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Evercore Heroes: Ascension News

What is a hero roguelite?



[h2]From MOBAs to Roguelites: The Design Journey of Evercore Heroes: Ascension[/h2]

Hi there,

Volibar from the Vela Games team, game director on Evercore Ascension: Heroes.

Evercore Heroes: Ascension represents a culmination of my 20-year journey in game development, blending lessons learned from action games, MMORPGs, and MOBAs into a cooperative roguelite experience that we hope breaks new ground for the genre.

As we approach our early access launch, I wanted to share some insights into our design philosophy, the challenges we’ve overcome, and the unique elements that make Evercore Heroes: Ascension special.

[h2]Finding My Way to Cooperative Design[/h2]
My journey in game development began at Activision, where I cut my teeth on action games and learned the fundamentals of level and combat design. But a pivotal moment came when I joined the World of Warcraft beta and discovered the joy of playing with others. That experience fundamentally changed my career trajectory.

I, unsurprisingly in hindsight, found that playing with other people was super fun! I think it’s easy now to forget the real joy that playing with other players can bring, whether they be friends or friends that you make online.

After working on an MMORPG I had the opportunity to move to Riot Games, where I was one of the first 15 team members on League of Legends. Those nine years at Riot taught me invaluable lessons about hero design, player engagement, and community building. By 2017, after nearly a decade at Riot and having moved to Ireland, I felt the pull to build something new again.

That’s when my co-founders and I established Vela Games with a clear mission: create games that let people have fun together. Evercore Heroes: Ascension is our second title, and while it shares a universe with our first game, it represents an entirely different experience and way to play.

[h2]The Roguelite Conundrum: Heroes vs. Variety[/h2]
One of our biggest challenges was reconciling the hero-based gameplay we loved with roguelite conventions. Traditional roguelites typically start with a “paper doll” character that transforms through items and upgrades, while hero-based games rely on distinct identities and playstyles.

How do you adapt a hero kit with distinct visual identity, gameplay feel, and specific abilities to a roguelike or roguelite genre? This was one of the big challenges we’d have to overcome. But, if we could successfully merge these approaches, we would be able to offer a wider range of playstyles for teams to enjoy, where every player could feel they had a distinct and meaningful role.

The solution wasn’t immediately obvious. We experimented extensively, trying to retain enough of each hero’s identity while introducing the run-to-run variation that makes roguelites compelling. This is a balance we continue to refine, but the payoff has been worth the effort.



[h2]Designing the Perfect Co-op Playground[/h2]
Another critical question was determining the right format for a cooperative roguelike environment. Should we create an open-world exploration experience or stick with more classic room-by-room encounters?

After extensive testing, we landed on a classic “roguelike island format” that keeps players naturally grouped together. This design choice was deliberate – we wanted to ensure players couldn’t get massively separated from their teammates, encouraging constant cooperation and allowing us to design encounters around team play.

This approach lets us create moments where teamwork genuinely matters, not as an afterthought but as the core gameplay experience. When every player is roughly in the same place at the same time, we can craft challenges that require coordination, communication, and complementary abilities.

[h2]Heroes That Truly Complement Each Other[/h2]
What truly sets Evercore Heroes: Ascension apart is our approach to hero design and cooperative mechanics. Each hero isn’t just statistically different – they embody completely distinct playstyles even within the same class.

On the hero side, we want to be able to offer people a wide range of playstyles. We have three archetypes (support, damage dealer and tank), but even inside each of those archetypes, each hero plays dramatically differently.

Take our support heroes as an example: Lotus is a melee support who heals allies by engaging in combat – a paladin-type archetype that thrives in the midst of battle. In stark contrast, Beko has no offensive abilities whatsoever, functioning as a pure healer focused entirely on keeping the team alive.

This diversity serves multiple purposes. It creates distinct gameplay experiences, offers entry points for players with different preferences, and enables unique team compositions and synergies. We don’t restrict what heroes you can bring into a run – while a balanced team of tank, support, and damage dealer might be optimal, players are free to experiment with any combination.



