Search through our list of lane-pushing games! Note that arena games like Battlerite, Warlock, and Splatoon will not be found here!

This resource is not yet complete, and may have some inaccuracies. If you would like to contribute, please get in touch.

Category
Server Status
Development Status
Platforms
Design Features
  • Light-hearted game that experimented with lots of gimmicky mechanics and unusual heroes. The battlefield has bridges which can be raised and lowered using levers to block and open paths.

    Heroes can engage in optional side quests, or pick up one of several sub-categories of items which have unusual rules. There are also modest army-customisation options, as well as a selection of powerful tower upgrades.

  • An ambitious and heavily-featured game of grand strategy. Teams first select one of four factions (Elves, Orcs, Creeps, Undead) which each have their own armies and hero pools. They then battle on one of five maps of wildly varying sizes, each with different objectives.

    Players can destroy and rebuild outposts, construct towers and fortify their bases, reinforce specific lanes with extra troops, or re-route lanes to different locations. The heroes each have six abilities which can be empowered with a range of talents, while upgradable items can shore up weaknesses or bolster their strengths.

    EotA: Twilight shares a universe with two other games: a co-op survival called EotA: Exodus and a team escape called EotA: Maze.

  • The moment where RTS started to blend into lane-pushing games. Players control a hero and an army, but don't have to worry about tech trees or base management.

  • A weak computer army plus four human players try to survive against, and eventually defeat a strong computer army within a 2-hour time limit. There are six hero units to choose from, each effective against different enemy unit types and having its own advantages. Players can also recruit and control their own troops to assist in the fight.

  • A mobile game which is being developed based on the auto-battler AutoChess, making use of the same assets. Many of the items, characters, and synergies(!) that players are familiar with will be retained in this new format.

    The game promises competitive fairness by having all characters unlocked for free and no in-game stats tied to the user's account. It also brings some new mechanics to the mobile space: including a day-night cycle and trees which can be chopped down.

  • Players design their own character as a persistent avatar which they may bring into battle. It can have a custom size, shape, clothing, and facial features to suit the player's preferences.

    The avatar's choice of weapons and armour will affect its base stats, and which abilities it may access from the large pool available. The mastery of the game is intended to be in its "RPG-style" character creation. During a match, players can level up the skills they chose as a form of temporary progression.

    There are expected to be three lanes and two jungles, with a neutral area near the center of each lane which may be captured.