


Fighters with a personality
Every card is a named fighter with a face, a personality and moves of their own.

A real-time card battler for the phone: fighters with personality, elements that react, and a king you break out of his cage, beat — and keep.
I wanted fighters you get attached to, powers worth watching, and a match you want to play again — because next time you will try something else.
Isaac Yarimi, founder
Real gameplay
Gameplay highlights · Updated 7 October 2026.
What makes it different



Every card is a named fighter with a face, a personality and moves of their own.



Fighters come in packs, like real trading cards. Epic, legendary and mythic fighters are hard to find, and a Sky Pass fighter belongs to its season — not everyone will own them all.
Soak, then shock. Freeze, then shatter. Water puts out fire. The order you play changes the fight.


Break the cage and the king steps out to fight. Beat him, and he joins your side — with his realm's stone for your crown.
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Fighters grow stronger as the match goes on — and some evolve into someone new, earned through mastery. VIDO becoming HIGHZAK is the first evolution; more fighters get their own.





Ten realms, eleven stones and one High Throne — a story that moves forward with every king you win.
Comparable games
Two games share our genre. Two more shaped the feel we are after. The world and the story are our own.
SAME GENRE · MOBILE · FREE TO PLAY

Real-time card battles on the phone, and the free-to-play model of the genre.

A real-time card battler seen from the side, where characters walk in and fight.
THE FEEL WE ARE AFTER

Fighters with moves you remember, and the fun of trying the next one.

Powers worth watching: fire from the hand, a fighter who grows, a transformation.
The genre of the first two and the feel of the other two, in a world of its own: ten realms, eleven stones and one High Throne.
Games named for comparison only; all trademarks belong to their owners.
The story, in brief
The Golden King held the realms of the sky together with a crown of eleven stones — one for every realm, and at its centre the Heartstone of the High Throne. One night he shattered it himself.
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The world
Ten realms, eleven stones, one High Throne. Each realm has its own material, its own element and its own king — sealed inside his stone, still furious, and waiting at the end of the lane. Above them all: the Golden King. Tap a stone.


Glacial Slam — he slams the floor and a wave of ice rolls the lane; whoever it touches is frozen solid. Earth shatters the ice; fire only sets them free.
How it plays
You build a team of fighters and elemental spells. Your side marches in from one end, theirs from the other, and the fight happens in the middle — with a king watching over each army.
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Inside the fight
Every fighter fills a power meter — with each hit they land or take.
Keep scrolling — fill the power meter ↓
The first evolution
Some fighters evolve in the middle of a match into someone new — earned through mastery, each with an evolution of its own. This is the first. VIDO fights as air — breakdance, acrobatics, no weapon. HIGHZAK is VIDO inside the suit, and the suit is earned at the top of the Sky Pass. Once you have it, when VIDO's bar fills in the middle of a fight, HIGHZAK stands where the boy stood.
The emblem.
The elements talk to each other
A hit can leave a fighter soaked, frozen, burning or hexed for a moment. The next element that lands on them decides what happens: a bigger hit, a longer freeze, or the status removed. The same cards in a different order give a different fight.
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Lightning on a soaked fighter lands a much bigger hit.
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Water on the fighter turns to ice — keeping them frozen longer.
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Frozen means brittle. Earth cashes the ice in.
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Fire ends the freeze — your ally walks out unharmed, their fighter takes the hit.
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Air on a burning fighter fans the fire into a bigger hit.
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Tempest feeds the flames the same way.
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A splash of water ends the burn.
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Bloom washes a hex away.
The elements talk to each other
Water leaves a target soaked for a moment. Electric that lands on a soaked target hits far harder. The same two cards, played in a different order, give a different fight.

The same fire, two results
Fire ends a freeze — but not the same way for both sides. When an area of fire lands, your own fighter caught in it is freed without taking damage. The enemy in the same fire takes the hit and is thawed by it. Thaw the enemy too early and you undo your own freeze.
Spells
Between your fighters you throw spells — fire that falls from the sky, a whiteout of ice, a storm that parks on the lane, a rain of light that heals your own side. Every spell belongs to an element, so it plays into the same combos your fighters do.
Falls from the sky and leaves them burning.
Tap a spell to cast it. Some spells are earned in the realm they come from.

