HeroInc challenges you to transform a street criminal into the city's defender through tactical auto-battles and stat management. You'll balance limited time and resources to clear threats, reduce the spreading Fear meter, and prevent urban collapse, with your build choices determining which path you ultimately take. Best suited for players who enjoy roguelike progression systems and strategic team composition over reflexes.
About this game
Can you evolve from a street thug into a savior? Manage your time and stats in this tactical Auto-Battler. Clear threats to stop the rising Fear before the city collapses. Build your hero, decide your fate.
Players, last 37 days
Peak 1 · Low 0
Daily peak concurrent players, sampled once a night from Steam.
What players are saying
▲ Recommended1 hrs
While it was a good game, everything worked.. it was wayyy to easy. Once I understood it, I never died...and beat the boss with ease.. You snowball pretty damn quickly in this game
Bug Fixes • Stackable relics can no longer exceed their stack limit through chest loot or quest rewards. • Fixed a stuck day: if you had moves left but nothing to spend them on, the day can now be ended. • Relics sharing a stat now add up instead of cancelling each other out (Golden Ring + Coffee Bean / Silver Ring, Ancient Rune + Omnipotent Grimoire / Thornblood Vial). • Fixed an error that could interrupt the post-combat chest when no artifact was left to award. • Smuggler's Map now works — it never triggered before. • Golden Ring / Silver Ring starting charge now scales with attack speed. Golden Ring truly starts full. • Double Strike now refills the bar to 95% at any attack speed. • Shovel's description now matches its actual effect, in all 14 languages.
A hunt with a deadlineDay 1 opens with a WANTED briefing naming the criminal you're after. You have 50 days to put them down. Miss the deadline and the run ends — the city gets to keep its monster. The boss doesn't just show up either. You build leads: every fight won is one, Arena victories are worth 3, finished contracts are worth 5. Gather enough and the target surfaces. In the final 5 days they surface regardless — ready or not. Four criminals, not oneKing Cat — volleys of homing bullets once cornered Tyrant Rex — ground slams that hit your whole party and leave it reeling The Croakfather — heals itself every second. Outdamage it or lose Emperor Pengu — freezes your party's charge speed solid Each one has its own sprites, its own dialogue, and its own second-phase mechanic. You meet them in order until every one is beaten — then it's whoever's left standing. Every ending is now a collectableRecruit them. Spare them. Kill them. Jail them. Or take the deal only that boss can offer — Rex's protection money, the Croakfather's toxin trade, Pengu's salvage rights. Endings used to overwrite each other. Now every one you've ever taken is recorded on the record wall in The Grid: yours in gold, the ones you haven't found still reading ???. Each ending pays a permanent reward that follows you into every future run. New Game+ — the career continuesBeating your target no longer wipes the slot. It loops. You keep: the day counter, your fame, your hero level, the skill tree, abilities, companions, artifacts, contracts and every share of stock you own. You lose: only the hunt itself. New name on the poster, clean slate on the leads. The city fights back harder every cycle: enemies at +100% per loop, bosses another +100% on top, the Arena a brutal +200%. There are 24 new encounters that only appear in New Game+, across two escalating sets. No more ceilingsHero levels never cap. Past the authored ladder each level costs 50% more fame than the last and pays a permanent +10% to dam...
This patch is a difficulty and economy pass. The mid and late game were giving up tooeasily: coin piled up faster than threats did, and enemies you had already seen stoppedmattering. Everything below pushes in the same direction — the back half of a run shouldcost you something.\Enemies\· Tier 1 / Tier 2 / Warlord / final boss: +20% Health, +50% Damage· Early enemies untouched — the difficulty curve now actually curves\Familiarity — Enemies Learn From You\· Scales with how far you've outgrown an enemy: a Tier 0 thug caps ~+50% at Hero Level 1, but +150% at Hero Level 3 — and climbs three times faster· Tier 1 / Tier 2 ramp slower· Payouts cap at +50% — farming a known enemy is no longer a money printer· Boss exempt\Arena\ · +50% Health and Damage on every combatant\Economy\· Bank Interest I & II halved (~95% → ~47% daily at max)· Rare / Epic / Legendary chests ~-10%; Common & Uncommon unchanged\Skill Tree\· Hero Level 2+ upgrades cost ~20% more; early nodes unchanged· City Morale I & II: first two ranks +10%, every rank after +60%\Hero Power\· Lifesteal I → 1/2/2/3/3 (max 15% → 9%)· Restoration / Heal All / Heal Random cooldowns +20%· Rogue — Kinetic Restoration: dodge heal 3% → 2% max Health
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