World of Clashes

Free on iPhone, iPad and Android

World of Clashes

A free pixel-art desert MMORPG. Pick the Light or the Dark, cross one horizontal desert, descend into a cave that is carved fresh every run, and climb two ranked duel ladders.

Walk the map

In English and Arabic · rated 12+ · free to play

The map of Najd

Tap a place to read its page, or press Walk the map to explore it with a hero. Everything on the map is also written out below.Drag the map sideways to see both capitals

The Snowfields lie past the top and bottom edges: at both poles the snow crosses every band.

  1. The Dark · west edge

    Moon City

    The Dark capital, walled on the western edge behind a moat of lava. Markets under violet lanterns and the Forge Hall at the head of the plaza. A Light hero cannot wade the molten moat: you cross at the guarded bridge.

  2. The Light · east edge

    Sun City

    The Light capital, mirrored on the eastern edge behind a moat of pure water: an auction house, bazaars, a golden garrison and the Sun Hall. The pure river rejects the pact-bound, so the Dark crosses only at the guarded bridge.

  3. The centre · endgame

    Kahf Al-Arwah

    The Cave of Souls at the dead centre of Najd, the weakest point of the Seal. Its mouth is open to anyone, and every expedition carves a fresh tunnel maze down to a boss-crowned throne room. The cave dungeon

  4. Neutral ground

    Caravanserai

    The walled neutral hub at the edge of the central scar: vendors, rest and quest givers, and the last safe stop before the Cave.

  5. The faction rivers

    The rivers

    Two full-height rivers wall the factions apart: lava in the west, pure water in the east. Your own river is safe to you; the enemy's element is instant death. Cross only at the guarded bridges.

  6. Bandit camps

    Desert Raiders

    Tattered bandits of the bands with fast scimitar work. On this map you can take on a small raider camp with your hero, using your class's first three abilities.

  7. Only on this website

    Lava Pier

    A dock on the Dark's river of lava. Ember eels, cinder crabs and, if you are lucky, the Samandal. A Light hero who fishes here feels the jinn-fire.

  8. Only on this website

    Water Pier

    A dock on the Light's river of pure water, where Fisher Dhafer keeps his baskets. Bunni, shabbout and the rare Golden Shabbout. A Dark hero who fishes here feels the river reject him.

  9. West to east

    The eight bands

    The Burnt West, the Rocklands, Mesa Country, the Open Sands, the Dry Steppe, the Amber Woods, the Green East and the Lush Groves. Levels rise from each capital toward the Seal at the centre.

Choose your hero

One hero, pixel-drawn in eight directions, visibly wearing every piece of gear you loot. Six ability slots unlock as you climb — and every slot offers two builds: the classic, or the twist.

Warrior in full plate with a plumed helm and greatsword

Warrior

Full plate & a greatsword

The hardest front line — a greatsword gripped in both fists, four hand-animated swing arcs, and a roar that breaks ranks.

Abilities and the level each slot opens

  • Gash · 1
  • Spin Cleave · 5
  • Earthen Snare · 10
  • Leg Sweep · 15
  • Battle Roar · 22
  • Onslaught · 30
Mage in a hooded blue-gold robe holding a frost staff

Mage

Robes & a frost staff

Ice control at range — freeze, slow, bombard… and casts fizzle if line of sight breaks.

Abilities and the level each slot opens

  • Rimebolt · 1
  • Frost Ring · 5
  • Frost Prison · 10
  • Ice Lance · 15
  • Hailstorm · 22
  • Mirage Step · 30

Light or Dark?

You pick a side at character creation and start inside its capital — at the far edge of the desert. Your faction’s river is safe to you; the enemy’s element is instant death.

The Dark

The obsidian vanguard of Moon City, on the western lava edge. The jinn-fire sears the blessed — the Light cannot wade the molten moat.

The Light

The golden guard of Sun City, on the eastern water edge. The pure river rejects the pact-bound — cross it and the Dark burns.

