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).

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.

Emphasises rich and engaging hero combat. The game has many unusual skill-shots, and there no stuns or randomness. Combat instead focuses more on displacement and environmental or situational damage.

The jungle is a persistent team objective rather than an economic space for a single hero to occupy, and a variety of different creep camps and reward structures have appeared in the game over the years.

The game had an unusually refined item system, with a fullscreen shop interface, typed shortcuts, recommended items, recipe autocompletion, all items stacking with each-other (at reduced efficiency), and custom item stats like bonus ability radius or duration.