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.

Players design their own character as a persistent avatar which they may bring into battle. It can have a custom size, shape, clothing, and facial features to suit the player's preferences.

The avatar's choice of weapons and armour will affect its base stats, and which abilities it may access from the large pool available. The mastery of the game is intended to be in its "RPG-style" character creation. During a match, players can level up the skills they chose as a form of temporary progression.

There are expected to be three lanes and two jungles, with a neutral area near the center of each lane which may be captured.

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!

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.