A play-to-earn title, formerly known as The Immortal Mystics.

Has some crossover with the RTS genre. It promises greater intensity in team play and a larger variety of game mechanics, including the ability to upgrade friendly towers and spawn powerful troops.

There is a 'team skills' system where characters have an extra power in additional to their ultimate, which has elemental interactions. The armour system allows players to change attributes during the game. Match times should be between 10-30 minutes, and there are at least 3 maps available to play on.

The team is also working on engine technology for developing RTS and lane-pushing games.

A Paragon successor project. Players can earn a special resource called 'favour' by reaching certain milestones with their last-hits, kills, and participation in objectives. Over time, favour can be allocated to 'factions' to improve the strength of certain items.

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.

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.

Heavily asymmetric game with large armies and role-focused heroes. Has clever and thematic mechanics for troop upgrades and management. There are only 6 heroes to choose from on each team!