Vòng Thiêng
History's greatest generals, summoned to settle a thousand-year truce.
Overview
After a war that nearly ended humanity, the gods forbade war itself. Every dispute since is settled on a Sacred Ring — an ancient stone arena that summons the anh linh, the spirits of history's greatest commanders, to fight in place of armies.
It plays as a turn-based flick duel. Pull the bowstring, judge the angle, and launch your general into the enemy line. Physics does the rest — collisions chain, bodies slide, and a well-read shot can clear three units at once. Knock the enemy commander out of the ring and the match ends on the spot.
Nobody dies in the ring. Fall out of it and your spirit returns to the pages of history, waiting to be called again.
Roster
Every general is a real figure from the historical record, and their mechanic comes from what they were actually known for — you recognise them before you read a word of description.
Stands outside the ring and teaches you the drum-beats.
The spear-maker who rose from a village road to the Trần command.
Rode into the record refusing to bow — the line that would not break.
The engineer behind the crossbow of Cổ Loa — reach before contact.
Known for what nobody saw coming — position over force.
A line that holds where a line should not hold.
Turned a losing army by conviction alone.
Wins the fight two moves before it happens.
Their portrayal follows the historical sources, not fantasy convention — and more commanders from every corner of the record join you as the campaign goes on.
The Promise
Generals join you through story, not summoning. There is no banner, no draw, no reveal cinematic. Each new general is a chapter: you meet them, you earn them, you persuade them.
That is the whole point. The villain — the Ring Usurper — takes his generals by force, binding spirits into slavery. You don't. Every boss fight ends by freeing the spirit he chained and returning it to history with its dignity intact.
Features
Every general is a piece on the board. Pull back, judge the angle, and flick them into the enemy. Collisions chain, bodies slide, and one well-read shot can clear three units at once.
Each side fields one commander. Knock the enemy's out of the ring and you win instantly, whatever else is on the board. Lose yours and it's over. Every match has a king to hunt and a king to guard.
Stall too long and the arena begins to shrink. There is no turtling — the board itself forces the fight to a decision.
The same shot always resolves the same way. Nothing is rolled behind your back — if you read the board right, the board rewards it.
Battles are strung together by written dialogue — you meet each general, learn what they were, and fight beside them. Chapter 1 is playable in closed testing today.
Generals join through the story, never through a summon. No banner, no draw, no reveal cinematic — and no way to spend your way past a chapter.
Play in either language and switch any time. On first launch the game picks the language of your phone.
Single-player and offline — no connection required. There is no advertising, no analytics and no account, and your save never leaves your device.
How It Works
One turn, one shot. No dice rolled behind your back, no stat wall to grind through — just the board, the angle, and what you can read off it.
Both commanders are on the ring, surrounded by their line. Find the shot that threatens theirs without opening yours.
Drag back from the general you want to launch. How far you pull sets the power; where you aim sets the line.
Release, and collisions chain across the ring. The result is deterministic — the same shot always resolves the same way.
Knock the enemy commander out and it's over in one shot. Stall instead, and the shrinking arena decides for you.
FAQ
Support
Questions, feedback, a note on how a general is portrayed, or a request to join the test?
Email me — I read every message.
Typically respond within 2 business days.