A 5v5 game with a coastal theme, directly inspired by the old lane-pushing game Battleships.

Players buy a ship and equip it with a variety of cannons which automatically fire at nearby enemies. During a match, players upgrade to better ships with stronger or more specialised abilities, while swapping and adding more cannons and passive augmentations to cruise towards victory.

The economic system is shared among the team to keep all players relevant throughout a match.

A genre-hybrid game which features extensive 20v20 battles in a fully 3D destructible environment.

The available characters fall into a few archetypes (warrior, cleric, wizard). Out-of-game, players create and customise several characters, deciding the appearance and abilities of each. In-game, players start with a low-power character, and by earning points they can swap to one of their stronger characters later.

Each team is divided into 5 squads of 4 members each, and the squads are given roles to perform within the team (2 for invading, 1 for capturing towers, 2 for defending the castle). Players generate resources for completing activities related to their squad's role. These include building ballistae, capturing the towers on each lane, or destroying castle walls and defences.

The game is over when one team breaks into the enemy's keep (an indoors environment) and defeats the core.

As well 20v20, there is a free-for-all mode with 5 teams!

'The Dawngate Revival Project' started as a fan project in 2017 to recreate the experience of playing Dawngate using the game's original assets. It has been under slow and steady development ever since.

In 2020, the team approached EA about acquiring the Dawngate IP, and ran a kickstarter with that aim raising over $100k. While it was not possible to secure the IP, they are continuing with developing a game under the new name of 'Dreambound', featuring original IP.

The team's stated mission is "To en-vigor the world with a new story and world that people can get immersed in and dive into for decades to come."

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).

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.

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.