Hero Arena
| Summary | A competitive session MOBA: PvPvE, farm. Aimed at esports — more wild interaction ahead |
|---|---|
| Description |
Hero Arena is a session-based PvPvE MOBA: farm the jungle, fight other players in fog of war, and play the match to win. The long-term aim is a competitive arena with enough depth for serious play — and enough dirty tricks that you still have a shot when you are behind. This is an early public alpha. The loop is already there. The fantasy is not finished. If that sounds like a reason to jump in, you are the audience we want. Match • Free-for-all. Everyone is a threat. Camps are a threat. The fog is a threat. • PvPvE. Clear jungle, stack gold and experience, then spend it on items. Other players will contest the same routes. • Click-to-move combat. Right-click to move or attack. A-click to attack-move. Camera pans like a classic isometric MOBA. • A shop, a timer, a score. Sessions have a winner. This is not an endless sandbox. Ten heroes are selectable, with distinct stats. Kits, visuals, and map toys are still catching up — that is honest, and it is the work. What you can play today • Lobbies, character select, and a full match • Jungle camps that escalate over time • Gold, XP, levels, and a shop • A first pass at abilities, HUD, and scoring Expect sharp edges. Expect to report a bug. Expect the next build to feel different. TODO: Presentation • Proper hero and creep models (current meshes are stand-ins) • Skill VFX that match the fantasy, not debug orbs • Readable map dressing: high ground, low ground, arenas, ambush routes Combat identity • Real skillshot kits per hero — almost everything should be aimable • Crowd control that actually steals your movement, on purpose • Distinct roles so a lobby is not ten copies of the same spell The “still in the fight” layer • Kill zones and pits you can shove people into • Mines, gold steal, enemy teleports, creep pulls • Mini-events on the map so a losing player still has a play Competitive session • Cleaner victory conditions and pacing • Minimap and fog that belong in a real MOBA • Talents and item identity from the design tables • Settings, binds, and netcode polish for serious lobbies Heroes: Boris, Vitya, Sonata, John, Al'Tazir, Muhadzha, Kate, Imp, Marcus-Kevin, Flasker and a lot more. How to help Host a lobby. Play a full session. Tell us what felt unfair, unclear, or empty. Hero Arena is meant to become a dense, interactive, esports-shaped MOBA. Right now it is the first version you can actually sit down and play. That is the point of shipping it. GLHF please, leave a feedbackHero Arena is a session-based PvPvE MOBA: farm the jungle, fight other players in fog of war, and play the match to win. The long-term aim is a competitive arena with enough depth for serious play — and enough dirty tricks that you still have a shot when you are behind.
This is an early public alpha. The loop is already there. The fantasy is not finished. If that sounds like a reason to jump in, you are the audience we want.
Match
• Free-for-all. Everyone is a threat. Camps are a threat. The fog is a threat.
• PvPvE. Clear jungle, stack gold and experience, then spend it on items. Other players will contest the same routes.
• Click-to-move combat. Right-click to move or attack. A-click to attack-move. Camera pans like a classic isometric MOBA.
• A shop, a timer, a score. Sessions have a winner. This is not an endless sandbox.
Ten heroes are selectable, with distinct stats. Kits, visuals, and map toys are still catching up — that is honest, and it is the work.
What you can play today
• Lobbies, character select, and a full match
• Jungle camps that escalate over time
• Gold, XP, levels, and a shop
• A first pass at abilities, HUD, and scoring
Expect sharp edges. Expect to report a bug. Expect the next build to feel different.
TODO:
Presentation
• Proper hero and creep models (current meshes are stand-ins)
• Skill VFX that match the fantasy, not debug orbs
• Readable map dressing: high ground, low ground, arenas, ambush routes
Combat identity
• Real skillshot kits per hero — almost everything should be aimable
• Crowd control that actually steals your movement, on purpose
• Distinct roles so a lobby is not ten copies of the same spell
The “still in the fight” layer
• Kill zones and pits you can shove people into
• Mines, gold steal, enemy teleports, creep pulls
• Mini-events on the map so a losing player still has a play
Competitive session
• Cleaner victory conditions and pacing
• Minimap and fog that belong in a real MOBA
• Talents and item identity from the design tables
• Settings, binds, and netcode polish for serious lobbies
Heroes: Boris, Vitya, Sonata, John, Al'Tazir, Muhadzha, Kate, Imp, Marcus-Kevin, Flasker and a lot more.
How to help
Host a lobby. Play a full session. Tell us what felt unfair, unclear, or empty.
Hero Arena is meant to become a dense, interactive, esports-shaped MOBA. Right now it is the first version you can actually sit down and play. That is the point of shipping it.
GLHF
please, leave a feedback
|
| Votes | 3 5 4 |
| Error Rate | 0% |
| Package References | alwaysalpha.map0001, alwaysalpha.borisclths, alwaysalpha.boris1, alwaysalpha.goblin |
| Reviews |
1 reviews
0% Recommended (0)
0% Promise (0)
100% Needs Work (1)
|
| Usage |
1 active now
21 players
80 sessions
7 hours playtime
5 minutes avg session
CCU sampled
Totals captured
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| Data | {"Versus": true, "Streamer": true, "TwoPlayer": true, "FourPlayer": true, "MultiPlayer": true, "ThreePlayer": true, "SinglePlayer": true} |