Hero Arena
GameA competitive session MOBA: PvPvE, farm. Aimed at esports — more wild interaction ahead
Hero Arena is a session-based PvPvE MOBA: farm the jungle, fight other players in fog of war, and play the match to win. The long-term aim is a competitive arena with enough depth for serious play — and enough dirty tricks that you still have a shot when you are behind.
This is an early public alpha. The loop is already there. The fantasy is not finished. If that sounds like a reason to jump in, you are the audience we want.
Match
- Free-for-all. Everyone is a threat. Camps are a threat. The fog is a threat.
- PvPvE. Clear jungle, stack gold and experience, then spend it on items. Other players will contest the same routes.
- Click-to-move combat. Right-click to move or attack. A-click to attack-move. Camera pans like a classic isometric MOBA.
- A shop, a timer, a score. Sessions have a winner. This is not an endless sandbox.
Ten heroes are selectable, with distinct stats. Kits, visuals, and map toys are still catching up — that is honest, and it is the work.
What you can play today
- Lobbies, character select, and a full match
- Jungle camps that escalate over time
- Gold, XP, levels, and a shop
- A first pass at abilities, HUD, and scoring
Expect sharp edges. Expect to report a bug. Expect the next build to feel different.
TODO:
Presentation
- Proper hero and creep models (current meshes are stand-ins)
- Skill VFX that match the fantasy, not debug orbs
- Readable map dressing: high ground, low ground, arenas, ambush routes
Combat identity
- Real skillshot kits per hero — almost everything should be aimable
- Crowd control that actually steals your movement, on purpose
- Distinct roles so a lobby is not ten copies of the same spell
The “still in the fight” layer
- Kill zones and pits you can shove people into
- Mines, gold steal, enemy teleports, creep pulls
- Mini-events on the map so a losing player still has a play
Competitive session
- Cleaner victory conditions and pacing
- Minimap and fog that belong in a real MOBA
- Talents and item identity from the design tables
- Settings, binds, and netcode polish for serious lobbies
Heroes: Boris, Vitya, Sonata, John, Al'Tazir, Muhadzha, Kate, Imp, Marcus-Kevin, Flasker and a lot more.
How to help
Host a lobby. Play a full session. Tell us what felt unfair, unclear, or empty.
Hero Arena is meant to become a dense, interactive, esports-shaped MOBA. Right now it is the first version you can actually sit down and play. That is the point of shipping it.
GLHF
please, leave a feedback
24
Total Users
95
Total Sessions
10.4 hours
Total Playtime
Positive
Negative
How this works: This chart tracks all anonymous thumbs up/down votes, not just the written reviews below. Playtime is permanently recorded at the exact moment the user casts their vote. Data is exactly as returned by the Facepunch API.
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34.1h - 68.3h
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Package ID:
alwaysalpha.heroarena
Created:
2026-08-18 20:51 UTC
Updated:
2026-09-10 12:11 UTC
Type:
game
Public:
Yes
Version:
379361
files:
366
Size:
128.1 MB
Engine Version:
29
Asset Version ID:
379361
Version Created:
2026-09-10 12:11 UTC
Hash:
1789042286
Manifest: Open manifest
Multiplayer:
Yes
Versus:
Yes
Co-op:
Unknown
settings Engine & Multiplayer Configuration
Player Count:
1 - 10 Players
Tick Rate:
50 Hz
Network Type:
Multiplayer
Launch Mode:
Normal
Startup Scene:
scenes/main.scene
Map Select:
Unrestricted
379361
Sep 10, 2026
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Aug 24, 2026
Changes on 2026-08-24
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