A downloadable game for Windows

Buy Now$6.00 USD or more

/// Please note that this game is a work in progress and does not represent the final version of the game. ///

Vote for us on Steam Greenlight!

After dying what his gods deemed to be a dishonorable death, a knight must fight through countless waves of demons to amass glory, escape purgatory and earn his way into heaven! Do you have what it takes to earn the salvation of your soul?


Slay demons, gain glory, and save your soul in this difficult, action packed, top down, hack n' slash! Every time you challenge the arena, you receive a random weapon that you've unlocked so far. Defeat enemies to earn glory, and purchase new weapons, each with their own unique abilities, playstyles, and movesets!

Upcoming Features

Broad Goals:

- HUGE arsenal of weapons to unlock, each one having different and unique abilities! (Not all of them are helpful though!)

- Difficult, but rewarding gameplay. Easy to learn, difficult to master.

- 50 grueling waves of gear craving, demon slaying, action packed gameplay.

- Open development! We as a team guarantee that we will be very vocal about upcoming features, bug fixing, suggestions, and answering various questions about development as a whole.

Specific Goals: (In order of importance)

- More Waves

- More Enemies

- More weapons

- Glory Accumulation/Shop System(Glory is earned from defeating enemies and is used as EXP and Currency for unlocking items in the shop.)

- Loading/Saving System

- Stage Hazards

- Options Menu

- Improved Optimization

- Various Sound Improvements

- Various UI Improvements

- Various Graphical Improvements

Our Team

To tell you a little more about us, I'm our artist, David Henry. (21) Almost everything visual from models to UI is made by me and I see myself as the creative heart of our duo. Throughout my life I've always had an intense passion for gaming and the second I loaded up Final Fantasy XII for the first time in my PS2 all those years ago I knew that video games are what I wanted to do for the rest of my life.

After growing over the years and teaching myself to model, I met the brilliant coder of our team, Marquis Madden (21) in my junior year science class. We hit it off immediately and he became the backbone of this duo as well as one of my closest friends. He grew up playing Halo on his Xbox and always wanted to create compelling and immersive experiences and by teaching himself to code, we became 2 halves of a whole!

We call that whole, Craptop Studios. Nice to meet you!

Patch Notes

- 5/17/2017 - Arena of the Gods v1.0 is now available!

- 5/24/2017 - Arena of the Gods Update v1.1 has been released!

- 5/31/2017 - Arena of the Gods Update v1.2 has been released!

- 8/12/2017 - Arena of the Gods Update v1.3 - It's been a longgggg time cominnnnnnn!

It's been a while since our last update, but the new and improved Arena of the Gods is finally here, so thank you for your patience and without further ado lets get on with the changes.

- Gimme the green light!
WOOOOOO! Guess who got greenlit on steam? We did. A short while before steam announced the closing of it's greenlight function to help new developers get their game onto the store, we received enough upvotes to ensure our game was greenlit on steam so it will soon be reaching the store so that everyone can play! This is a huge milestone both for Arena of the Gods as a game, and to me and my partner Marquis as indie developers, so we're excited to see what the future holds. Thank you to everyone that voted for us! You'll see our game on steam soon!

- It's a bird! It's a plane! It's a massively updated arena that looks infinitely better!
We've felt for some time now that while we like the idea we had in mind for the Arena of the Gods, it was SORELY lacking in any real flair or personality so we took the time to redesign and add many aspects to it that weren't currently performing well or were lacking in detail. This means that along with a complete color swap, The massive bricks on the edges are now more detailed, the tiles (that ate up way too much of the polygon budget) are now detailed on the floor which massively improved performance, The grass patches (for those of you wondering what those random green areas were) now have ACTUAL GRASS in them so you don't have to jump into imaginationland to guess what it might've been and the edges of the arena cascade into flowing waterfalls. Also the rotating pools have been removed (I'll miss you, my short lived friend) and replaced by...

- A clever ruse indeed!
The rotator pools seemed like an interesting addition to the game at the time because they were intended to be temporary blockers that you could use to escape a pack of chasing enemies or potentially get yourself into even more trouble but in reality, they weren't much more than a minor inconvenience. Waiting the 3 or so seconds for an open part of the pools to turn your way didn't really add anything to the experience of the game and didn't function well as a trap so we scrapped it for our first stage hazard (the first of many to come) being the magic bridges. When walked across, their color slowly begins to change from blue to red. if you're still on the bridge when it changes then it's lights out for you! This makes it so that on hectic stages you still have a hazard to deal with but it ACTUALLY poses a real threat of falling and stresses the importance of being decisive in combat. Don't dawdle! You don't have much time!

- Got my dancing shoes on
Enemy Mage AI pathing is now smarter and more realistic. At first, the enemy mages were frustrating to deal with because they would always kite you with damn near surgical precision, always choosing the EXACT furthest path to run from you which made them a pain to chase after but once they were cornered they didn't know what to do. Now the AI behaves more realistically, meaning that it will attempt to run from, and around you in multiple directions (and will sometimes just straight up juke you out of your shoes)  which feels a lot more believable and less robotic.

- Smooth as butter
Transitions between enemy animations sync with their movements better. Also attacks and flinching when hit is much smoother and feels less choppy. 

Fixed a bug that would cause enemies to cast spells through walls. Now an enemy will only attack if they are in a direct line of sight of you

- 2 Birds, 1 Stone
Fixed a bug that deleted enemy spells even when the player dodged through them which basically allowed them to come out on top in a 2 for one deal; Escape damage with the dodge roll's invincibility AND delete the projectile if it was homing in on you, which made it a win-win in pretty much every situation. Now in order to destroy an enemy projectile you must defeat the enemy, dodge the attack, or take the damage, as intended. You can't have your cake and eat it too.

What's up next you ask?
In the next few updates we plan to release long awaited features like the Shop/Glory accumulation, New weapons, Loading and Saving, a new main menu scene, zoom levels, an options menu(with access to a guide/tutorial), and improved UI.
Later down the road, releases will include things like more stage hazards, Items and passive effects, Damage indicators, and a minimap that shows enemy locations.

That's all for now! Have fun, and I'll see you in  our next update!

We made it through Steam Greenlight! Expect to see Arena of the Gods on the Steam store soon!

Want to donate monthly? Here's our Patreon page!


Buy Now$6.00 USD or more

In order to download this game you must purchase it at or above the minimum price of $6.00 USD. You will get access to the following files:

Arena of the Gods v1-3.zip 146 MB
Arena of the Gods v1-2.zip 141 MB
Arena of the Gods v1-1.zip 139 MB
Arena of the Gods v1-0.zip 133 MB