Everything people ask before their first duel, during their first loss, and after they figure out what they were doing wrong.
No. You can play one free duel as a guest without signing in. After that, you need a free account. Registration takes about 30 seconds with Google, GitHub, or email.
Free accounts get 3 duels per day. If you want unlimited duels, multiplayer, and early access to new content, Pro is $4.97 a month.
It is a game. Each duel has a narrative scene, a structured opponent with its own personality and escalation pattern, a scoring system, and a win condition. The AI is playing against you, not with you.
The main difference from other AI tools is that there is no helpful assistant here. Your opponent is trying to win.
No. The game is built around narrative improv, not technical knowledge. If you can think on your feet, stay in a scene, and adapt to what your opponent just said, you have everything you need.
That said, people who are good at creative writing, debate, or improv tend to pick it up fast.
A good move does three things: it stays inside the scene, it responds to something specific your opponent just said or did, and it changes the dynamic instead of just reacting to it.
The best moves are actions, not arguments. Walking somewhere, picking something up, going silent, turning the opponent's words back on them in a concrete way. The AI scores what happens, not what you claim will happen.
For detailed examples, see the How to Play guide.
In a standard duel, a god mode attempt is any move that claims an outcome the scene hasn't earned — declaring unlimited power, an instant kill, or invoking something that would end the duel by force rather than through the narrative.
The game is open. You can say whatever you want. But the AI judges what lands. An unearned claim scores as a Wasted Round (+10 to +15 HP for your opponent). The AI will call it out, mock it, and press harder. You wasted a round.
The same applies to anything sexual, bigoted, or designed to break the fiction rather than engage with it. The opponent will not refuse or break character. It will dismiss the move, stay in scene, and penalize it. The duel continues.
God Mode is a toggle in Settings that removes the physics of the duel entirely. With it on, you can summon impossible forces, rewrite reality mid-scene, claim powers you haven't earned — and your opponent can do the same.
The AI is explicitly told to match your energy and escalate. Wild moves that land with genuine conviction and commitment score big. Halfhearted or lazy chaos is still punished — the AI can tell the difference.
A few things to know:
This is Prompt Duel, not Punch Duel. Hitting hard is fine — prompting better is how you win. HP doesn't measure damage, it measures narrative control. The AI scores craft, specificity, and adaptation. A perfectly written shove can outscore a generic knockout blow.
Each opponent has a unique HP pool — Alex starts at 55, AXIOM at 130. After each of your moves, the AI scores it on a hidden scale and adjusts the HP bar. There are six outcomes:
Weak and Wasted are different outcomes. A weak move does nothing. A wasted round actively heals the opponent.
Win by dropping the opponent to 0 HP before all 7 rounds are up. If they survive all 7 rounds with any HP left, they win.
Yes. Hold the mic button and speak your move. Release to submit. It uses the Web Speech API built into your browser, so no app or plugin is required.
Voice input works best in Chrome. If it does not work in your browser, type your move instead. The game plays the same either way.
Each opponent also speaks their response aloud. You can turn voice output off in the settings if you prefer to read.
Yes. Each opponent escalates over the course of the duel. If you repeat a tactic, the AI will name it and call it out. If you use a move that worked in round 2 again in round 5, it will heal from it instead of taking damage.
The opponent also adapts to how you are playing. If you keep arguing verbally, it will reframe your arguments. If you keep making physical scene actions, it will respond to the physical terrain. You have to keep changing the game.
There are ten opponents across two worlds, unlocked in order.
World 1 — The Arena: Alex, Celeste, Marcus, Oracle, and AXIOM. Beat one to face the next. Alex is always available.
World 2 — The Court: Seraphine, Dorian, Vera, The Herald, and Malachai. This world unlocks after you defeat AXIOM.
Additional worlds are in development and will follow on a rolling release schedule.
The opponent delivers a cinematic final monologue as they fall. After that, a short arc summary recaps the key moments of the duel in narrative form. Then the next opponent unlocks.
If you lose, the same thing happens in reverse. Your opponent wins with a final monologue, and you can retry from the beginning.
Campaign progression is tied to your account. If you played as a guest and then signed in, your guest progress does not carry over. You need to be signed in for a win to unlock the next opponent.
Try refreshing the page after signing in. If the unlock still does not appear, sign out and sign back in. If the problem continues, contact support through the settings menu.
Defeat AXIOM in World 1. The Court unlocks automatically — no extra steps needed. Seraphine's card will light up in your opponent grid when you return to the home screen.
World 2 is harder. The Court operates by different rules than The Arena. Opponents here don't clash with you directly — they redirect, reframe, and use your own words against you. Expect a different kind of pressure.
You are a suspect brought before Detective Graves. He uses the Reid Technique — the same psychological interrogation method used by real investigators. Each session opens with a procedurally generated briefing: the scene, the accusation, your goal, and the story beats Graves will press on.
No two sessions are identical. The goal is not just to avoid confessing — you have a specific objective each time. Redirect suspicion, protect someone, establish a version of events you can defend. Achieving it is the difference between a win and a draw.
There are four bars, two for you and two for Graves:
Graves has full memory of everything you have said. A contradiction from round 2 can surface in round 9. Lock your story early and stay consistent.
Interrogation runs 13 rounds and has three possible outcomes:
At the end, Graves delivers a closing monologue matched to how the session went. The end screen shows your final bar values with commentary.
No. Interrogation is available to all registered users from the start under Alternate Modes. Select "Alternate Modes" on the home screen, then choose Interrogation.
You stand before a formal Court. The Herald, Voice of the Court, presides. Your claim is on the record. The panel is watching. You have 9 rounds to make your case.
Three phases shape the proceeding: an Opening where you state your position (rounds 1–3), a Challenge phase where opposition voices and hostile witnesses are introduced (rounds 4–6), and a Closing where every word is your last (rounds 7–9).
Four bars track the state of the proceeding:
Three possible outcomes:
The Tribunal unlocks after you defeat any World 2 opponent. Beat Seraphine and it opens. Once unlocked, it appears in Alternate Modes alongside Interrogation.
Pro is $4.97 a month. It includes:
If you are playing seriously and hitting the daily limit, Pro is worth it. If you are still on your first few opponents, the free tier is plenty to start.
You can cancel from the account settings menu at any time. Cancellation takes effect at the end of your current billing period. You keep Pro access until then.
Billing is handled by Stripe. Prompt Duel does not store your payment details.
Check the How to Play guide for real examples, or just go find out for yourself.
Enter the Arena