Real Arka Arcade

Choose a physical arcade prototype

V1

V1: Pure prototype

Gravity Arkanoid with material hits and pinball paddle impulse.

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V2

V2: Courtyard

Dirty yard scene with real-world bins and contextual objects.

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V3

V3: Multi-level run

Three Gravity Breaker levels: courtyard, Mechta construction route, and service lane.

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V4

V4: Carts and finds

Menu, local profile, selectable carts, and useful or dangerous falling finds.

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V5

V5: Dispatch depot

The V4 menu-and-finds shell extended into a four-level run with a new heavy final depot field.

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V6

V6: Relay terminal

The V5 shell extended into a five-level run with a sodium-lit relay terminal finale, seven rows, and the fastest descent yet.

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V7

V7: Switchyard vault

The V6 shell extended into a six-level run with a sealed switchyard-vault finale, the heaviest object mix yet, and an even faster descent.

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PAC V1

New Pac-Man

A physical two-level maze with courtyard snacks, market-lane pressure, boost, mass, inertia, and walking enemies.

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PAC V2

New Pac-Man V2

A district-map run split into ten Mechta-inspired segments with roads, quarters, green zones, boost, mass, and walking enemies.

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PAC V3

New Pac-Man V3

An eleven-segment district release with a new final checkpoint quarter, extra roadwork choke points, and a stricter closing chase.

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PAC V4

New Pac-Man V4

A twelve-segment district release with a new service-yard finale, denser movable chokers, and the strictest closing chase yet.

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PAC V5

New Pac-Man V5

A thirteen-segment district release with a new boiler-yard finale, a denser barricade weave, and the strictest closing chase yet.

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PAC V6

New Pac-Man V6

A fourteen-segment district release with a new collector-yard finale, chained movable barricades, and the strictest closing chase yet.

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RUN V1

Real Runner

A construction-yard Lode Runner with mass, ladders, tools, material digging, temporary holes, and mechanical carts.

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RUN V2

Real Runner V2

A thirteen-level district release with the new Depot Ring finale, denser ladders, more tools, and a stricter machine chase.

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RUN V3

Real Runner V3

A fourteen-level district release with the new Gantry Crown finale, stacked ladder spines, more tools, and the strictest machine lattice yet.

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RUN V4

Real Runner V4

A fifteen-level district release with the new Skybridge Relay finale, suspended bridge lanes, more tools, and the densest machine relay yet.

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RUN V5

Real Runner V5

A sixteen-level district release with the new Switchyard Apex finale, split switchback ladders, more tools, and the widest mixed-machine gauntlet yet.

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RUN V6

Real Runner V6

A seventeen-level district release with the new Relay Bastion finale, taller stacked relays, more tools, and the strictest closing machine bastion yet.

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RUN V7

Real Runner V7

An eighteen-level district release with the new Signal Spire finale, a six-lane relay apron, more tools, and the tallest closing machine climb yet.

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RUN V8

Real Runner V8

The cinematic animation pass: 24 runner phases, anticipation, 20 machine variants, wheel-contact physics, and a stronger photoreal yard.

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RUN V9

Real Runner V9

A nineteen-level district release with the new Crane Meridian finale, split cantilever decks, a hanging maintenance crown, and the densest mixed-machine choke yet.

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RUN V10

Real Runner V10

A twenty-level district release with the new Hoist Citadel finale, twin hoist shelves, a counterweight crown, and the harshest mixed-machine choke yet.

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RUN V11

Real Runner V11

A twenty-one-level district release with the new Winch Cathedral finale, triple rigging spines, hanging ballast aisles, and the steepest mixed-machine crown yet.

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RUN V12

Real Runner V12

A twenty-two-level district release with the new Counterweight Basilica finale, quadruple ballast shafts, suspended choir ledges, and the broadest mixed-machine sanctuary yet.

