Three years ago, Dota2 finally broke away from maintaining parity with DotA Allstars, and started to explore new horizons under the continued stewardship of its lead developer Icefrog. Moving to a new platform is an exciting thing, and being on the source engine has opened up "infinite" possibilities for what Dota2 could become.
August 2018 Edit: All the latest games can now be viewed from the homepage!
I'm going to integrate upcoming lane-pushing games into the site search in July, so we can browse them all with rich tagging like the rest.
For now, it's almost sinful that we don't have some sort of list. So lets use this post to resolve that:
Upcoming lane-pushing games 2018 (alphabetical):
- Arkana (standalone sequel to Arkana)
- Circuits and Shields (modernised design)
- Heroes of Newerth PBT (revitalised classic HoN)
- King's Vessel (inspiration from angel arena)
- Project Phoenix Rising (3D, inspired by paragon)
- Rise of Winterchill (leadership and teamwork)
- Shrine of Imanna (Dawngate remake)
I was recently asked about 6v6 in mobas. What an interesting topic! There aren't any commercial lane-pushing games which use 6v6 as a serious/primary game mode, probably because there's no reason to mess with what's tried-and-true in your big-budget production.
In this article I want to explore how 6v6 could be done right. Lets dive right in!
It's been a long time coming. The new site is finally ready!
As well as all the reviews, design articles, and interviews you're used to, Lane-Pushing Games now has a full index of lane-pushing games, richly tagged and searchable! This includes those which haven't been reviewed yet.
Use it to check what's coming out next, search for games with similar features, or explore some new titles! I hope this will be a resource you find useful - please share it!
I will also be moving some of my design articles for Rise of Winterchill (the lane-pushing game I'm working on) to this site. I'd prefer them to exist independently of any redesign to the game's site, and there is plenty of rich thought which will be very much at home here.
My goal is to continue Lane-Pushing Games as an authoritative, impartial source of information about this distinguished category of MOBA games and their history. There remains much work to do in populating the database, and I am looking for interested persons who can help with managing and curating this resource. Feedback in general is very welcome too, of course.
And finally, perhaps I can get back to a few articles sometime soon! There are so many that deserve to be written.
The first lane-pushing game to experiment with the z-axis, Paragon introduces us to a variety of new takes on familiar 2.5D mechanics. It also flaunts some of the best graphics of its era: a rare treat in the lane-pushing genre!
During its early days, Paragon's gameplay took place on a map known at the time as Agora. A year later, the battleground changed to a new map and associated features called Monolith. We'll be examining both in detail.
Jack of all trades and master of few, Master X Master is a playfully presented game with lots of modes, features, and character customisation options to tinker with.
Among its many modes is a 5v5 lane-pushing battle called Titan Ruins, which will be the main focus of this review. The game has been announced to close for the last time on 31st January 2018, so if you haven't taken it for a spin yet, head on over to the official site and give it a spin.
Keys of Sealing is a rare example of an AoS whose gameplay is formally divided into stages: imposing a structured path to victory rather than the blurred lines of "early-game", "mid-game", and "late-game". It also has a special victory condition that is more teamfight-oriented than the familiar "destroy the main base".
In this review I'm going to cover features from both early and later versions together, as there aren't too many differences.
Today: a special feature! Martin 'Cyclotrutan' Schwesinger, the developer of Darkening of Tirisfal / Crimson Coast (2009) joins us for an interview!
Hi folks, This project's still kicking! We should have some new content on its way in the coming weeks. In the meantime...
Material, Time, Quality was one of the most interesting articles on the site for me to write. It was an experimental topic, and I wasn't fully satisfied with how I was interpreting 'Quality' in lane-pushing games. I've now updated that article with my more recent interpretation that sees 'Quality' relative to the 'board state'.
It reads more smoothly now, and with the third piece finally in place, the framework is complete as a tool for assessing decisions and trade-offs which might otherwise go unexplored. Check it out!
The moba genre has largely settled on an equilibrium with two armour types: Physical Armour and Magical Armour. Why is this the case, and could expanding the use of armours or resistances lead to greater complexity and depth?
In this discussion we're focusing on armour types and resistances that players interact with. The rules that decide how much damage a ranged troop deals to a catapult are "environmental tuning", and aren't the focus of this article.