HeroInc
(This is an Early version. If you like the game, you may want to follow for future updates. I will try to develop the game based on your feedback, so your comments are very valuable.)
HeroInc is a strategic simulation RPG where heroics is a business, and you are starting from the bottom.
In a monochromatic city crying out for help, you begin as a literal "Nobody." You have no powers, no fame, and no money. Your goal? To manage your time, optimize your stats, and evolve into the ultimate savior.
Will you remain a street thug, or build the ultimate hero company?
👊 FROM ZERO TO HERO
You don't start with a sword of destiny. You start with debt and ambition. Every day is a resource. Balance your daily actions between Training your stats (HP, Damage, Speed) and Laboring to earn the cash needed to survive.
- Incremental Progression: Watch your numbers grow and your punches hit harder.
- Rise from the Bottom: Experience the satisfaction of evolving from a weakling into a powerhouse that can one-shot bosses.
🧬 EVOLVE AND ADAPT
Unlock new classes and titles as you progress. Transform from a brawler into a Stray Dagger, a Tank, or something even deadlier. Encounter mysterious strangers offering choices that change reality. Will you take the Red Pill for raw power at a cost, or play it safe?
- Dynamic Choices: Make risky deals that alter your stats and gameplay.
- Class Evolution: Unlocking a new title isn't just cosmetic; it drastically changes your combat efficiency.
💀 FIGHT THE FEAR
You build the hero; they do the fighting. Explore a vast Skill Tree to tailor your hero to your playstyle. But remember: this isn't just about getting stronger—it's about holding back the chaos.
Every enemy you fail to defeat increases the city's >b class="BB_Bold _3cln317VYhwhE1fSeMCG48">Fear. If the Fear Meter fills up, the city collapses into panic, and your career is over.
- High Stakes Auto-Battles: Victory isn't about fast reflexes; it's about smart preparation.
- Manage the Panic: You must prioritize threats and clear neighborhoods before fear consumes the population. If you lose, it's because you didn't train hard enough.
🌃 STYLISH NOIR AESTHETIC
Immerse yourself in a beautifully crafted pixel-art city. The high-contrast black and white world is punctuated by neon UI elements, making every upgrade and action pop.
| Updated | 8 days ago |
| Status | In development |
| Platforms | HTML5 |
| Rating | Rated 3.6 out of 5 stars (18 total ratings) |
| Author | Arefnue |
| Genre | Strategy |
| Made with | Unity |
| Tags | 2D, Clicker, Idle, Incremental, Pixel Art, Point & Click |
Development log
- Bugfix- 0.4.414 days ago
- Bugfix- 0.4.315 days ago
- Devlog 2 - First Major Update17 days ago
- Devlog 1 - Post Jam Feedbacks40 days ago
- Devlog 0 - Thank you for playing HeroInc42 days ago








Comments
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Very cool game, it really gives a feeling of the superhero genre. I am waiting for the future updates!
Thank you for your feedback. Found the issue and updated
After first level up and being offered a blue/red pill (I took blue) my max health went into a very high minus figure and I couldn't fight anything as I was constant "too weak".
Wow, I will check that. I am sure i tested that event but something may break it. Thanks for the feedback
To be fair I was quite enjoying the game up till that bug hit me.
Sorry about your experience. Game is still developping and your feedbacks make it better. Hope there will be no bug when released full demo version. Thanks again, because of you i am able to fix that bug
Beat Shenron. Took about an hour, understandable for alpha. Personally I like to see more strategic direction when raising the character. Currently the best result is to evenly raise stats making the character very cookie cutter. Maybe separate the stats into paths for like a speed build or what have you. Up to you ultimately.
Oh and that dog with the squid face on the 2 cost missions could probably be moved to 5 cost since most of the 5 costs are easier that the squid dog.
Finally a quota system for the hero might make things interesting. Like you must at least attempt heroing or fame goes down. Maybe a currency fine from the "hero guild." Just some ideas. I see plenty of potential so keep up the good work.
Hi, thank you for your feedbacks. I am currently working on new update which is focused on encounter system. Currently added multiple enemy fight and special ability system. I hope with this, each enemy will distinct each other.
Also, we can specialize our hero with ability sets, like you can hold 1 (can increase with skill tree) ability each day and may change it depends on what you want to, some abilities may directly help you fighting and some of them help you grinding.