[h2]The Liberation of Player Freedom[/h2]
One of our most significant “aha” moments came when we decided to remove as many constraints as possible from the player experience. Early in development, we were caught up in trying to make the game fair and balanced, but eventually realized we were missing the essence of roguelite gameplay - it was a little too RPG-ish still.

This philosophy shift now extends to our reward system. In Evercore Heroes: Ascension, 95% of the time, all players see the same rewards and can make coordinated decisions about their builds. You can all pursue the same build path or diversify based on your roles – the choice belongs to the players.

This freedom creates fascinating dynamics. The same upgrade that grants fire damage has dramatically different implications for a tank, a damage dealer, or a support. Players can discover emergent synergies, like one player setting enemies on fire and another detonating them with a separate ability.

[h2]Balance Through Imbalance[/h2]
Our approach to balance might seem counterintuitive: we’re not trying to perfectly balance everything. Instead, we embrace the roguelite convention of having good runs and bad runs, encouraging players to adapt to what’s in front of them rather than executing the same strategy every time or chasing the same build.

If you attempt one particular build on one particular strategy every time, you’re likely to be disappointed. Instead, use what makes sense as you seek the potential to open up new interesting ways to play.

When balancing hero abilities with team synergy, we pushed individual hero abilities as far as possible, establishing them as the baseline for standard variables in the environment. From there, we invite players to discover team synergies, not just between individual abilities but through the builds they assemble during each run.

This approach enables truly cooperative gameplay that transcends what’s possible in single-player roguelites, and even in many co-op ones.



[h2]Learning From you, our Players[/h2]
Player feedback has been instrumental throughout our development process. We’ve playtested extensively, both internally and with outside players, incorporating their insights to refine the experience.

This approach hasn’t been without its blind spots. In some cases, we were so focused on understanding the depth and replayability of our systems that we missed feedback about fundamental aspects of the experience, like input controls. But, when we get really clear feedback about something we’ve missed, we immediately listen and the game is better for it every time.

This iterative process has helped us build a stronger foundation for the game while maintaining our vision for cooperative roguelite gameplay.

[h2]Looking to the Future[/h2]
As we continue to develop Evercore Heroes: Ascension, we’re excited about the possibilities ahead. We currently have six heroes in the game – two tanks, two damage dealers, and two supports – but production is already underway for more than double that number.

Each new hero introduces fresh playstyles and potential synergies, expanding the game’s depth and replayability. We’re also constantly researching and developing new effects and mechanics that enhance the cooperative experience, including abilities that specifically require multiple players working together – something that simply isn’t possible in games where co-op is an “option”.



[h2]Beyond Evercore: A New Approach to Cooperative Play[/h2]
I believe that cooperative play has tremendous untapped potential across the gaming industry. While there are countless excellent single-player roguelites spanning various genres, cooperative play with roguelite elements adds another layer of thinking and variation that creates uniquely engaging experiences.

My hope is that Evercore Heroes: Ascension can demonstrate the promise of this approach, delivering a compelling cooperative roguelite experience that inspires other developers to explore similar directions in their own projects.

[h2]Closing thoughts[/h2]
Creating Evercore Heroes: Ascension has been a journey of discovery, experimentation, and occasional reinvention. By embracing the tension between hero identity and roguelite variety, prioritizing player freedom, and placing cooperative play at the center of our design, we’ve crafted an experience that feels both familiar and fresh.

As we move into early access, we’re excited to continue this journey with you, our community! We can’t wait to continue refining our systems based on your feedback and expanding the game with new heroes, abilities, and challenges. The road ahead is full of possibilities, and I can’t wait to see how you respond to what we’ve built together.

See you in Ascension!

~Volibar

Coming to the next demo!



[h2]Greetings Heroes![/h2]

It's been almost a week since our first demo and we are already looking forward to the next one! We want to thank you all for playing our demo and providing precious feedback. We'd like to share with you what we learnt during the demo period and more importantly, what we'll be focusing on next!!

Ready to read more? OK - let's go~!

