See it running
Official trailer · more gameplay on the Steam page.
More gameplay and screenshots on the Steam page · wishlist Hera’s Revenge.
The opportunity
€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.
Of a €500K total that now includes the full go-to-market, not just development. €50K already in from founder and angel.
Concept art, narrative and a Game Design Document in place, with the core systems already running in engine.
Public page with 35 wishlists and counting, before the creator campaign has even started.
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
Premium action platformers with strong identity keep converting. Target: PC (Steam) first, Switch & PlayStation.
Sales plan
Premium at €19.99 · net revenue per copy ≈ €11.6 after platform fee, VAT and refunds. Scenarios anchored to genre comparables, not guarantees.
| Scenario | Copies | Net revenue |
|---|---|---|
| Break-even | 43,000 | ≈ €500K |
| Base | 75,000 | ≈ €870K |
| Optimistic | 200,000 | ≈ €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.
Creator collaborations
Content creators with a combined audience of over 1.7M, collaborating on the characters of the saga.
Traction
A long-running project with full concept art, a complete narrative structure and a Game Design Document already in place.
Transformation combat, the three Hera forms and the companion system are already built in engine and shown in real gameplay footage.
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
A founder-led studio, with specialists brought in where they matter most.
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.
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.
The composer of Hera's main theme joins the project to lead music and sound design through launch.
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.
Early angel investment led by a former Financial Director of Adidas Spain (name available to interested investors), backing the studio from pre-seed.
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
Full budget to build and bring the game to market, development plus go-to-market, through launch. The timeline flexes with when funding closes.
Go-to-market is included in the ask, not an optional add-on.
Milestone-based delivery · full budget breakdown available in due diligence.
| Milestone | When | Spend | Delivers |
|---|---|---|---|
| Pre-production locked | Q3–Q4 2026 | €88K | Final GDD, art direction lock, technical pipeline, core prototypes validated |
| Production → vertical slice → content complete | Q4 2026–Q2 2027 | €232K | Realms, combat systems, 3D characters, narrative integration |
| Alpha · Beta · Polish | Q2–Q3 2027 | €44K | Test cycles, performance, accessibility, voice recording, final audio |
| Launch | Q4 2027 | €36K | PC + Switch + PlayStation launch and release operations |
| Marketing & go-to-market | launch window | €100K | Creator 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
Marketing is built into the ask, not left for later. Here is where it goes, phased from now through launch.
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.
Activate the three creators on Hera, Zeus and Gaia (1.7M combined) and the 30+ creator network from Blend In to push launch day.
Targeted ads to fans of Hollow Knight, Hades, Dead Cells and Ori, our closest comparables and highest converting audience.
A 3D printed Hera mask and in-game items seeded to creators for Instagram momentum, plus press and showcase outreach.
Steam seasonal festivals and industry showcases timed around release for visibility spikes.
Discord, socials and devlogs to keep players engaged before, during and after launch.
Timeline
Final GDD, art direction lock, technical pipeline, core prototypes validated.
Full content production: realms, combat systems, 3D characters, narrative integration. Vertical slice → content complete.
Testing cycles, performance, accessibility, voice recording with attached cast, final audio.
PC (Steam) + Nintendo Switch + PlayStation. Premium €19.99. Marketing with creator network.
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.
Combat · three forms
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.
Agile and tool-dependent. The only form that wields a magic staff, because her power is not yet innate. Weapons: sword, staff, fists.
+ Grenade Rolling, Counter Attack in the skill book
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.
+ Shock combos, Focus, Healing Dome, Frozen Path in the book
Unlocked with the Purple Armor. Dark, telekinetic, innate magic. Maximum damage and spectacle, everything hits harder. Weapons: great sword or bare hands.
+ Bind, Magnet, Sticky Grenade, aerial slams in the book
Companions · the Oracles
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.
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.
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.
Both levitate, so they follow you wherever you jump.
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.
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
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."
His disappearance fractures the divine order and forces Hera to rise from mortal to goddess and decide what the pantheon becomes.
Backed by his Underworld forces, he embodies punishment and inevitability, and he holds Zeus.
She and her soldiers resist divine intervention, an ancient force that does not bow to Olympus.
He and his armies rule the sea realms and react dynamically to Hera's decisions.
He controls passage between realms, between life, death and limbo.
Their roles, hostility and presence shift depending on how Hera resolves conflicts and which myths she lets survive.
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
Unique selling points
Mythology setting + choice impact + mechanical transformation + cross-game canon, in one systemic framework.
| Game | Mythology | Choice impact | Gameplay transformation | Canon persists across games |
|---|---|---|---|---|
| Hades | Strong | Narrative flavor | Limited | ✕ |
| God of War | Strong | Fixed story | Character growth only | ✕ |
| Mass Effect | Sci-fi | Strong | Mostly narrative | Partial |
| Undertale | Abstract | Meta-narrative | Minimal | ✕ |
| NieR: Automata | Thematic | Ending-based | Structural | ✕ |
| Hera's Revenge | Core system | World-defining | Mechanical + visual | ✔ Yes |
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.
Want to read more?
The full concept art dossier, ready to view or download.
20 pages · characters, weapons, armor sets and environments
The opportunity
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.