Every figure on this board is a rule of the match. The pitch pays you for the ball, for the walls it hits, and for the opponent who stops getting up.

10

Goal

Through the opposing goal, the ordinary way.

10

Injury

An opponent stretchered off. Same price as a goal.

2

Wall star

Five of them. Light all five and the bonus lands.

2

Bounce dome

The ball comes back off it at an angle nobody chose.

×2

Multiplier

A gauge of lights both sides share. Drag it your way before you run it up.

90s

Per half

Two halves, and a stoppage every time a body goes down.

Five ways in

Pick your season

The same match under five different kinds of pressure.

  • Cup

    Four rounds of straight knockout. One match per tie, and sudden death if neither side pulls away. A bigger bank, a shorter rope.

  • Knockout

    A ladder of opponents that only gets worse. Nothing is saved, nothing is forgiven: one defeat ends the run.

  • Practice

    The pitch, the ball, the ramps and nobody to stop you. Where curling throws stop being an accident.

  • Two player

    One code, one friend, one match. The two devices run the same simulation and only trade intents. There is no game server anywhere.

The pitch fights back

Everything bolted to the arena wants a piece of the ball

Five families of fixture, all of them in play.

  • Wall stars

    Five lightable targets on the side walls, two points each and a bonus for the full set. The other side can light one back and take those two points with it.

  • Bounce domes

    Floor bumpers worth two points a hit. They also return the ball on a line neither team asked for.

  • Multiplier ramps

    Roll the ball through and the shared gauge shifts one notch your way. Two notches ahead and everything you score counts double, the injury you were about to cause included.

  • Electro pads and warp gates

    A charged ball knocks down whoever it touches. A warp gate takes it off one wall and spits it out of the other, at speed, behind your defence.

  • Coins and tokens

    Coins are worth nothing on the scoreboard and everything in the gym. Tokens buy six seconds where the rules bend: frozen opponents, maxed ratings, a squad nobody can tackle.

Controls

One stick. One button. That is all of it.

Built for a phone held in two hands. On a desktop: the arrows or WASD, and the space bar.

  • Tap to pass

    A quick pass, along the ground, to the player the stick is pointing at.

  • Hold to shoot

    Charge past 65% and the ball leaves in an arc. Keep steering after the throw and it curls.

  • Off the ball, it tackles

    The same button. Speed and power decide whether the opponent stumbles, falls, or leaves on a stretcher.

  • Selection follows the play

    You keep the player you are steering. A teammate who receives takes control the instant the ball lands.

Between matches

The club is a spreadsheet with a body count

Twelve players, eight ratings each, one bank account, and two seasons to make it work. Universal income keeps most people quiet. The rest sign up where violence still pays and the odds are set by humans.

  • The gym

    Aggression costs 5 credits a point, most ratings 10, stamina, speed and intelligence 15. Twelve players and eight ratings is a lot of points to buy.

  • The transfer market

    A star player costs a fee and one of your own. The window opens roughly one week in three, and it is rarely the better deal: building is meant to beat buying.

  • The bank

    A league career starts on 1,100 credits. A win pays 200 in Division 2, 300 in Division 1, 500 for the championship, and the coins on the pitch pay 100 each.

  • The deadline

    Promotion out of Division 2 in the first season, the Division 1 title in the second. Miss either and the career is over. There is no third season to put it right in.

The league

Sixteen clubs. Yours is the worst one.

Two divisions of eight. The Rustbelt Underdogs are bottom of the table with every rating between 28 and 42, and the champions are waiting one division above.

Division 2

  • Rustbelt Underdogs

    Bottom of the table. The club everyone underrates.

    Your club

  • Scrapyard Sentinels

    A bodyguard welded from whatever was left.

    DEFSTA

  • Static Wolves

    Fast on paper, unpredictable on the pitch.

    SPD

  • Bluecollar Riot

    No rare talent. No intention of letting go either.

    AGRPOW

  • Copperline Grinders

    A defence that wears you down more than it stops you.

    DEFSTA

  • Dustbowl Raiders

    They hit hard, they hit often, they rarely hit right.

    POWAGR

  • Junkyard Howlers

    A pack that makes up for experience with spite.

    No weak spot

  • Fringe Circuit

    More plans than means to run them.

    INT

See all sixteen clubs

Under the armour

The same match, worked out identically on every device

Every rule lives in one pure Dart library with no game engine inside it. That separation is what makes two-player possible at all.

  • Deterministic by contract

    A fixed 60 Hz tick, a seeded generator, no wall clock and no platform trigonometry. The same seed and the same inputs produce the same match, to the bit.

  • No game server

    Two-player runs in lockstep between the two devices: both of them simulate the match and only intents cross the wire. Nothing central to go down, nothing to shut off later.

  • Browser is a first-class target

    The whole rules suite runs twice, native and then compiled to JavaScript, against the same pinned expectations. A browser int is a double, so arithmetic that overflows had to be rewritten to survive the trip.

  • Rendering never decides

    The client draws the state and forwards the stick. Every rule that matters lives in the simulation, and it is tested on its own.

The ball is already charged.

It runs in the browser. Nothing to install, nothing to sign up for, nothing to buy.

Play slagball
  • iPhone & iPadSoon
  • AndroidSoon

Best with the phone in both hands and the sound on.