Field of Valour
Make yourself comfortable

Display settings

Saved on this device. Device reduced-motion settings are always respected.

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.

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.
Rest
Acquiring 25%
Acquiring 70%
Locked · close
Locked · far
Out of attack range
Cancel ← left
Cancel right →
Cancel · out of range
Cancel · 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.