Hero Manager news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Steam app typegame
- Steam App ID2671700
- PriceNo longer available on Steam Store
- Release dateTo be announced
- DeveloperCupkek Games
- PublisherCupkek Games
- Parent gameNot available
Genres: Indie, RPG, Simulation, Strategy
Company pages: Developer: Cupkek GamesPublisher: Cupkek Games
No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.
Top Steam chartsTop 100 gamesGame directoryNo current Steam Store offer
Hero Manager Steam news
Hero Manager news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Scouting Cruios - New Heroes & Combat Overhaul - Base Comes Alive - 18 October 2025
It’s been a while since the last update — the “demo on the horizon” post didn’t quite age as planned. But development hasn’t stopped for a second. I’ve been focusing on improving how the game feels to play and look at, and it’s finally starting to come together.The Base Feels AliveThe management base has received a big upgrade. NPCs now move around, heroes have new idle animations, and the environment finally feels like a space where people actually live and work — not just a static menu. https://x.com/cupkekgames/status/1908912793295651303Combat and a New HeroCombat has been reworked for better feedback and clarity. Ultimates now slow time and darken the surroundings for more dramatic impact. Two new heroes have joined the roster:Gunner, a ranged damage dealer specializing in precision shots.Fighter, a melee powerhouse with wide swings and heavy impact.https://x.com/cupkekgames/status/…
- We’ve Been Quiet, but the Demo Is on the Horizon! - 15 August 2024
Hello everyone, It’s been a while since our last update, and we’ve been hard at work behind the scenes. We’re excited to announce that we’re getting closer to our first closed demo! Major Feature Additions We’ve made substantial progress with numerous detailed improvements. Here are the main features we’ve recently implemented: Autobattler: Battles are now in real-time instead of turn-based! We originally started with a turn-based combat system and then switched to an autobattler format. But it was still turn-based, just automated. Moving to real-time combat was a significant task, requiring us to code many features from scratch. We’re excited to say we’ve successfully made the change! Additionally, we’ve upgraded to a better animation system, improved the skill system, and refined AI behaviors for a smoother combat experience. Scouting and Gathering: Explore new areas and gather valuab…
- Progress Update, Upcoming Debut Trailer - 29 March 2024
It's been a while since our last update. We've been heads-down working on the core mechanics of the game, focusing on the logic that drives the gameplay experience. Let's delve into our progress, current status, and plans. Here are the key milestones we've achieved: Finished designing enemies for the first area. (5 enemy types total) Implement functionality of morale and personality trait of heroes. Add 2 new heroes, currently we have 4 heroes in total. Add hero list to the UI in base, allowing you to monitor their heroes' current conditions. Developed UI elements to display changes in heroes' attributes (health, morale, personality, exp) in response to events. At the end of the day, show UI that reports changes. Designed and introduced the initial version of personality traits. (40 traits total) Redesign travel mechanic to make it faster and smoother to use Added ambient sounds to enha…
- Designing the core game loop - 18 December 2023
In the previous devlog, I discussed the game design challenges and the decision-making process to overcome them. This time, let's explore how we refined and addressed flaws in the core game loop design. Calendar and Time Management The calendar plays a crucial role in controlling the flow of the game, acting as a guide for upcoming events. There are two types of events, fight and non-fight. Players have the flexibility to skip any event to allocate their time to other tasks. However, opting to skip fights comes at a cost, losing fame. The primary resource determining progression in the game. Non-fight events serve to enhance heroes' morale and provide buffs during combat. If you have spare time make sure to join them. Balancing time wisely and making event choices carefully is crucial for a successful game journey. Lose Condition As previously mentioned, skipping or losing fights result…
- Game design challenges from blending two games - 21 November 2023
Originally, the game concept emerged from a mix of Potionomics and Darkest Dungeon (DD). I combined key elements of both, which led to a design challenge regarding the in-game time mechanic. In DD, time only progresses through fights, so you can't use busy heroes. Potionomics allows time to advance whenever you want, but forces a boss fight after 10 days, so you'll need to be careful with your time. I preferred the potions approach, but that created a problem because there are no mandatory fights. Time was of no importance, it became an endless resource. For example, during a hero's recovery in hospital, time can be freely advanced without any consequences. Various attempts to introduce new mechanics have only resulted in ancillary features that do not solve the core gameplay problem. Ultimately, I decided to remove the ability to start fights of my own accord. Simultaneously, I moved f…
Patch notes and updates
| S.no | Release date | Patch name | GID number |
|---|---|---|---|
| 1 | 18 December 2023 | Designing the core game loop | 5409450219986708860 |
| 2 | 21 November 2023 | Game design challenges from blending two games | 5382426458969194537 |
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