Then pick your realm

  • Rawdah PvE

    Fight the wilds and flag for PvP only when you choose — cities are always sanctuary.

  • Al-Nafud PvP

    The open desert is a warzone — you are flagged the moment you leave the walls.

Classic rules: a five-minute PvP flag, city sanctuaries, and duel arenas.

From wood to legend

Every rarity is forged anew — the same slot, five tiers of hand-pixelled art. Legendaries burn with living embers in-game.

CommonUncommonRareEpicLegendary
GreatswordGreatsword — CommonGreatsword — UncommonGreatsword — RareGreatsword — EpicGreatsword — Legendary
StaffStaff — CommonStaff — UncommonStaff — RareStaff — EpicStaff — Legendary
Plate chestPlate chest — CommonPlate chest — UncommonPlate chest — RarePlate chest — EpicPlate chest — Legendary
Plate legsPlate legs — CommonPlate legs — UncommonPlate legs — RarePlate legs — EpicPlate legs — Legendary

The Ranked Road

World of Clashes is, above all, a duelling game. TWO live ranked ladders — the Normal ladder, any class against any class, and the pure Mirror — each with its own rating, plus an unranked skirmish queue.

TWO LIVE LADDERS

Ranked Duels

Normal (any class) · Mirror (same class)

Climb the Normal ladder with any matchup, or prove pure skill in the Mirror — each carries its own rating from 1500. Matchmaking is pool-isolated, no-show-proof, and now pools every realm together, so a duel is waiting even when your own realm is quiet. Ranked switches raw gear damage off, puts both duelists on one flat hundred-point health pool with no armour, halves gear crit under a hard 20% ceiling and seals weapon powers for both — a full legendary set is worth exactly ten percent more damage.

THE ARENA

The Shifting Coliseum

line of sight is a weapon

Every queue lands somewhere new — a lush meadow, open desert, bare rock, or the classic lava split — ringed by five squat stone drums that swallow bolts, block spells and gate every charge, yours and your rival’s alike. At the centre: the half-sun, half-moon medallion of the two crowns. And it’s not just the arena — every boulder, wall and palm in Najd blocks sight the same way.

The coliseum itself — five stone drums around the half-sun half-moon medallion, straight from the game files.
The coliseum itself — five stone drums around the half-sun half-moon medallion, straight from the game files.

The climb

Every hero starts at 1500. Six titles wait above.

  1. 1600 Challenger
  2. 1800 Rival
  3. 2000 Duelist
  4. 2200 Conqueror
  5. 2400 Warlord
  6. 2700 Grand Champion

Duels that land with weight — queued casts on the cooldown tail, crunching hit-stop on crits, a camera that flinches, and a 3-2-1 bell. Diminishing returns on repeated crowd control keep every freeze honest.

Only on this website

The Fishers' Landing

Cast into the Light's river of pure water or the Dark's river of lava. Wait for the bite, strike in time, then fight the catch with your class's own abilities. It fights back like a monster of your level.

How a catch works

  1. Walk onto a pier and cast your line.
  2. Wait for the bite, then strike before the window closes.
  3. Reel while it tires, ease off when it runs, and keep the line out of the red.
  4. Land it and stamp your fishing journal.

Eighteen entries to fill: seven fish and two treasures at each pier.

Start fishing How fishing works

The Nine Lands of Najd

Two capitals face off across one desert: Moon City on the western lava edge, Sun City on the eastern water edge. Between them the ground changes in eight bands, west to east — the Burnt West, the Rocklands, Mesa Country, the Open Sands, the Dry Steppe, the Amber Woods, the Green East and the Lush Groves — and at both poles the Snowfields cross every one of them. Drawn flagstone roads thread the lot inward, danger rising, toward Kahf Al-Arwah, the Seal at the centre.

