Development log

Oct 02 2026

Teaching by Playing: How We Built the Training

DESIGNPOST #4
Clash in the Dune Canyon
Clash in the Dune Canyon

Castle Arena asks new players to unlearn something. Most strategy games teach you to click on soldiers, and here you never do. Explaining that in a text box doesn't work, so we didn't try. The training teaches by playing: five short lessons and a proving battle, and every one of them is a real match.

Real matches, carefully set up

Each lesson uses the same troops, buildings, combat, economy and AI as a normal game. Only the setup changes: which buildings and items each side may use, how fast the AI builds, what is already standing at the start, how much gold you have and how healthy each castle is. Nothing is scripted. The lesson just arranges the board so that one idea matters more than everything else.

  • Lesson 1, The castle fights for you. The Crown against a slow Bone Legion. You build, the first troop appears at around 17 seconds, and the first fight starts near the one-minute mark. Your buildings make your army.
  • Lesson 2, Counterattack. The Abyssal Pact sends only Imps, which wear Light armor. Stick with the Barracks and you trade badly: in our tests, about 95 kills for 265 losses. Switch to the Archery Range and you win and take the castle.
  • Lesson 3, Gold that pays off. You start with 1,000 gold, the enemy is already producing, and if no castle falls in six minutes the higher income wins. War Drums sit in the shop as a temptation.
  • Lesson 4, Wave timing. A Steppe Horde with six synced camps attacks in waves of six, and you have one Rescue. The same Rescue is worth 2 kills or 10, depending on timing.
  • Lesson 5, Upgrade. Look for the golden arrow. In our tests, never upgrading won 4 of 6 matches; upgrading won 6 of 6.
  • Proving battle. Normal rules, a full faction, the shop, the Rescue, a 20-minute limit and the AI on Easy. Help is down to emergencies only.

Every lesson has a "learned" way to win comfortably, while the naive way struggles or loses. We measured that with automated players, and those measurements are now automatic tests. If a future balance change breaks a lesson (say, the right counter stops speeding up the win), the test fails and we know right away.

Hints that fade

Hints show up one at a time, with an icon and a short line. They have cooldowns, can be dismissed and don't repeat. Help shrinks lesson by lesson: step by step in lesson 1, almost silent in the proving battle.

The help level isn't fixed, though. If you are struggling, meaning your castle lost more than 8% in 30 seconds, you are losing trades 1.6 to 1, your gold is piling up or your hits land for less than 90%, the hints step back up a level. If you are doing well, they step down. The counter hint is a small ladder: first it notes that your hits deal only 70% against a Light enemy and points to the badges on your buildings; if nothing changes in 30 seconds, it says Pierce deals 175% to Light and lights up the right card with a ✓. Once you own a counter, it goes quiet.

Any win completes a lesson. You can lose, retry, pause, open How to play right on the relevant topic and come back, or quit. Progress is kept.

Why multiplayer only recommends it

For a new player, Single player opens the training first, with an "I know the basics" button that goes straight to a free battle. Online, the training is only a recommendation, and it disappears once you finish. We didn't want a gate: someone who already knows the genre, or a friend who just accepted your invite, should be able to play right away.

What it doesn't teach yet

Playtesting turned up plenty: a lesson panel that swallowed clicks on the map, a Rescue that wiped out an entire wave being called "wasted", dusk lessons too dark to read the battle. Those are fixed. Some things still have no lesson: where to place buildings, spawn flags and cages, specials and legendaries, perks. All lessons use the Crown, whose attack triangle is the cleanest to learn from. Syncing didn't get a lesson either: in the current rules its effect is too small to carry one, so it shows up as an optional tool in lesson 4.

— The Castle Arena team