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
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!
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 pa
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
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 a
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.
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
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.
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 bu
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.
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.
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.
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 tool
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.
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 experien
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
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
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.
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. Looking forward to seeing you all there.
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.
Hello fellow defenders! We're happy to see everyone at DreamHack Beyond and today we are releasing a new demo update, 0.6.1 that brings performance fixes, reward changes to make demo more enjoyable and overall bug fixes.
Hello fellow defenders!
We're happy to see everyone at DreamHack Beyond and today we are releasing a new demo update, 0.6.1 that brings performance fixes, reward changes to make demo more enjoyable and overall bug fixes.
Hello defenders! A month ago, we released 0.5.0 with major overhauls, and today, for SteamNextFest we are releasing 0.6.0. This update includes: Revamped player HUD New build menu added, now you can place a tower, and a worker will come to build it. The worker with no task will c
Hello defenders!
A month ago, we released 0.5.0 with major overhauls, and today, for SteamNextFest we are releasing 0.6.0.
This update includes:
Revamped player HUD
New build menu added, now you can place a tower, and a worker will come to build it. The worker with no task will come. If all have tasks, the closest one will come to build it.
Workers now start gathering resources automatically at a new level start.
Workers who have completed a build will automatically gather a resource in their radius after 5 seconds.
Dialogue can now be closed and skipped.
More Video Settings
Controls page in Settings where all keys can now be reassigned.
As always, join us on Discord if you want to be part of the development and share your feedback.
Dear Defenders, We've been working hard on trying to get the spirit of The Hero We Need within a short demo; during SteamNextFest we again open the demo to everyone who wants to try the upcoming Tower Defense/RTS. Enjoy, and as always, join us on Discord if you would like to shar
Dear Defenders,
We've been working hard on trying to get the spirit of The Hero We Need within a short demo; during SteamNextFest we again open the demo to everyone who wants to try the upcoming Tower Defense/RTS.
Enjoy, and as always, join us on Discord if you would like to share feedback or get updates during development.
Dear Defenders, We've been working hard on trying to get the spirit of The Hero We Need within a short demo, during Tacticon we again open the demo to everyone who wants to try the upcoming Tower Defense/RTS. Enjoy, and as always, join us on Discord if you would like to share fee
Dear Defenders,
We've been working hard on trying to get the spirit of The Hero We Need within a short demo, during Tacticon we again open the demo to everyone who wants to try the upcoming Tower Defense/RTS.
Enjoy, and as always, join us on Discord if you would like to share feedback or get updates during development.
Just a few more days until Gamescom, and we are getting ready to welcome anyone that can come to our booth in Hall 3.2. at E-10g, we will have a demo station every day of the event between 12-15, so you can try The Hero We Need, new levels that had not been shown before. You will
Just a few more days until Gamescom, and we are getting ready to welcome anyone that can come to our booth in Hall 3.2. at E-10g, we will have a demo station every day of the event between 12-15, so you can try The Hero We Need, new levels that had not been shown before.
You will also be able to chat with the development team, and we will try to answer any questions you may have.
The time comes again for a new release. We didn’t stop working this summer, and now it’s time to release version 0.5.0, just in time for Gamescom, Tacticon, and SteamNextFest! Where we will be part of this coming fall. This update is not small either, numerous improvements have b
The time comes again for a new release. We didn’t stop working this summer, and now it’s time to release version 0.5.0, just in time for Gamescom, Tacticon, and SteamNextFest! Where we will be part of this coming fall. This update is not small either, numerous improvements have been made and performance improvements: - We reworked the particle effects that each tower upgrade brings to the projectile, with less clutter and better visuals. - AUTO-ATTACKS. Yes, now the heroes don’t just sit and wait for you to trigger an attack. If left alone, they will attack on their own, not with powerful abilities, of course, but they’ll do some damage. - Decluttered the tower radial menu. We’re now showing only the next available tower upgrade instead of all at once. - More music added to the levels - Reworked how mobs die. Physics is involved. - Bug fixes and UI improvements. And that’s only what you can see in the demo. For the full game, much more happened as we are getting close to an early-access release in November.
IT'S OFFICIAL!!! We will be part of the Nordic Pavillion at Gamescom in Koln (Cologne) where we will demo The Hero We Need in the Biz area to Press and anyone who wants to come by our booth. The founder (Georges Chitiga) and artist Andrei Cosma will be there to walk you through a
IT'S OFFICIAL!!!
We will be part of the Nordic Pavillion at Gamescom in Koln (Cologne) where we will demo The Hero We Need in the Biz area to Press and anyone who wants to come by our booth.
The founder (Georges Chitiga) and artist Andrei Cosma will be there to walk you through and answer your every question. Come on by any day between 24-28 August! and you will be able to play the full version of The Hero We Need.
As we're getting close to an early release, we're here to answer every question you have about The Hero We Need and its making. So, here we are, I am Georges, creative director of The Hero We Need and I'm here to answer. AMA
As we're getting close to an early release, we're here to answer every question you have about The Hero We Need and its making.
So, here we are, I am Georges, creative director of The Hero We Need and I'm here to answer. AMA
Hej friends, We're happy to announce our most significant update to date, where we've reworked several mechanics and did a significant UI overhaul to increase accessibility and make it more intuitive. This update is big, so I'm going to stick to listing just the main features: Ma
Hej friends,
We're happy to announce our most significant update to date, where we've reworked several mechanics and did a significant UI overhaul to increase accessibility and make it more intuitive.
This update is big, so I'm going to stick to listing just the main features:
Major UI overhaul
Runes no longer work as items; instead, they are available for free on all towers if upgraded and runes are unlocked.
Rewards no longer drop during fights, instead, these are unlocked after each level.
PAUSE Button, yes, we know you've asked for it, now you have 3-speed controls that you can switch between with F1/F2 and F3.
lots and lots of bug fixes
performance improvements
This update brings us closer to our goal of releasing in early access with 30 levels so don't forget to follow and wishlist the game on Steam.
Thank you all for your continuing support and don't forget to join us on Discord if you want to give feedback.
Happy Holidays everyone! We are happy to announce that our work for the past three months is becoming fruitful, and now, with joy, we're announcing the release of version 0.3.0 of our demo and marking the transition from Pre-Alpha to Alpha stage. This new version brings new conte
Happy Holidays everyone!
We are happy to announce that our work for the past three months is becoming fruitful, and now, with joy, we're announcing the release of version 0.3.0 of our demo and marking the transition from Pre-Alpha to Alpha stage.
This new version brings new content and a lot of fixes and improvements. To name a few:
We changed how runes are distributed. There's a drop percentage when killing mobs for common runes, and rare runes are given when finishing a level.
New mob: Champions. They walk the path but have attack damage, attacking towers, and heroes.
Reworked boss in level 3. New abilities and we added a new mechanic on how these abilities display on the screen when you fight him.
The score is displayed in real-time while playing a level. We had also reworked the scoring system. This is why we had to reset all leaderboards.
Improved color grading and over visual effects
We added a tutorial level to show you the basic mechanics of THWN.
Enemy radar now displays tooltips with information about incoming enemies when you mouseover.
Removed quests in level 2. Later quests will be replaced with a new Challenges system.
Improved controls
New ability for Rodney.
And a massive list of bug fixes for which there's no room here to list.
The executive producer/dev will stream on Steam and Youtube while playing the demo.
If you've played the demo before, we encourage you to play it again; the experience is very different.