[h2]How did the demo go!?[/h2]
First of all we are very happy with the stability of the game and the pace in which we were able to deliver patches to you with fixes, new features and content. We released a whopping 3 major patches during this period where your feedback and bug reports were instrumental! We definitely want to make sure we keep this up going forward!

Here are some of the update highlights:
  • - Introduction of Core Powers
  • - Luum regen implementation based on feedback
  • - Fyn got some deserved love!
  • - Fixed many keyboard + mouse related issues (we got you azerty players!)
  • - We tuned the frost mechanic - less annoying, still very frosty!
  • - Tuned balance and fixed a lot of bugs (thanks for reporting!)


We realize that we were a tad too eager in releasing the demo and probably should have waited a little longer until the release of the core powers and the fix of the gameplay flow for a better initial experience. Lesson learnt!

Next up we realized a lot of you jumped into solo play during the demo period to face the world of Lumerea on your own. Very cool! Although we do feel that because of this we didn't get to show the game off in the best way possible - which of course is in co-op mode! With our game being built and optimized around Co-Op we maybe didn't do the best job of selling it to get you all to try it out. This in return caused queue times to be longer than we wanted and resulted in less players trying it out which is something we'll be looking into!

Last but not least we were very happy with the content we shipped to you all and it was awesome to see you all try out different builds and we know you hunger for more replayability! We feel we can push it way further in regards to content variety for the next demo - we got you! We have some really cool and different ideas of what we can do to make this more fun for you so keep an eye out for that!

[h2]Our focus for the next demo![/h2]
Real talk! Taking the previous points in mind, here are the top contenders we'll be working on for the next demo!

1. Team composition
We'll be offering more heroes to play with - we feel that having more than one hero per role will heavily impact run replayability. It will not only grant you more flexibility in playing your favorite role but will also let you create new team compositions as well as experiment with less conventional combinations like two healers without a tank for example. We'll keep a good eye on how this develops and might ask some feedback based on this and iterate!

2. Run diversity
More heroes isn't the only answer to run diversity & replayability. We are looking into other and new ways to add more variety to a run like more game breaking shard effects, adjusting core powers, making adjustments to the run itself and changes to enemy variances! All in all, we want you to feel that every run you play feels wildly more different from the previous! More on this once we have something more contextual to show!

3. Upping our input
Another focus point based on your feedback is making the game feel better and more responsive. You let us know that it felt like your input method wasn't always working well - and at times it actually wasn't! We're looking into updating our entire input system so it seamlessly switches between control schemes automatically, supports a wider range of input devices and will generally just be more responsive & better.

4. Balance tuning & bug fixes
We'll continue to tune balancing and hero balance with an eye on making the early game doable for everybody but tune up the difficulty nob the further you get in! And of course we'll keep working on crushing those bugs - no, not the icky kind - as we go so expect more fixes!

[h2]Thank you for playing![/h2]

We want to once again thank you all so much for playing our demo and we can't wait to see you create and discover new (game-breaking) builds!

Wait.. Beko, is that you!?



~Vela Games team

Demo ending March 8



[h3]Hey everyone,

We'd like to let you all know ahead of time that we are taking down our demo on March 8 at:

8 am GMT
3 am ET
12 am PT[/h3]

"As the portals to Lumerea flicker they leave a magical residue resonating in the air, humming quietly waiting for the next time.."

We loved seeing you play and we can't wait to see what you do when we return with more and exciting new content! Thank you for playing!

During the demo period we released 3 major patches addressing your feedback and reported bugs and we aren't stopping there. We'll be using the upcoming period to fully focus on improving the demo before bringing it back for round 2!

If you haven’t played Demo 1 yet though, there’s still time!



[h3]CHALLENGE EVENT WINNERS[/h3]

Mountains were moved and many gold gobblers were slain to gain the most gold and achieve the shortest time! Give it up for our brave winners of Maxx's challenge event!

  • Az740
  • DaddyHaz
  • Hykarusa
  • Jayden Daniels
  • Kemdrass (Douji)
  • Luckydeathwish
  • OMGparticles
  • Penscythe
  • Rubinshki

All the winners will get a shard inspired by their name in one of the upcoming patches! We'll reach out to you before we implement it.

