Arinna’s Watch

Hold the Line at the Edge of the Solar Frontier

In 2194, humanity crossed forty-three light-years to Kepler-442b and named its first deep-space outpost after Arinna — the Hittite sun goddess who never sets. You command its orbital ring. Eight to ten slots. Alien waves incoming. The sun at your back.

This isn’t a merge game. It’s an upgrade-defense game. Place a defensive module on any of eight to ten ring slots, then tap to upgrade it through three tiers of escalating firepower — Tarhunt the storm god, Mezulla the sun’s daughter, Telipinu the fury, Hepat the queen, Shaushka the warrior, Hanna the grandmother. Each module choice locks a slot for the wave; each upgrade spends solar energy you’ll need elsewhere. Placement and timing are everything.

The art is hand-painted in the 1999 retro-space aesthetic — painted nebulae, brass-and-cobalt panels, Hittite glyphs on every barrel. Nothing on the mobile charts looks like this. The empire that named your corps is five thousand years dead. The symbol on your shoulder patch outlived it. How long can you hold the line?

Features

  • Ring-station upgrade defense — 8–10 slots, 3 upgrade tiers, no auto-merging
  • Six weapon families named for Hittite gods (Tarhunt, Mezulla, Telipinu, Hepat, Shaushka, Hanna) — each with its own escalation path
  • Tap-to-upgrade combat — placement and timing decide the wave
  • Solar energy economy — every placement and every upgrade is a tradeoff
  • Planet campaign — each new world brings escalating enemies, painted nebula backdrops, and new unlocks
  • Hand-painted 1999 retro-space aesthetic — Hittite glyphs on every barrel
  • No hard paywalls — full campaign beatable free; ads are opt-in
  • Mobile-first portrait, one-thumb play — Steam edition planned for v1.5

Game Trailers