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Hera's Revenge

€19.99Premium price
Q4 2027Target launch
UnityEngine · builds since 2020
1.7MCreator audience

See it running

Trailer + Gameplay

Official trailer · more gameplay on the Steam page.

More gameplay and screenshots on the Steam page · wishlist Hera’s Revenge.

The opportunity

Raising €450K to finish and launch

€500K total to build and bring Hera's Revenge to market, with €50K already invested. It funds development through a full launch on PC, then Nintendo Switch and PlayStation, with go-to-market included.

€450K sought

Of a €500K total that now includes the full go-to-market, not just development. €50K already in from founder and angel.

In development since 2020

Concept art, narrative and a Game Design Document in place, with the core systems already running in engine.

Live on Steam

Public page with 35 wishlists and counting, before the creator campaign has even started.

1.7M creator reach

Three creators on Hera, Zeus and Gaia, plus a 30+ creator network ready to activate at launch.

Full budget, milestones, use of funds and go-to-market plan below.

Market

A proven genre with proven numbers

Premium action platformers with strong identity keep converting. Target: PC (Steam) first, Switch & PlayStation.

Hollow Knight
3.5M+
copies sold · dark Metroidvania, deep storytelling
Dead Cells
5M+
copies sold · fast 2D action, mastery-driven loop
Ori and the Blind Forest
2.8M+
copies sold · emotional story, tight platforming

Sales plan

How we sell, and how many

Premium at €19.99 · net revenue per copy ≈ €11.6 after platform fee, VAT and refunds. Scenarios anchored to genre comparables, not guarantees.

The plan

1
Wishlist build-up (now to launch)Steam page live · demo at Steam Next Fest · target 10K wishlists at Next Fest, 50K at launch
2
Creator push30+ creator network from Blend In + the three character creators (1.7M combined audience)
3
Launch on PC (Steam)premium €19.99 · launch discount 10% · festivals and showcases around release
4
Consoles + long tailNintendo Switch and PlayStation after PC · seasonal sales · regional pricing · DLC and saga sequels extend the tail

Projected copies · first 12 months

ScenarioCopiesNet revenue
Break-even43,000≈ €500K
Base75,000≈ €870K
Optimistic200,000≈ €2.3M

The minimum scenario is break-even: about 43,000 copies recover the full €500K budget within year one. Genre reference: Hollow Knight 3.5M+, Dead Cells 5M+, Ori 2.8M+ lifetime.

Wishlist Hera's Revenge on Steam

Creator collaborations

The creators behind the gods

Content creators with a combined audience of over 1.7M, collaborating on the characters of the saga.

Traction

This project already moves

In development since 2020

A long-running project with full concept art, a complete narrative structure and a Game Design Document already in place.

Core systems in engine

Transformation combat, the three Hera forms and the companion system are already built in engine and shown in real gameplay footage.

Built to bring players back.

The co-op companion loop gives every run a reason to return with a friend, our strongest lever on retention. And we tell our own story from day one, across Steam, socials and a 1.7M creator audience. Builds are playtested with real players before any marketing spend, so the game earns its audience before it asks for one.

Team

Who is building this

A founder-led studio, with specialists brought in where they matter most.

Fran Puig · Founder, CEO & Lead Developer

Runs Funciona84 (Zaragoza), a 3D/2D studio producing for leading brands, with a verified entrepreneurial track record across 4+ game projects, from programming to level design and production. Built the original Hera's Revenge prototype in 2020 and shipped three titles during the pandemic. Two titles now live on Steam.

3D Artist · Characters & Environments

Specialised 3D artist for game characters and environments, with a production-quality portfolio. Responsible for the 3D visual universe: the characters and every mythological realm, from Olympus to the Underworld and Limbo.

Original composer · Music & sound design

The composer of Hera's main theme joins the project to lead music and sound design through launch.

Technology partners · Proven Unity studios

More Mountains (Corgi Engine, the framework behind titles like Rogue Legacy 2) and Lovatto Studio (10+ years in Unity multiplayer) engaged to build the most complex systems, with technology that has reached millions of players.

Backers & advisors

Early angel investment led by a former Financial Director of Adidas Spain (name available to interested investors), backing the studio from pre-seed.

Not a one person risk.

Code, systems and assets are documented as we build, and our technology partners, More Mountains and Lovatto Studio, can carry the most complex work forward. The studio, the creator network and the backers keep the project moving beyond any single person.

