New places to fight. Better ways to play. Every update, right here.
Fixed
Keep the arena in view when rotating
Friend-room matches keep the correct screen size when your phone turns sideways.
Fixed a canvas sizing loop that made the arena appear extremely zoomed in after starting in portrait and rotating to landscape.
The match canvas follows the available screen size through repeated rotations.
Fixed
Keep friend-room controls within reach
Phone lobbies stay scrollable and no longer force a sideways fullscreen view when you ready up.
Ready and Start match sit above the player slots and stay within reach while scrolling, including on short landscape screens.
Readying up leaves your phone orientation alone; the rotate prompt appears during the match.
Improved
More responsive controls and clearer fights
Refined jumping, controller aim, bot decisions and friend-room input while keeping combat easier to read.
Short jump taps stay short when buffered before landing, and barely clipped ceiling corners let a jump continue when there is room.
Controller sticks preserve fine diagonal aim, releasing the aim stick keeps the bow direction, and friend rooms use the same dodge and directional buttons as local play.
Bots approach solid shelves from the side, check for blocked arrow paths, and avoid starting charged shots at point-blank range.
Arrows remain visible above character art and effects, shield breaks have a distinct expanding ring, and Long Dash shows when its catch window has ended.
Phone fights use a smaller decorative particle budget and less screen shake while retaining combat labels.
Friend rooms discard redundant queued movement while preserving button presses and their aim through bursts of delayed input.
Fixed
Leave the leaderboard on your terms
Closing the leaderboard cancels a pending launch, and slow requests now offer a retry instead of waiting indefinitely.
Late Play responses cannot start a challenge after you close the board.
Standings requests time out with a clear refresh message, and repeated action clicks cannot launch duplicate requests.
Starting over with an unsubmitted result now explicitly says it will discard that run.
Duel and local-versus instructions now correctly mention shield pickups.
Release titles are plain headings, with all updates together on one page.
Fixed
Keep your weekly attempt on track
Restarting a weekly challenge now returns you to the leaderboard to start a fresh ranked attempt.
Restart no longer silently switches an active weekly attempt into ordinary practice.
Friend-room headings no longer incorrectly describe every room as a two-player duel.
Fixed navigation to release history, back to the arena and owner review.
Fixed
Weekly challenges keep moving
Fixed mouse aiming freezing the weekly challenge after pressing Play.
Mouse aiming now records correctly during ranked runs, so the challenge keeps running as you move the pointer.
New
Your next time to beat
Compete in the weekly Catch three challenge, with verified times and no wallet required.
A weekly leaderboard shows the top 100, your best time and nearby competitors. Equal scores share a rank.
Guest play requires no wallet or account. Choose a safe guest name and submit recorded runs for server verification.
Weekly standings reset on Mondays at 00:00 UTC; previous boards remain available.
Report suspicious entries for owner review. Failed submissions can be retried without counting twice.
Desktop fullscreen can capture the mouse while playing; Escape releases it and pauses the game.
A dedicated releases page brings game updates together in one place.
Find the release history from the game footer.
Future releases will include clear notes about new features, improvements and fixes.
Multiplayer
Bring the whole squad
Friend rooms now support two, three or four human players.
Everyone readies up, then the host starts the match or rematch.
Moved friend rooms to Cloudflare to remove the previous host’s idle startup delay.
More frequent game updates and a 20-second reconnect window keep friends in the fight.
Improved
More control over every shot
Small control changes make a difference in a close match.
Mouse aiming continues to track when the pointer moves outside the arena.
Joystick jumping is optional, so touch players can use the dedicated Jump button.
Gameplay
Six arenas. More ways to outplay.
New battlegrounds and contested shields add more decisions to each round.
Play across six arenas with different routes and platform layouts.
Fight for shield pickups before your rivals reach them.
Longer dodge recovery makes timing your escape matter more.
Milestone
Lunafall goes mobile—and online
Landscape touch play, animated Axies and the first online friend rooms.
Landscape controls put movement, jumping, firing and dodging within reach.
Animated Axie visuals bring the starter roster into the arena.
Create a room and share its code for online duels.
Reduced mobile rendering overhead and improved frame pacing on high-refresh screens.