Field of Valour

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 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.

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.

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.