Resources gained from laning are at least partially shared with the rest of the player's team.

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.

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

Experimented with use of the z-axis, as well as new harvester objectives and an "affinity card" system.