Arena of Pride
Everything asserts superiority. Victory feels like tearing down what believed it could never fall.
Michael Sinadjan Games
Seven arenas. Live the sins to understand them.
The story
You are The Wanderer who once chose to understand the Seven Deadly Sins completely, by living each one. You made a contract: incarnate into a world of seven arenas, live each sin, fight through it, and return as many times as needed until true understanding is reached.
But when you awaken, you forget the contract. All you know is that you must keep moving forward. Your body is fragile, but your real strength is your will. You are so powerful that you can crystallize thought into weapons.
And so when the seventh arena falls, you face All That Is, and fragments of your past lives surface. You are offered the light — or the same life again... And you always choose to return. With every return, a little more of your memory stays. Understanding, you said, is worth any number of lifetimes.
World & tone
Each arena is a pure form of one sin. The world does not explain itself. It tests you — through pride that makes you small, envy that steals what is yours, wrath that rises the longer you fight.
Everything asserts superiority. Victory feels like tearing down what believed it could never fall.
Power-ups, space, even momentum can be stolen. You fight while something valuable keeps slipping away.
Everything hits harder the longer the fight goes on. Surviving means mastering your own rising intensity.
Time feels heavier. Standing still is dangerous. You must stay active while the arena drains your will to move.
Temptation is everywhere. Taking the reward often makes things worse. Restraint matters as much as aggression.
More can be power or poison. Overindulgence turns against you. Balance is hard to keep.
Attacks curve toward you. Focus slips. Clarity is the real challenge.
How it plays
Combat asks you to protect a frail body while commanding a weapon that can fight on its own. Dodge with one hand. Strike with the other.
Move and survive. The body has no inherent attacks — only the will to stay standing while the arena presses in.
One active weapon at a time, guided separately. Swords, spears, hammers, wands — each travels, strikes, then cools before it can move again.
Together
We are still making the game.
Early support is often just care from the right people. If this feels like a story you would stand behind, stay close.
Journal
The Contract page now follows the same layout as Diwa: clear story, arenas, and how to walk with us. More gameplay frames will land here as they are ready.