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Evercore Heroes: Ascension News

New Damage Hero & Guide!



[h2]Greetings heroes![/h2]

We are two weeks in and have so far revealed both our new support as tank hero! It’s high time we have a look at the new damage dealing hero as well!

Step out of the shadows and into the light with...



[h2]Shade: the Shadow Blade[/h2]

Hiding in the shadows, no target who has ever seen Shade has been able to tell the tale. Coming from the dark cyberpunk city of Noktra, she’s a master assassin that does anything to get the job done, even if that means working together as a team!

Shade does not want to be seen and is your assassin archetype hero. She excels at locating high priority targets and dealing high single target damage with multiple ways to get both out-as into danger.

If high damage numbers and flashy skill expression is what you are looking for then Shade is made for YOU!



[h2]DPS playstyle[/h2]

Shade is all about staying safe, striking when the moment is right and getting out when things get too hot under her feet. Being a squishy character a few hits can prove fatal if dispositioned after all. Luckily Shade has a lot of tools to close the gap and get out of danger.

Where Cynder has a lot of AOE abilities and range to do his damage safely from afar, Shade will have to put herself at risk and jump in and out to be effective. To help you on your mission she has not one dash, but THREE of them! Outside of your normal dash, you’ll have a blink ability that doesn’t just make you dash but also drops all aggro while doing so and you have a jump that damages all enemies you dash through for extra damage. Use them wisely as every misstep can be deadly…

What makes a good Shade player is figuring out when it’s safe to jump in and when it’s better to wait or swap targets. Good targets to go for are those that are weak or critical like shooting enemies or bigger healers that keep enemies alive. There is no shame in playing the objective and assassinating vulnerable enemies in the backline rather than going for the big yeti in the spotlight!

As a melee damage dealer, your main focus will be on direct damage shards to boost her damage even further rather than utility. Being a more melee squishy character with high damage it can also be wise to pick up one or two defensive options to survive the occasional big hits.

Having to pick off targets and dashing in and out grants Shade a unique playstyle that’s very different from any other damage dealing hero!

What is your damage dealing style?



[h2]How-to-Play footage[/h2]

We of course asked our friend DaddyHaz as well to give us his take on damage dealers!

https://www.youtube.com/watch?v=kDEu26mty24

Missed a video in the series he made for us? You can find all previous videos he made in the following playlist:

https://www.youtube.com/playlist?list=PL1JJWmq4eS6xk1x9x-LRMkKN8xAfLc_yX


I hope you enjoyed this little series where we dug a bit deeper into the playstyle of our new heroes and we'll be back soon with more exciting news about the next demo!

~Vela Team

New Tank Hero reveal & guide!



[h2]Greetings heroes![/h2]

Last week we had a look at our new support hero Beko, the spirit of rejuvenation as well as fan favorite!

This week we’ll go close to the action and have a look at our new tank hero!



[h2]Riiva: the berserker tank[/h2]

Fearless, full of fury & driven by rage, Riiva is a formidable warrior that makes you ROAR! Throwing herself into danger to protect her allies, you definitely do NOT want to be on her bad side!

Riiva is not your traditional tank, wielding twin axes and jumping into the fray - she is the embodiment of offense being the best defense! Where she lacks a level of tankiness and the ability to stun enemies she makes up for it by being able to parry crucial hits and dealing more damage in prolonged fights.

If you like to charge your enemies head-on, deal damage by staying in the fray and go completely wild then Riiva is your hero of choice!



[h2]Tanking style[/h2]

Riiva is all about living on the edge, taking risks and going wild to keep your allies safe! She has quite a few tools to do this like throwing her axe to not only slow and taunt enemies further away but also granting her the ability to jump to it. You can use this to either close the gap, switch enemy targets OR secure an escape path when things get too hot!

What sets apart a good Riiva player from a great one is the ability to parry abilities pitch perfect! Learn the abilities of your enemies and you will be capable of not just avoiding damage mid-fight, but also be able to avoid stunning effects which would leave most heroes powerless!

Where a more traditional tanking hero like Fyn prefers to build more defensive shards to be this unstoppable body, Riiva has more flexible options as a tank/damage dealing hybrid. Offensive shards like on-hit effects for example are pretty powerful on Riiva as her attack speed increases while she fights meaning you’ll get quite a lot of hits in.

Stay on the move, parry enemy abilities and go ham- Riiva is a berserker type tank that’s tougher to learn but will grant more skill expression and power in the right hands!

What is your tanking style?



[h2]How-to-Play footage[/h2]

Just like last week we’ve asked DaddyHaz to give us the run-down on how he plays tanks in Evercore Heroes: Ascension!

Check out how he plays Riiva & Fyn

[h3][HERE][/h3]

Last but not least, next week we’ll have a look at our newest damage dealer hero to join the roster. Until then!

~The Vela Team

PS - If you want to watch Daddyhaz live as he plays the upcoming demo, go visit him on Twitch: https://twitch.tv/daddyhaz

New Support Hero & Guide!



[h2]Greetings heroes![/h2]

We are excited to announce that we are adding 3 new heroes to the roster! This means that for the next demo you’ll have access to 2 support, 2 tank and 2 DPS characters.

This week we’ll be looking at the new support hero and their playstyle.



[h2]Beko: The Spirit Healer[/h2]

Slightly mysterious with their mask but also utterly adorable, it is said that Beko is secretly a powerful ancient spirit of rejuvenation! Coming from an actual swimming giga-turtle island we call Moxy, Beko is a powerful healer using a mystical lantern to keep their allies safe!

Beko is your more traditional healer, focusing on keeping allies and themselves out of harm’s way by using ranged attacks, crowd control and healing abilities.

Don’t enjoy being close to enemies and want allies to be at your mercy? Then Beko is your guy!!



[h2]Support style[/h2]

Beko is all about positioning their lantern. Beko has the unique ability to move their lantern to an ally and back to themselves at will. Whoever holds the lantern will get healed when enemies are slain close to them but will also function as a platform from which Beko can cast heals and push enemies!

What distinguishes a good from a great Beko player is not only the ability to keep yourself out of harm's way but also being able to keep track of who has the lantern and switching this up during a fight to make the most out of your abilities.

With Beko being a lot more squishier than Lotus and having higher healing values it can be a good idea to look for shards that boost survivability, boost the abilities of your allies - or go crazy and turn healing into damage, the choice is yours!

Compare this to Lotus, our take on a paladin arch-type, who heals by being part of the action and you get two completely different takes on playing a support within the game!

What is your support style?



[h2]How-to-Play footage[/h2]

We’ve asked our most active community member DaddyHaz to give us his take on our new heroes and made a video on how to play support in Evercore Heroes: Ascension.

[h3]Check it out HERE on YouTube![/h3]

Come back next week as we’ll reveal the new tank hero!

~Vela Team


PS - If you want to watch Daddyhaz live as he plays the upcoming demo, go visit him on Twitch: https://twitch.tv/daddyhaz


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