
Game intel
Arkheron
In this fast-paced, dynamic PvP game from Bonfire Studios, teams of three battle to ascend a mysterious Tower built from fragments of their life before. Here,…
We’ve been hearing about “Project Torch” from Bonfire Studios-founded by ex-Blizzard veterans-for years. Now it has a name, Arkheron, and a clear pitch: a 45‑player PvPvE tower climb that splices hack’n slash action with battle royale pressure and a touch of MOBA teamplay. That combo is ambitious, and frankly, easy to botch. But it’s also exactly the kind of fresh spin the genre needs right now. With a Steam playtest running September 19-21 and PS5/Xbox Series versions announced, we’ll finally see if the Blizzard pedigree translates to something sharp rather than safe.
Arkheron throws 15 squads into a vertical gauntlet. You’re battling AI mobs for loot and XP while looking over your shoulder for other teams. Periodic “storm” phases shrink the map, funneling everyone upward into tighter lanes and chokepoints. The twist I like is the objective pressure: capturing and holding beacons (and chasing relics) appears to feed a time economy that lets your team survive and advance. That means the winning play isn’t just ratting in a corner—it’s picking your fights, rotating on time, and forcing enemies off favorable terrain.
Combat is pitched as fast and readable, more hack’n slash than shooter. If Bonfire nails weighty hits, clear telegraphs, and skill-based abilities (think MOBA-style skillshots and ult timings), the ceiling for outplays gets enticing. Layer in item sets—two-piece and four-piece bonuses, with a full-set “Eternal” power spike—and you’ve got a meta that rewards on-the-fly theorycrafting. The risk? Snowballing. If a single early fight hands one team an Eternal spike, the match can feel decided. Bonfire says there are comeback tools and resurrection mechanics, which are crucial in a 3v3 framework. The devil is in the tuning.

We’ve seen melee-forward BRs land and stumble. Naraka: Bladepoint proved melee BRs can hit mainstream if the combat feels slick and the movement is flashy. Dark and Darker showed there’s serious appetite for PvPvE tension and extract-or-die decisions—even with jank. Battlerite Royale had crisp top-down fights but never found a sticky loop; matches felt like pub stomps or loot roulette. Arkheron borrows from all three and adds an objective timer that could keep fights purposeful. If Bonfire can balance loot variance with deterministic goals—beacons that grant tempo, not just stats—this could avoid the “I lost to RNG” spiral that kills competitive adoption.
The PC playtest runs September 19-21 via Steam. That’s our first look at the real flow: how quickly teams spike to their Eternal set, whether beacon control actually flips fights, and if the shrinking zone pushes teams together without wiping squads instantly. I’ll be watching for controller support and aim/assist tuning now that PS5 and Xbox Series versions are on the roadmap. Cross-play and cross-progression are big questions; without them, 45-player queues on console could be rough post-launch.

Also worth tracking: spectator tools and replay support. If Bonfire wants Arkheron to live on Twitch and in tournaments, viewers need to parse fights, follow rotations, and understand why a team is winning beyond “they got lucky drops.” Blizzard alumni know how to build polished UI and strong onboarding—this is where that pedigree should shine.
Battle royales aren’t dead, they’re stale. Players crave something that delivers BR drama without 20 minutes of looting. Arkheron’s tower climb, PvE pressure, and objective-driven tempo might be the antidote. The risk is obvious scope creep—balancing sets, abilities, and 45-player netcode is a nightmare. But if any new team has the institutional memory to ship a clean competitive loop, it’s the folks who helped make Diablo fights crunchy and MOBA fights readable back at Blizzard.

Arkheron wants to be the melee BR that finally sticks by blending hack’n slash action with objective-driven PvPvE. The idea is hot; the execution is everything. The Steam playtest this weekend will tell us whether the tower climb is a sweaty chess match—or just another loot roulette.
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