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Heroic Live Service Model

Solo

4 Months

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Excel

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  •  Design a progression system that can support over 1000 hours of player engagement

  •  Create an inflation resistant player economy to drive retention and enable monetization strategies

  •  Develop social systems focused on promoting players to create new connections

  •  Pitch ethical and palatable monetization tactics

  •  Design a game which could feasibly hold all of these systems

Project Goals

Procedural

For the sake of simplicity, I chose to do a linear account progression targeting 1 hour per level with 100 total levels.  Player's account level resets every 6 months alongside a new card set which brings with it ~200 new cards and 10 new heroes. The reset enables players to earn the level 100 reward again, which allows them to unlock a hero of their choice for free. Heroes are extravagantly expensive.

Roughly 100 hours depending on win rate

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Daily reward  tightens the bands between hardcore and casual players

Heroes are the cornerstone of Heroic. As a player's hero levels up, it gains new abilities which hint to new strategies and new deck building opportunities. The game will release with 10 heroes to unlock and play, with 10 more dropping every 6 months. The core audience will never not have a hero they could be earning progression on.

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Encounter
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