A project with the aim to innovate on the stagnant waters of the MOBA space. The game's design starts with a conservative approach which respects the core principles of the genre, and will involve community-led iteration to brainstorm new features.

The game draws on Heroes of the Storm for its talent system and mercenary camps, League of Legends for summoner spells, Dota2 for asymmetric items and denying troops, and Heroes of Newerth for fast-paced combat and a darker atmosphere.

A Pokémon-themed game which allows players to play as a Pokémon and choose new moves as they level up and evolve. Its matches last for a fixed amount of time.

Players collect tokens in the "jungle" area of the map, and can turn them in at five "scoring areas" along the lanes on the enemy's half of the map. The deeper scoring areas award extra points, while double points are awarded in the final minute. Victory is given to the team with the most points after a fixed time limit.

A game with cartoony/chibi graphics that allows teams to capture giant mercenaries from the jungle. It appears to be targeting PC, Mobile, PS4, and PSVR.

Gameplay takes place on a 3D planet, with lanes from the north to south poles. The planet slowly rotates, and players need to stay on the "sunny" half to survive. Also, map objectives become physically inaccessible or disappear for a while, as new ones are steadily rotated in. This creates a natural pacing for when objectives will come up, and pressures teams with the advantage to claim as much as possible from the map before it vanishes into the dusk.

The heroes are sci-fi interpretations of the greek gods, and several of them can fly by default. This is balanced as one of the "summoner spells" in the game can temporarily disable flight.

Ascendant One was developed in Korea using the Unreal Engine.

Drops you into a community that is overwhelmingly positive, and interested in everyone's personal growth as leaders and team players. This game makes teams feel like teams.

The game will ship with a co-op lane-pushing survival mode, as well as extensive tools for modding and creating new lane-pushing games.

Its lead designer is Softmints: author of this site and two previous lane-pushing games: Dota Outland and Rise of Winterchill (2007).

Side-scrolling platformer with an emphasis on temporary effects and bonuses obtained from jungle camps.

A sci-fi game with a large focus on the lanes. Teams may upgrade their troops and increase the numbers being spawned. This allowed for some level of RTS strategy with certain troops countering others.

Primarily a hero shooter, but has a basic lane-pushing mode with a single lane. Aside from levelling up, heroes can build miniature towers, healing pads, or accelerator pads at a few predetermined locations.

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.