Budget

€500K total · €50K already in

Full budget to build and bring the game to market, development plus go-to-market, through launch. The timeline flexes with when funding closes.

Financing structure

6%
€450K · investment sought
€30K founder capital (invested) €20K angel investors (invested) €450K investment sought

Go-to-market is included in the ask, not an optional add-on.

Use of funds · indicative

18%
Core production · 46%
9%
7%
Marketing · 20%
Pre-production & design · €88K Core production, code, 3D art, animation, narrative · €232K QA & polish · €44K Audio & community · €36K Marketing & go-to-market · €100K

Milestone-based delivery · full budget breakdown available in due diligence.

Milestone When Spend Delivers
Pre-production lockedQ3–Q4 2026€88KFinal GDD, art direction lock, technical pipeline, core prototypes validated
Production → vertical slice → content completeQ4 2026–Q2 2027€232KRealms, combat systems, 3D characters, narrative integration
Alpha · Beta · PolishQ2–Q3 2027€44KTest cycles, performance, accessibility, voice recording, final audio
LaunchQ4 2027€36KPC + Switch + PlayStation launch and release operations
Marketing & go-to-marketlaunch window€100KCreator campaign, wishlist push, Steam festivals, paid UA, PR and physical activation

Indicative and milestone-gated: funds release as each milestone is delivered. Total budget €500K including go-to-market, of which €50K is already invested.

Go-to-market

How the €100K reaches players

Marketing is built into the ask, not left for later. Here is where it goes, phased from now through launch.

1 · Wishlist campaign

Drive Steam wishlists from now to launch through creators and a Steam Next Fest demo. Wishlist velocity at launch is exactly what the Steam algorithm rewards.

2 · Creator-led launch

Activate the three creators on Hera, Zeus and Gaia (1.7M combined) and the 30+ creator network from Blend In to push launch day.

3 · Paid user acquisition

Targeted ads to fans of Hollow Knight, Hades, Dead Cells and Ori, our closest comparables and highest converting audience.

4 · PR & physical activation

A 3D printed Hera mask and in-game items seeded to creators for Instagram momentum, plus press and showcase outreach.

5 · Festivals & showcases

Steam seasonal festivals and industry showcases timed around release for visibility spikes.

6 · Community

Discord, socials and devlogs to keep players engaged before, during and after launch.

Timeline

Funded → launch in 6 quarters

Q3–Q4 2026

Pre-production locked

Final GDD, art direction lock, technical pipeline, core prototypes validated.

Q4 2026–Q2 2027

Production

Full content production: realms, combat systems, 3D characters, narrative integration. Vertical slice → content complete.

Q2–Q3 2027

Alpha · Beta · Polish

Testing cycles, performance, accessibility, voice recording with attached cast, final audio.

Q4 2027

🚀 Launch

PC (Steam) + Nintendo Switch + PlayStation. Premium €19.99. Marketing with creator network.

Core player experience

Four systems, one transformation

Everything the player does feeds the same fantasy: earning godhood, piece by piece.

Fast mobility combat

⚡ Fast-Mobility Combat

Dash-driven encounters combining melee, ranged, magic and aerial movement. Positioning and timing over brute force.

👑 Mortal → Goddess

Divine armor pieces are simultaneously a gameplay unlock, a visual evolution and a canonical signal to the world. Not cosmetic · structural.

Living Mythology System realms

🌍 Living Mythology System

Judgments over gods, factions and realms persist across three world-state layers · and carry into future titles of the saga.

🐺 Oracle Companions

A permanent early choice · Lynx or Bonzoi · that shapes guidance, dialogue and which myth the world remembers.

Core mechanic

Mortal by default. Goddess for seconds.

The heart of Hera's Revenge: you play as mortal Hera, and divine power is something you earn, manage and grow.

1 · Hera Mortal

Most of the game is played as the mortal Hera: fast, clever, vulnerable.

2 · Hera God

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

Crown
Greaves
Vambraces
Cloak
Dragonscale Vest
Scale Guards

How divine power grows

1
Transforma few seconds as Hera God, then a cooldown where you cannot transform again
2
Collect divine armor piecesevery piece you find extends your god-form time
3
Complete the setfull armor grants unlimited transformation: you have truly become a goddess
4
Find the Purple Armorunlocks the Ascension form and a superior set of skills

The hidden path · Purple Ascension

The Purple Armor

A hidden divine set, found only by those who uncover every secret.