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RUN V13

Real Runner V13

A twenty-three-level district release with the new Capstan Observatory finale, split survey decks, capstan crowns, and the tallest mixed-machine lookout yet.

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RUN V14

Real Runner V14

A twenty-four-level district release with the new Flywheel Aerodrome finale, triple wind decks, flywheel bridges, and the widest mixed-machine airwalk yet.

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RUN V15

Real Runner V15

A twenty-five-level district release with the new Turbine Causeway finale, suspended turbine decks, chained rotor catwalks, and the tallest mixed-machine sky spine yet.

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RUN V16

Real Runner V16

A twenty-six-level district release with the new Generator Rampart finale, stacked alternator shelves, hanging coil bridges, and the densest mixed-machine power crown yet.

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RUN V17

Real Runner V17

A twenty-seven-level district release with the new Stator Pinnacle finale, split stator shelves, suspended busduct climbs, and the highest mixed-machine summit yet.

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RUN V18

Real Runner V18

A twenty-eight-level district release with the new Commutator Crown finale, split brush decks, hanging slip-ring climbs, and the most layered mixed-machine canopy yet.

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RUN V19

Real Runner V19

A twenty-nine-level district release with the new Armature Vault finale, split copper-coil decks, chained rotor shafts, and the tightest mixed-machine chamber yet.

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RUN V20

Real Runner V20

A thirty-level district release with the new Dynamo Crucible finale, split exciter decks, suspended dynamo throats, and the hottest mixed-machine forge yet.

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RUN V21

Real Runner V21

A thirty-one-level district release with the new Field Coil Summit finale, split field-coil terraces, hanging magnet rails, and the steepest mixed-machine crest yet.

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RUN V22

Real Runner V22

A thirty-two-level district release with the new Solenoid Parapet finale, staggered solenoid shelves, offset guard ladders, and the highest mixed-machine parapet yet.

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RUN V23

Real Runner V23

A thirty-three-level district release with the new Inductor Redoubt finale, tiered inductor galleries, zigzag choke ladders, and the most fortified mixed-machine redoubt yet.

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RUN V24

Real Runner V24

A thirty-four-level district release with the new Transformer Keep finale, stacked transformer shelves, suspended bus-coupler ladders, and the harshest mixed-machine keep yet.

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CROSS V1

Real Crossing

A physical service-road crossing with a loaded tool cart, traffic, wet drift, moving planks, and crate delivery slots.

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CROSS V2

Real Crossing V2

A three-level service-road release with the new Floodgate Relay finale, twin wet drifts, split plank convoys, and five-slot crate delivery pressure.

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CROSS V3

Real Crossing V3

A four-level service-road release with the new Spillway Transfer finale, triple wet drifts, offset plank ferries, and six-slot crate delivery pressure.

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SNAKE V1

Real Snake

A service-corridor cable game: collect couplers, grow longer, and avoid racks, pipe bundles, and your own loop.

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SNAKE V2

Real Snake V2

A four-level switchback release with a faster final substation corridor and tighter recovery space.

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SNAKE V3

Real Snake V3

A five-level crossfeed release with a new final transformer gallery, longer cable growth, and tighter service reversals.

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SNAKE V4

Real Snake V4

A six-level breaker-vault release with a new capacitor relay finale, the longest cable start yet, and the densest service choke lattice.

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SNAKE V5

Real Snake V5

A seven-level busbar-labyrinth release with a new live-busbar finale, the fastest pull yet, and almost no straight recovery lanes.

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SNAKE V6

Real Snake V6

An eight-level switchgear-array release with a new arc-flash finale, the hottest pull yet, and no spare slack for recovery.

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SNAKE V7

Real Snake V7

A nine-level contactor-furnace release with a new heat-baked finale, zero recovery slack, and the harshest cable pull yet.

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STAR V1

Real Star Trader

A modern 3D open space trader: procedural systems, manual docking, market routes, hyperspace, patrols, pirates, and original wedge-hauler ships.

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