The world map, drawn from the game: every region at its true in-game coordinates, with the level band it actually sits in — the ramp runs 1–2 at your own gates, then 2–4, 4–6, 6–12, 13–19, 20–26, and 27–30 at the Seal. The snowfields are the exception: they cross every band at both poles. The lava and water rivers are faction walls: your element is safe, the enemy’s is lethal. Hover a region for detail.

  • Moon City

    The Dark capital, walled on the western edge behind a moat of lava. Markets under violet lanterns; the Forge Hall at the plaza’s head.

  • Sun City

    The Light capital, mirrored on the eastern edge behind a moat of pure water. Auction house, bazaars, a golden garrison and the Sun Hall.

  • Kahf Al-Arwah

    Dead-centre of Najd: the Seal. Every expedition carves a fresh tunnel maze, deadlier with every hall, to a boss-crowned throne room — never the same twice.

  • The Open Wilds

    Eight lands run west to east between the capitals — the burnt west and its lava, the rocklands, mesa country, the open sands at the deadly middle, the dry steppe, the amber woods, the green east and the lush groves — and at both poles the snowfields cap every one of them. Salt flats, rock spires, a lost palace and the Caravanserai of the Seal sit between, all stitched together by drawn flagstone roads.

  • The Amber Woods

    The autumn band on the eastern approach, standing between the Dry Steppe and the Green East. Big oaks and red maples over a floor of leaf litter, leaf piles, mushrooms, fallen logs and stumps — and amber leaves blow here and nowhere else in the world. Two glades carry their own names, Leaffall Hollow and The Cider Glens; a thatch-roofed hamlet works around a cider press, and a hunters’ lodge keeps its fire under the oaks. The Great Stag, the Hollow Treant and the Amber Owl live in these woods and in no other land.

  • The Snowfields

    The ninth land, and the only one that is not a west-to-east band: far past the last dunes, north and south alike, the snow takes over every band beneath it and splits into the Northern Whites and the Southern Whites. Great pines, snow ridges, glacier walls, ice spires and ice arches — and more creatures placed in it than in any other land, at every level the world carries.

One unbroken desert, west to east — the eight bands the game actually paints, from the lava of Jabal An-Nar to the lush groves behind Sun City. At both poles, the snowfields cross every one of them.
One unbroken desert, west to east — the eight bands the game actually paints, from the lava of Jabal An-Nar to the lush groves behind Sun City. At both poles, the snowfields cross every one of them.
  1. The Burnt West
  2. The Rocklands
  3. Mesa Country
  4. The Open Sands
  5. The Dry Steppe
  6. The Amber Woods
  7. The Green East
  8. The Lush Groves

Lost places worth the walk

The far dunes hide treasure roads — wells, docks, standing stones and ruins, each with its own quest.

  • Ruined Tower
  • Obsidian Slab
  • Reed Dock
  • Ward Stones
  • Desert Well
  • Old Mine
  • Bedouin Camp
  • Market Row

The Lore of Najd

Why the world clashes — the short of a long war. The full canon lives in the Wiki.

  1. Before

    The Garden Age

    Sahra Al-Jawf was green from edge to edge — one Sultanate over orchards and singing rivers. Below, in the deep dark, slept the Jinn: beings of smokeless fire, older than the dunes.

  2. The break

    The Sundering

    Al-Marid, the Mega Jinn, woke. His fire cracked the world: lava drowned the west, the rains fled east into a great river, and the scorched heart became endless desert. The Sultan sealed him beneath the Kahf — and did not survive it.

  3. The split

    The Two Crowns

    His two champions split the broken crown. Noor Al-Din raised Sun City behind the pure water — purity beats the jinn. Malik Al-Layl raised Moon City behind the lava — only fire beats fire. Their patrols meet in the middle, and clash.

  4. Now

    The Weakening Seal

    Closer to the Kahf the Seal thins and beasts grow jinn-touched — which is why the centre is deadliest. Both crowns now read the same prophecy on their half-crowns: when the Burning One stirs, Sun and Moon must share one sky.