Thank you all for playing and we will see you in Lumerea!

~The Vela Games team

Demo Patch 1.1.2 - Frost Changes, Balance Updates, & Bug Fixes!!

[h3]Hey everyone, we are here with our next patch update! We'll require some downtime starting now and the patch will be LIVE at about 2:30 PM GMT WE ARE LIVE![/h3]



[h2]Demo Version 1.1.2[/h2]

In this patch, we have continued to focus on fixing bugs, implementing quality of life improvements, and fine-tuning the difficulty of the early game experience – in response to valuable feedback from our community.

[h2][General Balancing][/h2]
  • Decreased early Golem enemy health and damage, especially in Hero Mode
    NOTE: this is to smooth out the early game ramp, based on feedback. This change is really to help new players feel like they can get further in the game early on.
  • Turned down Frost punishment (for now!) NOTE: we’ve made some adjustments here, as well as preventing Ice Lock. We’ll keep an eye on this as more status effects come into the game.
  • Now requires (5 > 6) stacks to turn you into a block of ice
  • Ice block duration has been lowered (5 > 3 sec)
  • Frost stack duration reduced (3 > 2.5 sec)




[h2][Shards][/h2]
  • Shards that grant Ability Power should now grant based off the base value, not the cumulative value.
    NOTE: This should not have a major effect on the game, but instead make things more clear for what you’re getting.
  • Smite has been increased in cost in the Shop to 1,000 gold and had its damage effect reduced at all levels
    NOTE: this shard should be extremely strong still, over time adding a good % to DPS. It was just incredibly strong and dominating previously.
  • Parting Gift should no longer crash the game when you use Cynder's ultimate
  • Bounty Hunter has been removed from Fury (yes, this time for real!)


[h2][Core Powers][/h2]
  • There is a known issue with Lottery Ticket not always triggering consistently. We are investigating and will fix this in a future patch
  • Marty’s Motivation and Luum Spring have updated effects and should be more clear when they’re triggering


[h2][Heroes] [/h2]
  • Fixed a bug that was sometimes causing Cynder’s ultimate to stack up extra Ability Power


[h2][Enemies][/h2]
  • Golem shooters have been tuned and will wind up slightly longer to punish melee heroes less
  • Golem shooter damage projectile slowed slightly to diminish offscreen damage
  • Golem slashers animation slightly adjusted to be more fair
  • Thrashclaw has been tuned to be a little bit shorter of a fight now in Hero Mode
  • The Wolf Howl ability has a slightly longer windup
    NOTE: the Howl is supposed to be something that you anticipate and mitigate in some way, but we tuned it to have a slightly longer window to react.
  • We've made changes to improve enemy responsiveness. This should force enemies to re-evaluate targets more often - we'll continue our efforts to get this to where we want it to be
  • The Healer Golem now applies a Healing Debuff when you’re hit by their projectile attack
  • It should be more difficult to hide from Thrashclaw in his lair - he should now always go for you and no longer idle around in certain areas of the map
  • The health bar of Thrashclaw and the Tower encounter is no longer inverted


[h2][Controls][/h2]
NOTE: We’ve continued to focus on improving the Keyboard + Mouse Beta experience with general fixes for basic functionality. As these are not finalized, we appreciate the help from community members with bug reports and feedback!

  • Fixed bugs that were preventing Keyboard + mouse users to 'escape' most menu screens
  • Keyboard + mouse users should be able to use Activatable Shards more easily


[h2][General Improvements][/h2]
  • Heroes should no longer repeat the same hit sound effects in short succession when taking damage
  • Soulbound Blooms (ability upgrades) should now show all your party's rewards
  • Tuned some of the taller objects in the maps so they no longer obstruct view

Small Hotfix - 12:15 - 2:30pm IST Sunday

We're deploying a small hotfix which should increase the reliability of loading games in Co-Op. Sometimes this behaviour could cause you to load back to the menu. Thanks for your patience!