The tower fights back
Keep scrolling — watch the seal break ↓
The Royal Line
A beaten king doesn't just leave the arena. He joins your side and fights for you — and the stone he guarded goes into your crown. Ten realms, eleven stones, one High Throne: every realm has a king to win, and at the centre of the crown sits the eleventh — the Heartstone of the Golden King.








Find a fighter you love
What I want is for a player to find a fighter here they actually like — to come back and get better with that fighter, and to find out who else works alongside them. Every element brings its own fighters, its own spells and its own way to win.
Collect










Fighters come in packs, like the trading cards players grew up collecting — common, rare, epic and legendary, and mythic fighters that never drop from a pack at all. The rarest are hard to find, the roster keeps growing, and a Sky Pass fighter belongs to its season: miss it, and it is very hard to get later. You build your deck from what you own.
A reason to come back
▲▲Collect copies of a card and spend gold to level it up. The fighter you love gets stronger as you keep leveling them up.




Wins raise your glory, and glory opens the next realm. Some spells are earned only in the realm they come from — and ten stones open the road to the High Throne.

A seasonal pass that rewards the players who keep climbing — and the suit waits at its summit.
Business model
Everyone plays for free, and everyone moves forward by playing. Players who want to get there sooner — the next level, the next realm, the fighter they love — pay to shorten the road. It is the model the genre is known for, built around our own world.
FightA match on one lane, with a king behind each side.
EarnWelcoins, packs and vaults from every win.
Level upCard copies and Welcoins level a fighter; essence levels a spell.
ClimbGlory opens the next realm — and a realm reached is never lost.
Purchases with prisms, the premium currency, make every step of that loop faster.

A seasonal pass with a free track and a gold track — and the suit waiting at the summit, a mythic fighter that belongs to its season. The gold track costs the price of the $4.99 prism pouch.



A daily offer on the hero you play the most, a weekly royal bundle, the card box of ten packs, the catalyst and the suit's mythic core.


Prisms, the premium currency, in six price points — larger packs give more value.
No ads. Prices are the store ladder in the current build.
Why players pay
The purchases grow out of the game itself — the fighter you care about, the realm you are chasing, the crown you are filling, and the suit at the top of the season.



Every fighter has a personality. The daily offer lands on the hero you play the most — the one you already care about.

Glory opens the realms. Money shortens the climb — and a realm reached is never lost.



Kings and their stones are won one by one — and the Heartstone waits at the very top.

The mythic finale of the Sky Pass — it belongs to its season, and it is very hard to get once the season ends.
Market & distribution
Market: Newzoo, Global Games Market Report 2025.
Real-time card battles are an established mobile genre: Clash Royale alone passed $3 billion in its first four years (Sensor Tower). We bring our own twist to it: fighters with personalities, elements that react, and kings you beat and keep.
From young players to adults: short matches in portrait, one thumb, characters you get attached to — already tested face to face with kids, teens and families.
We launch on the web at the end of November to learn fast from real players, and every shared link brings a new one in. iOS and Android follow in 2027.
We make the game's films, trailers and short-form ads in-house — the same pipeline that makes the game — so every new fighter arrives with its own campaign.
Where we are
What we measure
Measurement is already built into the game. These are the targets for our first public players, next to the market: the median mobile game, and strategy games.
Targets, not results — we have not launched publicly yet. Market figures: GameAnalytics mobile benchmarks 2025–26 (11,600+ games) and AppsFlyer strategy benchmarks (Android).
The road
The team
WELKINGS is built by one person: its founder, Isaac Yarimi, at HIGHZAK — the design, the build, the art direction, the production and the films, with a production pipeline he directs himself. That is how one developer reached a playable game.
Founder of HIGHZAK, a studio that builds websites and apps and creates and edits video. Isaac made WELKINGS himself — he designs it, builds it, directs its art and produces it, end to end. Driven and hands-on: what he starts, he finishes.
What we bring: a playable game, a world built for season after season — new fighters, kings and realms — and an in-house pipeline that keeps the game, its films and its ads coming.
The ask
Investors who see the opportunity and want to join the company — bringing capital, and with it experience and reach, to take WELKINGS from its launch at the end of November to a live game that grows season after season.
For the six months that follow the launch.
The fighters you get attached to. The combos you learn. And a king who starts fighting the moment you break through.
Contact · king@welkings.com · HIGHZAK · Cyprus