Official Alina of the Arena key art: Alina holding a sword and shield in the arena, alongside the game logo
Key art from the official press kit
Image: PINIX Games Studio
PC (Steam)Mac DeckbuildingRoguelikeTacticsIndie

Alina of the Arena Guide

2022-10-13 PINIX PINIX
Our guides prioritize official information, in-game terminology and reliable reference material. Sources and verification details are being added page by page. Please let us know about version differences or unverified conditions. Editorial policy (Japanese)
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A guide hub covering the three arenas, Init and energy, knockback, equipment and card colors, healing, card removal, and class unlocks.

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ABOUT

What is Alina of the Arena?

A roguelike deckbuilding tactics game that its developers describe as combining elements of Slay the Spire and Into the Breach. Survive in the arena as a gladiator entertaining a bloodthirsty crowd. Its hex-based tactics make positioning through dodges and knockback central to survival, alongside attacking and defending. A dual equipment system enhances the cards in your hand through combinations such as two daggers, a one-handed sword and shield, or a two-handed greatsword. Finding the right fit between your deck and equipment is at the heart of the game. The Japanese source recorded 3,961 Steam reviews and a Very Positive rating. Japanese is supported.

ℹ️ Information organized from reference material Steam store page →

Edition: Primarily the full PC Steam release; shared combat rules were also cross-checked against a Switch review.

Verification scope: Official announcements were checked through the October 14, 2025 fix. The current in-game build number has not been verified. Earlier v1.2.2 information and Early Access are treated separately.

Sources checked: 2026-10-04

16 / 16 rows

Your first goal: end the turn somewhere safe

Alina of the Arena asks you to think about hex-grid positioning and deckbuilding together. Beyond counting the cards that can kill enemies, check which attacks will reach you after your actions.

  1. Check enemy firing lines, attack areas, and your current hand
  2. Decide whether you need to move with Init before using any other card
  3. Match your equipment colors with the combat cards you plan to use
  4. Handle attacks from enemies you cannot defeat through a combination of movement, collision stuns, and block

You do not have to discard every starting defense card and rely entirely on dodging. Depending on your hand and enemy attack areas, some turns call for block.

Run progression: choose combat and preparation across three arenas

A normal run passes through Slave Arena, Underground Arena, and Royal Arena. In each arena, consider the three columns of options and choose the order of fights, rests, and shop visits.

  1. Win Fight or Elite encounters until you meet that arena's requirement to challenge its Champion
  2. Once you meet the requirement, decide whether to challenge the Champion immediately or continue preparing through the remaining options
  3. Weigh the rewards of extra fights against the risk of losing HP
  4. Before the Champion, check your movement options, defenses, main equipment, and consumables

Follow the counter shown on your screen for the required wins. A PC introductory play article shows three wins, while a Switch review describes five battles; this guide does not present one fixed number as applying to every mode.

What you can do between fights

Work backward from what you need for the next fight. Consider healing if your HP is dangerously low, removal if you keep drawing weak cards, or a color change if usable cards do not match your equipment.

Wide tables scroll horizontally.

What you can do between fights: 5 entries
OptionMain purposeCheck before choosing
Fight/EliteVictory rewards and progression. Elites also relate to unlocking unique cardsCurrent HP and movement or attacks that can handle the enemy
RestRestore HP or upgrade one cardWhether you can survive the next fight if you choose the upgrade
MeditateChoose between gaining a card, removing one card, or changing a card's colorWhether you need to fill a gap or reduce unwanted cards
ShopChoose either the card shop or item shop to make purchasesWhat you want to buy and how much gold you can spend
EventChoose according to the conditions presentedWhat you give up and gain, including HP or equipment

A shop visit does not mean you can freely use both the card and item sections on the same visit. Decide what you need before choosing to avoid a wasted stop.

Decide on Init first, and budget energy for after moving

Your normal starting energy is 3. Init (Initiative) is a movement card available at the start of each turn; it normally costs 1 energy to move one tile. It disappears if you play another card first, so you cannot save it as a retreat after attacking.

  1. Before playing a card, choose where you will end up if you move with Init
  2. Count how much attacking, defending, and further movement your remaining energy allows
  3. Even if you skip Init, check whether your position is safe for the enemy turn

Equipment, status effects, and card effects can change costs. In the normal example, spending 1 of your 3 energy on Init leaves 2, but always calculate with the actual costs displayed in your hand.