And additionally, i will try to add some other encounters other than combat, like finding a treasure or taking a quest like things. Maybe with those quest, we can get a new companion.
Hero guild like thing is in my mind but for now i want to improve core loop since game became boring too fast, I need to implement some things to keep that curiocity alive.
I got the one punch man experience. All the monsters fall before me easy and it feels boring.
Thank you for playing. Next update will be about encounters and new skills (multiple enemies, area attacks, life steal etc.). Also, want to add some specials both hero and enemies. Hope this will solve this issue, at least a little.
I notice you're best off focusing on labor, then training a bit, and then actually attacking. It would be nice if winning gave you money and stats, with training just being if you're too weak or if you're out of enemies. Also, it should be clearer whether an upgrade is fully upgraded or you just can't afford it. Maybe make it in a different color.
Thank you for your feedbacks!
- Currently, there no penalty if you skip fights, so you may just train and can beat all enemies and this may be a little bit boring. Because of that, I may add some penalties if you don't save your city. With that, I hope the game will be more strategic.
- For now, combats only give you Fame but it would be good if they drop some other loots too. Maybe we can add new skill which unlocks like People's Awards and gives you random loot based on your Fame (at the beginning you may only get some money but later you may also drop special invitations, gadgets etc.)
- Noted, I will increase quality over the game.
Quick and fun, though I think there needs to be a bit of info on how the training works, since it doesn't feel like it would keep from day to day, yet it does...
Thank you! I will try to add tutorial for training part. Also, I might add some quick animation like combat panel to understand what is going on when you click, or if it is too much just for training, I may try creating a bubble like Punch Club and move it to hero.
a tutorial would be nice
Noted
Hello,
The game got a nice start, got plenty idea to talk about it :)
Hope to see it grow even more ^^
Thank you!
List of stat idea :
- Regen HP/second during the teamfight
- Regen HP at the end of the fight
- Elements like fire / ice etc that deal specific type of damage to ennemies depending on weakness
- Class Skill Tree ( That change depending what you wanna play )
Gameplay idea :
- I think the HP should reset at the end of the day and not after each fight
- There could be boss, that spawn depending on fame. Not taking them down give maluses that could last multiple turns
- Encounter with more ennemies
- Fame attract ennemy that fights you when they appear
QOL Idea
- Being able to X1/X10/Max on the labor / training stuff :) !
Thanks for all feedbacks!
- I first think HP is also a limited resource, this make combats more strategic (especially if you see the encounter details somehow). I will add this, it also deepen stat structure with more elements as you said like regen, maybe Rest option or energy drinks to heal you.
- Elemental options also would be great. I also want to add something like Punch Club fight system, not fully idle but instead some cooldown based abilities. Class options also be great but for now it would be very future update but it will always be in my mind.
_ Boss fights also be great, probably i will go with Dispatch like encounters. If I add health as resource, it might be good if we have more companion to send them to encounters. Also, fame may help finding new heroes etc.
- Will add multiple purchase buttons
You should mention this is an Alpha build at the start.
What does the Advanced Training do?
How do I pan around the city? Encounters spawn outside the default view.
Hi, thank you for your feedbacks. I actually selected In Development from settings before launch but i will also add it to the description.
Advanced Training gives +10 to every trainings but actually i added that for future contents.
Sorry, there is no pan on city for this version but i will add future one. I will also check different resolutions since i only tested it on 16:9 format, which should resolve encounter positions.
I appreciate your reply. All the best!
Great concept, probably still a prototype,
The tree is kind small,
There is no downside to end-day, so you can just farm money and removes the purpose of training or fighting (you can just LABOR)
You finish the tree in few days, then spam stats randomly & destroy everything,
I think each upgrade tree should be locked by Fame requirement, tree should give % of stats and not fixed, since you can train for fixed, I don't understand some of them like "you can train", unlock mooves.."
Well, I've just spammed Labor, upgraded everything, then Idk.
Thank you! I couldn't test the game enough during game jam so current balance is not good. As you said, giving % stats from tree and flat ones during training could be better. Fame requirement is also nice, some of critical upgrades may be unlocked with this. For the labor spamming part, I think there may be some penalty if you pass Help encounters, they may reduce your fame if you skip them. As you are more hero, you will get more responsibility and people believe in you so breaking that promise should be bad. Encounter count also can be increased with fame instead of from skill tree.