Hera · Ascension

Wearing it unlocks the Ascension form: a new, far stronger set of skills.

Combat · three forms

One goddess, three ways to fight

Transform mid-combat (Q) and switch arsenal. Each form has its own weapons, magic and identity, with six abilities equipped at a time and more unlocked in the skill book. Sword combos, kick chains, double-jump, dodge and parry underpin all three.

Mortal · the warrior

Agile and tool-dependent. The only form that wields a magic staff, because her power is not yet innate. Weapons: sword, staff, fists.

  • Fireball · area fire that explodes on impact
  • Burn · instant damage, no travelling projectile
  • Ignite Weapon · flames on your blade, extra fire damage per hit
  • Heal · area healing for you and nearby allies
  • Slow · ice that slows enemy attacks and reactions
  • Dodge · evade with brief invulnerability

+ Grenade Rolling, Counter Attack in the skill book

God · the storm goddess

Innate magic, no staff needed. Slow but devastating, built to break groups. Time-limited: 20 seconds of power, 60 to recharge. Weapons: great sword, fists.

  • Thunder · multiple bolts strike enemies from the sky
  • Lightning Jump · a bolt you follow, repositioning you on impact
  • Flash Assault · circle the enemy at speed with chained hits
  • Shocking Leap · become lightning and travel at great speed
  • Blinding Flash · a blinding light rises and explodes
  • Backflip Dodge · evade with invulnerability

+ Shock combos, Focus, Healing Dome, Frozen Path in the book

Ascension · the final form

Unlocked with the Purple Armor. Dark, telekinetic, innate magic. Maximum damage and spectacle, everything hits harder. Weapons: great sword or bare hands.

  • Meteor · summon meteors that explode on impact
  • Raining Dark · homing dark projectiles that chase enemies
  • Telekinetic Slam · rip up debris and smash it onto the enemy
  • Summon Fury · a fireball orb that hurls projectiles nonstop
  • Drain · drain the energy of nearby enemies
  • Teleport Dodge · blink away, invulnerable through it

+ Bind, Magnet, Sticky Grenade, aerial slams in the book

Companions · the Oracles

Choose who walks with you

At the start, you choose a guide. It doesn't change the story, it changes how you play and what you notice. The world is the same; your experience of it is not. This is a choice of lens, not of sides, and the only decision in the game you can never fully undo.

Bonzoi concept
Bonzoi · the one who holds

Kind and protective. He doesn't make you deadlier, he makes you last. You survive what you shouldn't and explore without fear of running dry.

  • Heal · heals and shields you in the worst moments.
  • Lift · if Hera falls, he brings her back.
  • Fetch · gathers what he finds and brings it to you.
Lynx concept
Lynx · the one who sees

Tactical and sharp. You see enemies before they see you, and you catch the secrets, traps and paths you would otherwise walk straight past. You play with your head, one step ahead.

  • Alert · marks nearby enemies and keeps tracking them through walls for a few seconds. The marker colour tells you how dangerous each one is.
  • Scout · once the close ones are marked, it goes ahead on its own to warn you of what's coming.
  • Track · finds and points out whatever is hidden in the area.

Both levitate, so they follow you wherever you jump.

The choice

You can switch Oracle if you find the other mid-level, and from there you choose each screen. But the game remembers who you spent the most time with. At the end, your Oracle becomes a real animal; the other fades into myth. No menu decides it, who you walked with does.

Co-op · 2 players

Better with a friend

Bring a second player and they become the Oracle at your side, marking enemies, healing you, reviving you and fetching what you need. Solo, you have to choose, and one Oracle is lost to myth. In co-op, neither fades.

Solitude forces the choice. Company is what lets you lose nothing.

The story

A mortal rises to rewrite the gods

Hera, Queen of Olympus, begins as a mortal and ascends to godhood to rescue Zeus, captured by Hades. Every judgment she makes reshapes the myth, and the pantheon reacts to it. "Super Mario meets Castlevania, with the narrative depth of The Legend of Zelda."

Zeus · the fallen king

His disappearance fractures the divine order and forces Hera to rise from mortal to goddess and decide what the pantheon becomes.

Hades · judgment

Backed by his Underworld forces, he embodies punishment and inevitability, and he holds Zeus.

