Genre: Real Time Strategy (RTS), Strategy, Adventure
The Hero We Need
Icy lands of Kazarim coming soon
Hello, brave adventurers! We have some awesome news to share with you today. We are super happy to announce that our game The Hero We Need is getting a huge update soon. It's called Dwarf Realm and it will take you to the icy lands of Kazarim, where you will face new dangers and foes.
Dwarf Realm is not just a new update with 10 new levels. It's also a whole new gameplay experience. You will be able to build new structures. You will also have to deal with the cold weather and terrain of Kazarim, which will make your life harder and your enemies stronger.
But that's not all! We have also made some changes to the core mechanics of the game. The most important one is that death is no longer the end for your hero and your game. Instead of losing the game when your hero bites the dust, he or she will be knocked out for a while. You will then have to use the new healer building to revive your hero and bring him or her back to action.
We hope you are as pumped as we are for this update. We have put a lot of work and fun into it and we can't wait for you to play it. Stay tuned for more details and sneak peeks in the coming weeks. Until then, keep being the hero we need...or at least try not to die too much!
Troll Realm Major Update 0.8.0
Hello defenders!
The end of Q1 is near, and according to our Roadmap, the time has come to release our first MAJOR update, 0.8.0, also called The Troll Realm update. We changed a lot, in retrospect, in this form, we should have released Early Access, but let’s not dwell on the past and look at what big changes are coming in “The Troll Realm Update”. Focus went on balancing and removing the need to micromanage too many things at once. For one, the heroes now require less management, and their skills have higher damage output but way bigger cooldowns, so their use is now a bit more passive and used as emergency damage burst.
Full Changelog
Content:
10 new levels have been added to the Troll Realm. Rodney and the gang venture into the troll realm to find an ancient relic and meet the troll king to ask him to join their fight against the demons.
New playable Hero: Illana Illana has the passive ability to increase all towers health by 50% and an auto-attack with high damage output and powerful knockback.
New augment runes that change tower targeting: Most Health, Least Health, Last mob, Prioritize Ground units, Prioritize Flying units. All are unlocked by default.
New augment rune Snipe, increases tower radius at the cost of attack speed and damage.
New enemies: Bog Monster, Demon Sentry, Big Troll, Troll, Enraged Troll, Slug, Blood Slug, Corrupted Slug, Jungle Tiger, Necromancer, Fire Elemental, Fire Lord.
Features
Add a fog of war on all levels and increase camera limits for more free movement.
The tower menu will now close with left click as well.
When placing a new tower, and there’s no free worker, it will take the worker that’s gathering the most resource you have, then it will return to the same type of resource he was gathering.
Balancing
Increase Berserker attack speed from 5%/10%/15% to 10%/20%/30%
Add knock-up to spike runes attacks
Decrease Spike attack rate from 1s to 1.4s
Decrease Lightning rune damage percentage for level 3 from 50% to 30%
Decrease Lightning rune radius from 500/1000/1400 to 500/600/700 and targets hit from 3/8/12 to 3/6/9
Decrease Poison rune damage from 50/100/150 to 25/50/75
Gus’s Arcane strike damage tripled, but cooldown increased to 120s
Increase Gus’s auto attack damage from 5 to 40.
Rodney’s attack abilities' damage tripled, but cooldown increased to 90s, respectively 120s
Decrease Rodney’s auto-attack speed from 1s to 1.2s
Increase rune shards rewards based on enemy health and movement speed.
Multi Target augment rune upgraded to Rare rarity and doubled the upgrade costs.
Fixes
Mortar master runes are correctly displayed in the rewards, and it’s rewarded at level 23
Show level loss warning only if the rune had been upgraded
Fixes a bug where projectile cooldown is ignored if the enemy dies in one shot.
Wrong damage displayed on tower radial stats for poison rune
Fix music resetting itself after 30s in Quick Battle mode.
Fixes low performance on the Quick Battle mode screen.
Increase the size of the resources collision box so it’s easier to click on them
Fixes a visual issue where the projectile slot title in the radial menu was misaligned
Fixes credits screen layout on lower resolutions
Fixes pathing issues in levels 11 and 12
Adds missing icon for Damage over time stat
Completely reworked hero auto attack
Implement enemy knockback animation better
Correctly represent rune stats for Berserker rune that it increases attack speed
Fixes hero ability cooldowns not resetting after a level restart
Fixes a bug where post-processing effects would apply to the map screen if you go to the map screen once a level has started
Increases map screen camera movement speed and increases edges
Add Spear projectile rune to rewards.
