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Arcane Furnace of the Supreme Lord

Arcane Furnace of the Supreme Lord

Eastern mythology meets cascading marble matches and 49 elixir abilities. Read the chain, time your shot, and combine character skills with alchemy in encounters with mythic bosses.

A furnace of five elements

Arcane Furnace of the Supreme Lord brings Eastern mythology to a Zuma-inspired marble-matching strategy game. Aim at a moving chain, connect matching colours, and watch one carefully placed shot open the next opportunity. The pleasure is in what happens afterwards: removing one group reconnects the chain and can set up another cascade.

One shot, many possibilities

The marbles keep moving, so every decision has a rhythm. You can relieve immediate pressure or preserve a connection for a longer chain reaction. The goal is to read both the current colours and the shape that will remain after a match.

49 elixirs, distinct effects

The current project contains 49 configured elixirs across ordinary, advanced, rare, legendary and epic tiers. Their abilities reshape the chain and change how an encounter can be approached. Learning when an elixir is useful is part of learning the game, rather than simply collecting a different-looking marble.

Meet the first chapter’s boss

Qingniu changes the encounter by absorbing and spitting out marbles. Its actions add pressure and alter the chain, asking the player to read the boss as well as the board. The screenshots on this page come from the actual first-chapter boss scene.

Character skills and epic alchemy

Active character skills provide another way to respond to a difficult board. Charging them through play connects ordinary matches with larger moments of release. Epic elixirs add their own visual introductions before returning to the board and resolving their effects. This showcase uses the shorter existing Gold Transmutation introduction, followed by target selection and marble removal.

About the showcase

This is a separately staged promotional sequence. Demonstration chains and skill timings were arranged to present cascades, several elixir tiers, the boss’s spit, a character skill, an epic effect and the original victory transition. The sequence does not represent normal encounter difficulty, clear time or damage from a single ordinary shot.

There is no music or sound effect track. Only the visual feedback, screen shake remain. GIF playback is the default, with a smoother silent video available as an alternative.

Still in development

We are continuing to refine the chain rhythm, skill feedback, boss presentation and interface. A genuine Steam link will be added when the store page is ready. No release date or store address is invented here.

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