Why Kalamuth
A persistent world built for guilds
Guild warfare, 24-hour wars, an energy economy that paces your play, seasons with regional ladders, gear and a player marketplace — the systems that make Kalamuth a long game, not a single match.
Now in early alpha · Free to play · iOS & Android
Not a twitch game. A war of patience.
Kalamuth plays out on tile maps where your pieces are characters with classes and skills. Combat is real-time but slow — every action costs energy, and a single war runs about a full day. Dip in whenever you have energy, make your moves, and let the battle evolve while you’re away. It’s closer to a persistent strategy MMO than an arena brawler.
Pick your class & loadout
Choose one of five classes and build a five-skill loadout, equip your gear, and stock items in the lobby before the war begins.
Fight the 24-hour war
Open the battle grid and spend energy to move, attack, heal, shield, or control — one action at a time, with a 3-second cooldown. The score ticks the whole day.
Regroup between wars
Run Solo Hunts for gear, join co-op Goblin Hunts, trade on the marketplace, and manage your guild — then queue the next war toward the 30-war seasonal target.
5
Classes
6
Players per guild
~24h
Per war
30
Wars per season
Built for guilds, seasons, and the long game
Kalamuth is a persistent competitive world — not a one-and-done match. Here's what keeps war-bands coming back.
True guild warfare
Guilds of up to six are the core unit. Wars run 2, 3, or 4 ways, matched by rank within your region (NA and EU run separately) so fights stay fair.
Wars that last ~24 hours
A single war plays out over a full day. The score ticks while you're away — this is a persistent, asynchronous battle, not a quick session you have to sit through.
Energy-paced grid combat
Every action costs energy and there's a 3-second cooldown between moves. Energy refills +1 every 2 minutes (cap 100), so you play in deliberate bursts whenever you have a moment.
Seasons and ladders
Thirty wars per region per season. Guilds climb the Victory Point ranking; players climb damage, healing, revive, and shield ladders. Seasons reset — lifetime MVP counters never do.
Gear, loadouts, and a player marketplace
Five equipment slots with rolled stats, five-skill loadouts, and a trading marketplace. PvP stat caps keep gear from ever fully deciding a fight.
Free-to-play friendly
Earn diamonds from daily claims, war wins, and boss drops. Purchases are mostly convenience and cosmetics — skill and coordination win wars, not your wallet.
The world never sits still
Rotating daily events and a season-defining Continental War layer fresh rules and rewards on top of every season.
Goblin HuntCo-opThe whole guild defends its center against advancing goblin waves.
Continental WarMega eventNorth America vs Europe on a 25×15 map — up to 100 players per side, five zones to capture.
XP BonanzaGoal-basedAll players earn double XP across every war for the day.
KO BountyRankedEvery knockout drops an item; top ten on the board take diamonds.
Healing SurgeRankedHeals cost half energy — clerics race to the top of the ladder.
Pure output. Most war damage in the window wins the diamond ladder.
Lucky Action DropRandomEvery action has a chance to drop loot — chests, dice, and gems all war long.
Energy Spent RushRankedBurn energy fast — spend the most across the window to climb the ladder.
Claim your place in the realm
Kalamuth is in early alpha — be among the first adventurers to raise a guild and fight for a season crown. Free to play on iOS and Android.