Names of the world

  • Al-Marid the Mega Jinn, sealed beneath — the true endgame
  • Noor Al-Din the Radiant — Light leader of Sun City
  • Malik Al-Layl the Shadow Sultan — Dark leader of Moon City
  • Kahf Al-Arwah the Cave of Souls — weakest point of the Seal

Open the Wiki →

Kahf Al-Arwah

the Seal at the heart of Najd

Dead-centre of the desert, every expedition now carves a brand-new tunnel maze through solid rock — no two descents alike — all the way down to the throne room.

  1. Winding Corridors carved fresh every run
  2. Bulb Chambers wide hollows where the packs lair
  3. Dead-End Branches a treasure cache… or an ambush
  4. The Rainbow Warren ultra-rare — rabbit-folk, rare loot doubled
  5. Your Cave Stays Open leave or fall, then resume the same carved floor from the Dungeon panel

THRONE

A Different Lord Every Run

each expedition’s throne room crowns a new final boss from the pool

Take the throne and claim:

  • rare-heavy boss loot — doubled in the rainbow warren
  • the Key of Jinns — badge of the throne (the Endless Delve opens at level 10, once the campaign leads you in)

And beyond the throne: the Endless Delve — floor after floor carved beneath the last, danger climbing with every level, with world leaderboards for solo and band runs alike. And your cave stays OPEN — leave or fall, and the same tunnels, floor and kills wait up to an hour for you to storm back in.

Dwellers of the desert

Every monster here animates with the real in-game frames — and levels rise toward the centre.

  • Desert Bandit

    His scimitar is quicker than his shadow.

  • Risen Skeleton

    Bones risen from the sand, in no rush to return.

  • Cult Enforcer

    A plated fanatic of a desert cult, purifying with steel.

  • Desert Djinn

    A spirit of flame born of the deep sands near the Seal.

  • Mangy Wolf

    Thickest in the snows, the amber woods and the rocklands — and rarely alone.

  • Dune Witch

    A hunched crone — her swirling sand bolts find you first.

  • Ember Seer

    An ash-masked seer lobbing orbs of living ember.

  • Bandit Archer

    Wiry, patient, deadly — his recurve bow rules the dunes.

  • Thicket Stalker

    Cloaked in reeds by the oasis — you hear the arrow before you see him.

Fifty breeds stalk the sands — jackals and dune cobras in the wilds, great stags, hollow treants and amber owls in the eastern woods, whispers of the Kahf, ashwalkers and dust wraiths in the deep — and named horrors wait below: Qabas, the Hollow Sultan, Umm Alf and the Rabbit Sovereign.

A true MMORPG underneath

Everything the genre is loved for lives in the same world your duels rank in — cities full of people, talking, trading, recruiting.

Sun City plaza — a living capital, mid-day
Sun City plaza — a living capital, mid-day
  • Parties of four
  • Whispers & friends
  • Tap a hero — inspect, send a letter, duel for honour
  • 355 quests across both realms & fog-of-war exploration
  • A dungeon road
  • Open-world PvP · guarded villages

Built like it matters

Complete game systems running today — not promises on paper.

  • One shared desert

    Live online multiplayer, today: strangers stride past and you watch each other move, fight and chat in real time. Parties of four march together, friends and whispers reach any hero in the realm, and one account holds six heroes.

  • Ride the dunes

    Tame a Najdi camel at level 12 and cross the desert at a gallop — long-press to open the mount picker. Each side rides its own beast, the Sun Camel and the Moon Camel, with the rival faction’s mount as a prized unlock. Take a hit and you may be thrown; attack and you leap down to fight.

  • Duel for Death

    From level 10, stake everything. Challenge a rival to a death duel and the loser’s entire kit and gold pass to the winner — announced to the whole realm in red. A rock ring marks the ground, and a white flag lets you yield before the final blow.

  • The frozen poles

    Beyond the dunes, north and south, the desert gives way to snow — pines, drifts and frozen boulders with their own music and creatures. At each pole a Frostring free-for-all rages over an 18-hour war chest that pays out a guaranteed epic.

