Mobile game resembling League of Legends.
Players capture "territory" on their path to victory, and abilities sometimes behave differently on friendly territory. Heroes have access to both regular and hero-specific items (which can be unlocked on a player's account).
Aims to reduce toxicity through a friendly aesthetic, an interdependent laning economy (players benefit from their allies' success), and hiding information about other players' build choices to avoid potential controversy.
A hardcore, ruthless, and unforgiving gameplay experience. Close sibling of DotA Allstars.
Development has formally ended, though servers remain available to play and there are still occasional minor patches to tweak gameplay and balance.
Simplifies many traditional lane-pushing game mechanics to focus on being a structured team-brawling game. It has a huge range of maps to play on with varying objectives, and relies entirely on hero-specific talent trees to provide customisation options during each match.
Experimented with use of the z-axis, as well as new harvester objectives and an "affinity card" system.
After two years, its developer Epic Games closed the servers, with the generally accepted reason being to focus on the runaway success of Fortnite. The art assets for Paragon have been made free to use with Epic's Unreal Engine, making room for a range of potential successors to emerge from the community.