
Screenshots

Watch trailer on Steam ↗ARBITER 131
IKON · Published by IKON
Last updated 28 Sept 2026
Arbiter 131 is a gritty, story-driven, real-time tactical game set in the corporate megacity of Arkadia. Take the lead of Arkadia’s Social Moderation Team 131 and enforce corporate rule with an iron fist... or don’t. Disobey, rebel, fight back. Everything is possible, and every order matters.
Command Team 131 in ARBITER 131 and decide your fate in the corporate stronghold of Arkadia. Navigate through tense, real-time tactical scenarios where every action counts, shaping your path as a moderator or a rebel.
About this game
Arbiter 131 is a gritty, story-driven, real-time tactical game set in the corporate megacity of Arkadia. Take the lead of Arkadia’s Social Moderation Team 131 and enforce corporate rule with an iron fist... or don’t. Disobey, rebel, fight back. Discover branching narratives, moral dilemmas, and challenging tactical scenarios. Everything is possible, and every order matters. What will you choose, Arbiter?
DYNAMIC CAMPAIGN
Every order, every decision, every mistake shapes the world around you in a dynamic, story-rich, single-player campaign.
The game tracks how you handle each scenario and adjusts the narrative organically: there are no binary choices, everything is decided through your gameplay alone.
Execute orders efficiently and be rewarded for it, or follow your own morals and face the consequences.
FULLY DIEGETIC
The game is fully diegetic. There are no see-through walls, God-like cameras, or fog of war. You control your forces from a set of drone feeds and bodycam footage. You can only see what they see.
Drones are real entities in the game world. They can be spotted and destroyed. You will have to navigate through complex environments carefully, avoid detection, and fight to maintain situational awareness.
Access your operators' bodycams at any moment.
In Arkadia, intel is your greatest weapon.
IN-DEPTH PLANNING
The Arkadia Control System lets you carefully plan each operation.
Draw paths, breach walls and doors, sync unit movements, and coordinate your team.
Prepare a detailed plan in advance, tweak your orders in real time, or improvise on the fly for total tactical freedom.
CUSTOMIZATION
Preparation is key.
Mix and match weapons, armor, and gadgets.
Tailor your team’s loadout to each operation.
Light and silent, heavy and resilient, or less lethal: experiment until you find the perfect playstyle.
A LIFE-LIKE WORLD
Your drone scanner can pull private data on every device and person on the map.
Each character has a unique identity waiting to be uncovered.
Were the mission briefings honest, or corporate propaganda? Piece the truth together and inform your choices.
Wishlist and join our Discord to receive weekly progress updates!
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10 64-bit
- Processor: Intel I5 4690
- Memory: 8 GB RAM
- Graphics: Nvidia GTX 1070
- DirectX: Version 12
- Storage: 18 GB available space
- Additional Notes: SSD Required
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
Dev Diary #03 - June 2026
Hello everyone, welcome to our third Dev Diary! June was a very interesting month, and we made big progress! We introduced new game mechanics and equipment, reworked the customization menu, and made big progress with level design. Let’s jump into it! New Stun System This month, we greatly expanded our stun mechanics and implemented new types of stun grenades in the game. This update introduces Stun Types and Stun Immunities. Each crowd control tool functions with a specific Stun Type (Flash, Gas, Chemical, Kinetic, or EMP), while armors can provide immunities to specific Stun Types (a gas mask makes you immune to Gas-based crowd control, ear and eye protection makes you immune to Flash, and so on). This makes loadout selection much more important, as you need to figure out what types of equipment will be effective based on the mission briefings, and you will also need to pay a lot of attention to each enemy’s immunities while planning. Grenade Effect Area Preview While working on new grenades, we also felt the need to improve the way they are handled by the planning tool. Up to this point, when throwing a grenade, the planner provided a ‘preview arc’ for the grenade throw and an impact location. However, this arc was very unreliable, and players had no way to know what area of effect the grenade would have. The new system shows the exact grenade path, so you can plan throws very carefully, while also showing a preview of its area of effect based on the grenade's ‘diffusion method’. Flashbangs and Stingers are based on Line-of-Sight, while CS Gas and Smoke are based on Gas Diffusion, for example. You can see the new preview system in the video below! Dynamic Gas and Smoke Among the newly implemented grenades, there are Smoke and CS Gas. We wanted gas-based tools to work realistically instead of just having them fill an area around them with smoke, so we developed a diffusion system that simulates how gas would actually spread through the environment. Gas and smoke wi...Read full article on Community Announcements (ABK)AnnouncementsOfficial
Dev Diary #02 - May 2026
Hello everyone, welcome to our second Dev Diary! May has been a super busy month for us. We’ve finally completed all the functional components of our first vertical slice and moved on to planning our next development steps. Let’s see what’s new! Vertical Slice 1 Completing a vertical slice of the game was extremely important to us. It allowed us to develop and test all our main mechanics in a limited, controlled environment. At this time, the slice includes two fully playable operations (OPs 2 and 3 of the campaign), and all core gameplay components, from customization to combat to AI behaviors. Many of them are just the foundations of the systems we envision for the final release, but it was essential for us to confirm the basics work well. This process also allowed us to understand what we truly need to build maps and missions and to standardize our production pipelines to make future development much easier. Now that this slice is complete, we can finally move on to the next stages of development! Narrative Development The narrative component is a core element of the gameplay experience and it comes before we draw a single concept for any operation. The main overarching narrative is already well established, but we like to move step by step when truly fleshing out the details and story branches the player can take. This month, we completed the script for operations 1 to 6, including all the variations and paths the story can take based on the player’s actions. We designed the plot to have a mix of clear and immediate consequences and long-term effects. Some decisions might deeply affect the next operation, while others may have a large impact on the later stages of the game only. Each operation can also change depending on the choices you made previously or the overall context of the story, like current faction reputations, for example. New Character Concepts Along with our writing efforts, we’ve started to flesh out the visual presentation for some of the charac...Read full article on Community Announcements (ABK)AnnouncementsOfficial
Dev Diary #01 - April 2026
Hello everyone! Welcome to our first Dev Diary. We will be releasing these at the beginning of each month and cover everything we have worked on in the previous 30-day period. Let’s get straight into what we did in April! Planning Tools At the beginning of April, the planning tools included four core functions: Queuing path waypoints, adding orders along the existing path, cutting the path, and resetting the path. This was a functional but limited system, and we finally got around to fleshing it out more. We've added the ability to insert new waypoints at any point in the waypoint queue. In this way, you can adjust and fine-tune the path very precisely, making sure every unit walks exactly where you want them to, without the need to redraw portions of the plan. This also allows for quick modifications like detours, interactions, equipment orders, and so on, without losing the plan you had already prepared. On top of that, we added the ability to remove waypoints without cutting the path, which gives you even more freedom and makes iterating plans very easy. Drone Interactions The way the drone interacts with the world is a core component of why this game feels truly immersive, so we want to put a lot of effort into it. Up to this point, AI units could spot the drones and be alerted by them, but nothing more. We wanted to expand this mechanic significantly. Now, when a drone is spotted, the AI unit will raise the alarm and alert all hostiles on the map to your presence. Moreover, if your drones are spotted during the initial Recon Phase of the game (when your units haven’t breached the premises yet, and you are still exploring and planning your operation), you will be on a timer to breach before the enemy manages to leave or foil the operation itself. Additionally, AI units can now engage drones with their weapons and disable them. A disabled drone remains unusable until a replacement reaches the AO. Since you can only have four drones on the map, keeping them intact...Read full article on Community Announcements (ABK)