Gaia · primordial order

She and her soldiers resist divine intervention, an ancient force that does not bow to Olympus.

Poseidon · the seas

He and his armies rule the sea realms and react dynamically to Hera's decisions.

Charon · the gatekeeper

He controls passage between realms, between life, death and limbo.

Not static antagonists

Their roles, hostility and presence shift depending on how Hera resolves conflicts and which myths she lets survive.

Interactive 3D · live in your browser

The gods, in real time

Actual in-game character models. Drag to rotate · scroll to zoom · right-click and drag (two fingers on mobile) to move around.

Hera · MortalOlympus
Hera · GoddessOlympus
Hera · AscensionOlympus
ZeusHeaven
GaiaEarth Realm
Emerald SentinelEarth Realm
PoseidonSea Realm
Frostbound KnightSea Realm
CharonLimbo
Death KnightLimbo
HadesUnderworld
Emberbound WarlordUnderworld

Gameplay loop

The gameplay loop, from seconds to hours

What you do every second (move, fight, collect) earns what changes everything (judgments, divine armor, the fate of each realm).

Micro · seconds–minutes

Moment-to-moment play

1
Move & dashfluid traversal, aerial control
2
Fightmelee · ranged · magic, adapt per enemy
3
Collect & upgraderesources, artifacts, ability charges
4
Unlock the routenew path opens · harder, richer

⟲ back to movement · stronger, faster

Macro · per realm, hours

Campaign-level play

1
Explore a realmOlympus · Sea · Underworld · Limbo · Heaven
2
Judge gods & factionskey decisions with permanent consequences
3
Earn a divine armor piecenew powers change combat, traversal, puzzles
4
World-state shiftsfactions, portals, routes and lore react

⟲ the canon persists · into this game, and the next

Unique selling points

Others touch parts of it. None implement the full concept.

Mythology setting + choice impact + mechanical transformation + cross-game canon, in one systemic framework.

GameMythologyChoice impactGameplay transformationCanon persists across games
HadesStrongNarrative flavorLimited
God of WarStrongFixed storyCharacter growth only
Mass EffectSci-fiStrongMostly narrativePartial
UndertaleAbstractMeta-narrativeMinimal
NieR: AutomataThematicEnding-basedStructural
Hera's RevengeCore systemWorld-definingMechanical + visual✔ Yes

Current build & art direction

In-engine today · March 2026 build

Screenshots captured from the current Unity build · UI, environments and characters in active development.

Key art In-engine In-engine In-engine In-engine In-engine In-engine In-engine

Art & tech approach

Hand-drawn worlds, engineered to run light

Every environment is hand-painted and built in parallax layers. Move your mouse over the scene · click a world below to bring it up.

🖌 Hand-painted backdrops

Each realm is illustrated by hand: a distinct palette, mood and silhouette language per world.

🏔 Parallax depth

Backgrounds are split into layers that move at different speeds, giving cinematic depth to 2.5D scenes without heavy geometry.

⚡ Performance dividend

Painted layers instead of full 3D scenery means small builds, fast loading and high framerates on modest PCs and Nintendo Switch.

Interface

A HUD forged in the same mythology

Hand-crafted interface components: ornamented panels, diegetic icons and a currency with the face of a god.

Weapon barWeapon Bar
Health barHealth Bar
Inventory gridInventory
Quest scrollQuest Scroll
Armor slotsArmor Slots
Item panelsItem Panels
Divine helmet pickupDivine Pickup
Currency coinCurrency
Health frameHealth Frame
Ability symbolsAbility Symbols
Dash ability iconDash Icon
Sprint iconSprint Icon

Interactive 3D · pickable items & decoration

Relics of the realms, in your hands

Actual in-game pickups and world props. Drag to rotate · scroll to zoom.

Heart Vessel
Goddess Statue
Health Shrine
Stormbound Orb
Sylvara Warden
Violet Gate
Time Vessel
Crystal Spires

Want to read more?

Documents for a deeper look

The full concept art dossier, ready to view or download.

Concept Art Dossier

20 pages · characters, weapons, armor sets and environments

The opportunity

€450,000 · to build and launch

Of a €500K total that includes the full go-to-market, with €50K already invested. Publishing or investment partnership for the premium title. Full budget and data room available on request.

Fran Puig · CEO / Main Developer studio@herasrevenge.com +34 662 565 521 herasrevenge.com @herasrevengethegame