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Devlog #0

[p]Hello everyone!

This is Jose speaking, the one steering Heroes of Anirea as a project. I’m here to give you a quick update on how the game is coming along and to share a bit about the near future.[/p][p]At the very end of this post there’s some news I think you’ll really like—so I encourage you to read it all the way through![/p][p][/p][h2]From prototype...[/h2][p][/p][p]Heroes of Anirea was born with the idea of taking risks and innovating within the Tactical RPG genre. Personally, I grew up playing these games, and I’ve learned to appreciate all the shades of black, white, and gray within the genre—but we’re not here to point fingers.[/p][p]One thing I’ve often noticed in tactics games is that they’re usually built around a single board mechanic pushed to the limit. If you don’t like that mechanic, then the game simply isn’t for you. In Heroes of Anirea, each character is a mechanic in themselves. Regardless of effectiveness, difficulty, or originality, every hero (and every enemy) stands apart thanks to their abilities and the synergies they create with others. On top of that, having more than five elemental types gives us an extra layer of balance.[/p][p]We also knew from the start that we wanted to speed up the pace of combat. We don’t want you sitting for 40 minutes watching a battle you already know you’re going to win. That’s why we’re designing smaller scenarios, with fewer participants and clearer objectives.[/p][p]And tying it all together, a roguelite system that pushes you to unlock characters and get the most out of them through equipment and global upgrades. All of this while we tell you a story—the story of the heroes of Anirea.[/p][p]As many of you already know, a few months ago we released our first trailer to show you the shape our prototype was taking. In case you missed it, here it is again:[/p][p][/p][previewyoutube][/previewyoutube][p][/p][h2]... to Game.[/h2][p][/p][p]Since that first reveal, we’ve been working hard to polish, refine, and bring those ideas to life in Unity. Some numbers:[/p]
  • [p]Up to 16 heroes in design, with 8 fully functional already.[/p]
  • [p]58 enemies designed, 20 of them already in the game.[/p]
  • [p]1 fully functional biome (Grasslands) with more than 18 stages. Two more biomes are on the way.[/p]
[p][/p][p]And while we keep building content, our artist is currently locked in a basement. We won’t let him out neither feed him until he finishes the UI design and the new visual identity for the game (Just kidding, of course we feed him—we’re not monsters!). But that’s a story better saved for the next devlog, right?[/p][p][/p][h2]What's next?[/h2][p][/p][p]You’re probably thinking this all sounds great, but you want more. That’s why we’ve decided the best way to show you is to let you try it.[/p][p]On October 20th, we’ll be launching a Steam playtest so you can enjoy the game and share your first‑hand impressions with us. If you’re not familiar with playtests, it basically means you’ll get to play a preliminary version of Heroes of Anirea for a limited time—through Steam. More info soon![/p][p][/p][p]About physical events:[/p]
  • [p]November 5–6: We’ll be at Unwrap Fest in Kortrijk, Belgium, with our own booth at one of the biggest industry fairs in Europe. We hope to publicly present a brand‑new trailer there.[/p]
  • [p]December 12–13: We’ll be at BIG in Bilbao, Spain, sharing the stage at one of the largest and best‑organized indie events in the country.[/p]
[p][/p][p][/p][p][/p][h2]Anything else?[/h2][p][/p][p]If you have any questions, suggestions, or you just happen to like what we’re doing (https://discord.gg/FE623apadv[/p][p][/p][p][/p][p][/p]