  • Fight for glory

    Every rival you cut down in the open world hands you Gladiator points — one and a half for every level the hero you beat carries, nothing at all for anyone under level 10, nothing for a kill more than ten levels beneath you, and nothing for the same rival twice inside five minutes. The world decides the award, not your phone. Spend them with the quartermasters of Sun City and Moon City on one epic piece per slot, seven slots, and wear how you earned it.

  • The cave keeps your place

    Deep in the Endless Delve and life calls? Walk out — your cave stays open: same carved tunnels, same floor, every kill still dead. Resume from the Dungeon panel any time within the hour, or collapse it and carve fresh.

  • A real desert clock

    A live clock on Najd time sits on your HUD, and deep night runs 22:00 to 03:00 on that clock. The desert itself stays bright — you always see the ground you are fighting on.

  • PvP the map decides

    The ground decides who may start a fight: cities, villages and interiors are sanctuary, the Open Sands and both snow caps are open to anyone, and in the east and the west only that land’s own side may open — the other can strike only at a hero who is already flagged. A five-minute PvP flag, village guards who stop low-level ganking and hurl invading monsters back, lethal faction rivers — plus ranked ladders, arena seasons, and Endless Delve leaderboards for solo and band runs.

  • Forged per tier

    Seventy hand-pixelled gear designs — fourteen gear families with their own art at every one of five rarity tiers, so a Rare chestpiece and an Epic one are drawn apart, not recoloured. Legendaries smoulder with living embers, and an amulet that drops on 3% of armour rolls is built for crit. All of it visible on your hero in 8 directions.

  • Combat with weight

    Crit is a rating you build out of gear, climbing toward a real ceiling: a bare hero crits 5% of the time, a fully-geared veteran closer to three in ten. Steel stops steel and only Resistance stops magic — so build your defence on purpose.

  • Talent trees

    A talent point every single level — 29 of them by the cap — spent down a ten-node tree for each class. And every one of your six ability slots offers two builds: the classic, or the twist.

  • A desert that breathes

    Ambience and an original score follow you as you travel — dust and oud over the open dunes, birdsong in the river gardens, an eerie theme where the lava glows.

  • Fog of war

    The map starts unknown — every dune you cross is burned onto your hero’s map, forever. Exploration is progress.

  • Letters across the desert

    Write to any hero by name and send gold and up to three pieces of gear with it. Mail posts stand in both capitals, both villages, the wayposts and the frontier — and your phone tells you when a letter arrives, in your own language.

  • Season 0 is live

    The ranked ladder now runs in seasons, with two titles waiting at the summit when a season closes: Season 0 Champion for first place, Season 0 Elite for the top three.

  • Ten seconds in the cage

    Every duel — ranked, practice, or a challenge out in the open desert — opens with both fighters behind an iron cage. Ten seconds to choose your build with the other’s choice hidden, then the gate lifts.

  • Guilds, feats and the auction floor

    Found a guild with your own name and tag, chase twenty-two feats and the twelve titles they carry, and buy and sell gear on a live auction house — your winnings arrive by mail.

  • A law over the deep

    One law rules the delve each real week: Ironhide toughens every foe, Swift Sands quickens them, Cruel Blades sharpens them, and Gilded Depths pays half again in experience.

  • CC you can trust

    Diminishing returns on repeated freezes, stuns and slows — plus an on-screen readout of exactly what is holding you and for how long.

See it in action

One trailer for the whole game, and two short reels for the fun of it — every frame is the real thing.

Play the trailer: The Official Trailer

The Official Trailer

A minute across the whole game — the open Najd, epic gear in five rarities, the caves below, and the ranked arena where every duel is decided. After the opening, every frame of it is the real thing.

The video loads only when you press play. Watch on YouTube

Two short reels

Vertical, under a minute, and made for the fun of it — one about what the arena really measures, one about what the grind really pays.