Make knockback always move mobs back on the spline rather than in the direction the hero is facing
Experimental branch
Sometimes an update takes a bit longer, they come with more content, fixes, balancing changes, and features, and these need to be tested more thoroughly. So we decided to create a public experimental branch on Steam that anyone can test what's upcoming. Feedback and any reports are most welcome, either here on the Steam community hub or on our discord https://discord.gg/bYFWVj5Wf8
To play the experimental branch, all you have to do is to find The Hero We Need in your Steam library, right-click -> Properties and under Betas, select Experimental.
Change logs for the experimental branch are not yet available. We're trying to figure out the logistics for that right now.
Update 0.7.2 out now!
Hello defenders! Once again, we meet with news of a new update, version 0.7.2 has just been released with some more fixes and improvements.
Changelog
Features
- Added support for DX 11 - Added more graphics options in Options -> Video, so you can make the game look as terrible (or good) as you want. - When first running the game, we start a benchmark to determine if you’re running the game on a toaster, and we set the initial graphics options suited for your hardware.
Fixes
- Wrong reward was shown in the campaign if the level you just finished had no reward. - Worker reward at level 9 was missing from the rewards bar; he is now there, waving at you. - Level 9 had a path where ground monsters were flying over the gate…their wings had been cut off. - Animation on the map, which unlocks a new level, was painfully slow, we changed its batteries, and now it's three times faster. - In level 8, sometimes the prince would materialize at the start of the level into a fence, incapable of moving. He now knows better. - Tutorial was asking you to load a rune but was pointing to another; it’s like he wanted you to fail. - Redesigned path highlights before a wave starts. The direction of the wave should be much more clear now. No Joke! - The stairs in level 10 were too high for the prince to get on them, or he needed to workout more, but in any case, we made them smaller for our highness.
Update 0.7.1 released!
Hello defenders! 0.7.1 is out now with fixes and improvements based on feedback we received from you.
Changelog: 1. Optimized mob shadows, so the game should be more performant when you have many enemies on screen.
2. Redesigned "Under attack notification" and added a shortcut button (default F) to snap the camera to the place where the hero or tower is attacked
3. After building a tower, if left idle, now workers go to farm a resource of the same type they were farming before instead of the resource you have the least.
4. Improve hero auto-attack; while still not perfect, he starts auto-attacking faster.
5. Implemented Credits screen in the main menu; now you can see the people behind THWN
6. Fixed an issue where incorrect keybindings were set for selecting characters. Now they are correctly set to CTRL+1, CTRL+2, CTRL+3 ... CTRL+9
Thank you, Join us on Discord to be notified of beta builds and share your feedback with us.
THWN Roadmap
Hello defenders,
We happy to share with you the THWN Roadmap for Early Access. You will also see it on the store page but most importantly, join us on Discord and help THWN shape up with suggestions and feedback as we progress. You will find that we're very good listeners.
Day 1 Hotfixes
THWN is out now for everyone to play, and some users have joined us on Discord and helped us out by sharing their issues and we did a quick patch to take care of them.
Fixes:
Players would get stuck in the tutorial because the wrong rune was unlocked.
In some resolutions the tooltip and cursor would be too big.
Thanks, Georges
Early Access Out NOW!
Get ready to immerse yourselves in a new world of adventure and action as The Hero We Need launches today on Steam Early Access. Developed over the past three years by our dedicated team of 3 and many collaborators, The Hero We Need offers an exciting and engaging gaming experience that will leave you wanting more.
In Early Access, players will have access to 19 levels to explore, 2 heroes to play with, and Quick Battle mode to test their skills. Players can choose between the two heroes, each with their unique abilities and characteristics.
As an Early Access release, we commit to providing regular updates and new content to our players. We are excited to announce that we will release ten more levels in the upcoming weeks, giving players even more challenges to overcome and enemies to defeat.
"We are thrilled to finally bring The Hero We Need to the gaming community. We've put a lot of time and effort into developing a game that we hope will provide a memorable and enjoyable experience for our players. We are committed to listening to our players' feedback and continuously improving the game with regular updates."
The Hero We Need is now available on Steam Early Access at a discounted price for first week only. Don't miss out on this exciting new adventure - join the action and become a hero in The Hero We Need.
We invite everyone on our discord to share feedback and suggestions as we continue to developer The Hero We Need. https://discord.gg/bYFWVj5Wf8
Goodbye demo, hello early access!
As we approach our early access release, we decided that we disable the demo so that we can decrease the workload on us while focusing on the main game. We expect a lot of changes and new content to emerge during Early Access, and keeping the demo up to date will take too much of our time, time better spent on building new content and features.
Dev.Play 2022 | The Hero We Need
Hello fellow defenders,
We are meeting today at Dev.Play 2022, and we'll have a special broadcast with Baabuska on 25th October at 16:00 CET on her channel.