Field of Valour is a first-person MOBA. Five against five, three lanes, thirty to sixty minutes, with the depth the genre is known for - and none of it viewed from above.
THE VIEW
Everything from the ground
The camera rides your hero's head. There is no overhead camera to drop back to, no top-down read of a fight, and no ability that is aimed by clicking a point on a map you can see all of.
What that costs you is omniscience. What it gives you is a game where information is a thing you position for, and where the person who took the high ground already knows something you do not.
THE MAP
Three lanes, and the height between them
Three lanes, a jungle between them, and terrain that is cut into height bands rather than drawn flat. Elevation is the map's primary information system: stairs, cliffs, pits and treelines decide who is visible to whom.
Day and night run on a clock, and what you can see changes with it.
Example waves · reference render
The three lanes
Green, from the lower leftRed, from the upper right
Three lanes. Three melee creeps and a ranged creep a side walk every lane from their base until the two waves meet where the lane crosses the river.
The website's example waves on the Revision 17 reference render, not a recorded match or the playable map.
Illustrative: it shows the height rule alone. The game's fog also counts walls, trees and sight range.
THE FIGHT
Lock-on, not click-to-attack
You acquire a lock on a target and your hero attacks it, at a hero-specific acquisition time that scales with the Tempo attribute. Soft-lock holds a target without committing to the swing, so you can keep a lock through a window where attacking would get you punished.
Last-hitting and denying are both here, and both are aimed in first person.
Crosshair · acquisition, lock, range bands, four cancels
Know when you have them.
Rest
With none chosen, it shows all four in turn.
RestAcquiring 25%Acquiring 70%Locked · closeLocked · farOut of attack rangeCancel ← leftCancel right →Cancel · out of rangeCancel · gone
The outer marks close as a lock is acquired; the inner bracket is tighter the closer the target. Ivory acquires, red locks, amber means the locked target is out of attack range. A lock breaks four ways, each with its own motion: the target leaves to the left or the right, goes out of range, or is gone. The timings and ranges here are the website's; in the game they depend on the hero's Tempo attribute.
THE BUILD
An item tree with things to press
A full item build tree, active items on hotkeys, an economy of two pots, and buyback when the fight is worth more than the gold.
Death is a revive-in-place model with a corpse window rather than an instant removal from the board.