  • Play the trailer: The Banana Duelist

    The Banana Duelist 41s

    A fully-armoured knight versus a hero holding a banana. Ranked duels normalize gear — so the banana wins. It is a real skin in the game.

  • Play the trailer: Level 1 → Level 30

    Level 1 → Level 30 42s

    The whole climb in forty seconds: flattened at level one, geared up piece by piece, and back at the top in full legendary gold.

Straight from the game

Uncropped, unretouched — one screen from each of the nine lands of Najd: the eight bands west to east, then the snow at the poles.

  • The Burnt West — a crystal outcrop on black basalt, the lava river running past

    The Burnt West — a crystal outcrop on black basalt, the lava river running past

  • The Rocklands — a fenced steading on the gravel, its watchfires lit

    The Rocklands — a fenced steading on the gravel, its watchfires lit

  • Mesa Country — a lone tree and stacked cairns on red-orange flats

    Mesa Country — a lone tree and stacked cairns on red-orange flats

  • The Open Sands — saddled camels and banners at a desert waystone

    The Open Sands — saddled camels and banners at a desert waystone

  • The Dry Steppe — a farmstead and its haystacks, a Sun Guardian at the door

    The Dry Steppe — a farmstead and its haystacks, a Sun Guardian at the door

  • The Amber Woods — amber and red canopy over deep leaf litter, a birch standing clear of it

    The Amber Woods — amber and red canopy over deep leaf litter, a birch standing clear of it

  • The Green East — blossom and blue-green trees over open grass

    The Green East — blossom and blue-green trees over open grass

  • The Lush Groves — a timber bridge over the water behind Sun City

    The Lush Groves — a timber bridge over the water behind Sun City

  • The Snowfields — a campfire burning alone in the snow, a lone pine beside it

    The Snowfields — a campfire burning alone in the snow, a lone pine beside it

Frequently asked questions

What is World of Clashes?

World of Clashes is a pixel-art desert MMORPG for iOS and Android built around ranked 1v1 mirror duels — mage vs mage and warrior vs warrior — inside a living open world of factions, dungeons, camel mounts and bazaars.

Is World of Clashes free to play?

Yes. World of Clashes is free to play. Optional cosmetic skins and mounts are in-app purchases, but there is no pay-to-win: ranked duels normalize gear so matches are decided by skill.

Is World of Clashes available now?

Yes — it is out now and free on both stores: the App Store for iPhone and iPad (iOS 15+) and Google Play for Android (Android 7.0+).

What kind of game is World of Clashes?

It is a competitive pixel-art MMORPG: farm mobs for gear, clear dungeons for legendary loot, ride camels across the Najd desert, and climb two ranked duel ladders in the arena.

How do I manage my World of Clashes account on the web?

Visit worldofclashes.com/account and sign in with the email and password you linked in-game, or with Sign in with Apple, to view your heroes, stats and gifts.

Does World of Clashes have official forums?

Yes — worldofclashes.com/forums. Sign in with your game account, your main hero becomes your avatar, official staff posts appear in gold on the Yellow Tracker, and every patch note publishes there first before mirroring to the official Discord.

Are the other adventurers real players?

Most are. While our community grows, some adventurers are AI characters we run to keep the world lively. If you ask one whether it is an AI, it will tell you.

Can I play World of Clashes in a web browser?

You can try a small taste on this website: walk the map of Najd, fight a raider camp and fish at the two piers. The full game is on iPhone, iPad and Android.

Join the Order

The forums are open, the Discord is live, and the game is out on iOS and Android — come shape what comes next with us.

Official Discord

Duels, theorycraft, pixel art, patch notes and LFG for Kahf Al-Arwah — with the community and the devs.

Join the Discord

News & updates

Leave your email and we’ll send you patch news, new arena seasons and events. No spam, ever.

Take Najd with you

Free on iPhone & iPad (iOS 15+) and Android (7.0+)

Live now on the App Store and Google Play — free on iPhone, iPad and Android.