See it running
Official trailer · more gameplay on the Steam page.
More gameplay and screenshots on the Steam page · wishlist Hera’s Revenge.
Core player experience
Everything the player does feeds the same fantasy: earning godhood, piece by piece.
Dash-driven encounters combining melee, ranged, magic and aerial movement. Positioning and timing over brute force.



Divine armor pieces are simultaneously a gameplay unlock, a visual evolution and a canonical signal to the world. Not cosmetic · structural.
Judgments over gods, factions and realms persist across three world-state layers · and carry into future titles of the saga.


A permanent early choice · Lynx or Bonzoi · that shapes guidance, dialogue and which myth the world remembers.
Core mechanic
The heart of Hera's Revenge: you play as mortal Hera, and divine power is something you earn, manage and grow.
Most of the game is played as the mortal Hera: fast, clever, vulnerable.
Transform for a few seconds of divine power. When it ends, a cooldown blocks the next transformation.
Collect the divine set · every piece extends your transformation
The hidden path · Purple Ascension
A hidden divine set, found only by those who uncover every secret.
Wearing it unlocks the Ascension form: a new, far stronger set of skills.
Interactive 3D · live in your browser
Actual in-game character models. Drag to rotate · scroll to zoom · right-click and drag (two fingers on mobile) to move around.
Gameplay loop
What you do every second (move, fight, collect) earns what changes everything (judgments, divine armor, the fate of each realm).
Moment-to-moment play
⟲ back to movement · stronger, faster
Campaign-level play
⟲ the canon persists · into this game, and the next
Current build & art direction
Screenshots captured from the current Unity build · UI, environments and characters in active development.
Art & tech approach
Every environment is hand-painted and built in parallax layers. Move your mouse over the scene · click a world below to bring it up.
Each realm is illustrated by hand: a distinct palette, mood and silhouette language per world.
Backgrounds are split into layers that move at different speeds, giving cinematic depth to 2.5D scenes without heavy geometry.
Painted layers instead of full 3D scenery means small builds, fast loading and high framerates on modest PCs and Nintendo Switch.
Interface
Hand-crafted interface components: ornamented panels, diegetic icons and a currency with the face of a god.
Weapon Bar
Health Bar
Inventory
Quest Scroll
Armor Slots
Item Panels
Divine Pickup
Currency
Health Frame
Ability Symbols
Dash IconInteractive 3D · pickable items & decoration
Actual in-game pickups and world props. Drag to rotate · scroll to zoom.
Art book
20 pages of characters, weapons, armor sets and environments.
Join the ascension
In development by Funciona84 · Zaragoza, Spain