The game
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 VIEWEverything 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 MAPThree 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.
THE FIGHTLock-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.
THE BUILDAn 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.