Jungle camps which join the captor's team when taken.

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. This means 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 is made in Korea using the Unreal Engine.

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

Allows teams to upgrade their lane troops, allowing for some level of RTS strategy.

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.

Originally a 3v3 tablet game with a single lane and hotly contested jungle. Now also available in 5v5, and on PC and mac.

Simplifies many traditional lane-pushing game mechanics to focus on being a structured team-brawling game.