Red and blue match equipment; they do not mean attack and defense

Attack cards can be red or blue, and defense cards also come in both colors. Equipment in the matching color slot enhances combat cards, so carrying a sword and shield does not automatically strengthen every attack and defense.

Wide tables scroll horizontally.

Red and blue match equipment; they do not mean attack and defense: 4 entries
Equipment setupWhat to check
One-handed weapon + shieldWhether you have enough attack cards matching the weapon color and defense cards matching the shield color
Two one-handed weaponsCheck the effects applied to attacks of both colors, plus any gaps in defense and movement
Two-handed weaponUses both slots. Do not plan on equipping a shield at the same time
Gray / colorless cardsDo not assume they receive the same combat enhancement from equipment colors

Left and right can be confusing depending on how you view the screen, so remember the red and blue slots. Read each weapon's details, including range and fatigue, even for two-handed weapons.

Use knockback to create collisions as well as distance

An empty tile behind an enemy lets you push it away; a wall or another enemy gives you an opportunity for a collision stun. The direction of your push changes the threats left that turn.

  1. Check the tile behind the enemy you want to push
  2. Look for a direction that pushes it into a wall or another enemy
  3. Check for traits that prevent knockback before choosing a card
  4. After positions change, read the other enemies' attack previews again

Pushing an enemy does not guarantee that every enemy attack disappears. Check for remaining area attacks and firing lines from other directions. The beginner guide covers specific examples.

Class unlocks: distinguish arena clears from run attempts

The first introduction starts you as a Slave. Afterward, use the class selection screen to compare starting equipment and unique cards. The following unlock conditions were documented in independent guides from around the full PC release.

Wide tables scroll horizontally.

Class unlocks: distinguish arena clears from run attempts: 7 entries
ClassDocumented conditionWhat to note
Slave / WarriorListed as starting options. The first introduction uses SlaveDistinguish the introductory fight from subsequent class selection
HunterClear the first arenaA starting setup built around ranged weapons
PyromancerClear the second arenaThe official v0.8.8 notes also documented a correction to require clearing Underground Arena
DeprivedClear the final arenaCheck unlocks separately from difficulty increases
MercenaryAttempt 5 runsThis does not mean 5 wins
BanditAttempt 8 runsCumulative run attempts
SamuraiAttempt 11 runsCumulative run attempts

The exact point at which the 5, 8, and 11 attempts are counted—starting, dying, or retiring—has not been checked in the current game. This guide does not recommend immediately retiring on purpose as an unlock method. If your screen shows different requirements, follow those.

Difficulty and card unlocks follow separate progression

Rookie and Veteran are available initially. Some sources describe unlocking Warlord and Hardcore / expert-type modes with save restrictions after a clear.

  1. For your first run, choose a difficulty that lets you learn attack previews and equipment colors
  2. Defeat certain Elites or Champions for the first time to expand your card options
  3. Once you can win, read the unlock screen before moving to the next difficulty

Hellwalker has further difficulty tiers, but older sources disagree on the cap. The maximum value, exact higher-difficulty unlock process, and current save opportunities remain unverified in-game and are kept out of this beginner guide.

Distinguishing PC, console, and older guides

The Steam version left Early Access in 2022, and console versions followed in 2023. Some older sources still contain Early Access card stats or platform-specific button instructions.

  1. Check a guide's update date and target platform first
  2. Read current costs, damage, and shop prices in the game
  3. Check remaining skill uses and their recovery timing on screen; do not decide to spend them all based only on an old article

The official October 14, 2025 announcement concerned a Unity vulnerability fix. An earlier announcement labeled v1.2.2 is not presented here as the latest 2026 build number.

FAQ

Alina of the Arena FAQ

Q1 I cannot move. Where did Init go? ▼
A

Playing another card first makes Init disappear for that turn. Decide whether to move first, and keep another movement effect if you want to retreat after attacking.

Q2 Does red mean attack and blue mean defense? ▼
A

No. A card's color matches the equipment slot of that color. Both red and blue have attack and defense cards.

Q3 Should I take a reward card every time? ▼
A

You do not have to. Check whether a new card fills a gap in attack, defense, or movement. If it has no role, skipping it is an option.

Q4 Can I clear the game by dodging alone? ▼
A

Some wide attacks cannot be avoided with movement, and some enemies are hard to push. Keep block while your movement options are limited, and calculate the damage your current hand will leave you taking.

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