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 3v3 battle arena with lane-pushing gameplay and lots of capture points. It is possible to build basic structures at a friendly capture point.

Players can select three heroes, and dynamically switch between them during gameplay.

Players pick a Retainer and a Vessel, which together form the stats and abilities of a complete character known as a 'Syndicate'. During the game, Vessels may be dropped and swapped with an allied player's Vessel to allow strategic pivoting and creative combos.

Buffs, debuffs, and dispels will play an important role in combat. There are also plans to experiment with enabling friendly fire.

An offline game for mobile, where the player controls three heroes and plays through a variety of campaign missions against AI-controlled bots. The player can control up to three heroes at once.

The game originally launched on iOS in late 2011, then received an Android release in 2015.

A 6v6 game which adapts the role structure from League of Legends, and has the sixth player occupy the role of 'Strategist'. This player acts as the team's Core structure, and can spend gold to recruit units to march down lanes towards the enemy.

This is a solo-developed project developed in Unity3D.

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 1v1 game where players play on behalf of an entire team in a lane-pushing game: choosing and upgrading their champions, troops, and buildings to counter the opponent's army. Players also choose a "primordial" to act as their main base, which has one active and one passive ability.

The game emphasises resource management, and macro over micro.

Citing DotA and League of Legends as inspiration, Eterlands adds an interactive physical environment with cliffs, trees that can be chopped down and dragged, bridges and rock walls which can be destroyed, and breaking dams to flood parts of the map which will slow enemies down. There is also a dynamic weather system.

The game seems to have never left concept phase, and available footage is minimal.