Spellheart is a fun multiplayer action game that you can play with your friends for free! With a customizable server that anyone can host, the possibilities are endless.
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There are no classes in this game. As the player learns abilities and chooses items, the player creates his/her own class.
Since the player decides his/her own class each match, the gameplay is dynamic.
Because of dynamic classes, there is no "best build", as players must counter each other in order to win.
There is no chance involved in the game.
If you attack someone, you will hit. Critical strike, dodge or block chances that usually exist will never be a part of this game.
This is what should be called a pure skill based game.
Experience is added as time goes by. Thus, every player has the same amount of experience no matter of his/her stats.
Kill stealing is thus not an issue.
This also removes any sort of snowball effect, which means players can play without experiencing any sort of power imbalance.
The game will never be pay-to-win. Purchases will only change the appearance of your character, items or abilities.
If you die, your waiting time will depend on the distance to your spawn.
You rarely have to wait more than 3 seconds.
If you are close to your spawn, you will have to wait longer.
A game server can be hosted by anyone.
You can also make your own maps easily with an advanced in-game map editor.
Custom maps hosted on game servers are seamlessly downloaded for players entering the server, without the need for any manual work.
Any item, ability or setting can easily be altered by changing values in a text file, which works in real time.
If a player wishes to host a server that makes the character move at double speed, and that the only ability available is the Fire Ball and that it kills in one hit, that can easily be done with this system.
This also allows the server host to "fix" imbalance.
Exact changes done in the text file of a server are also shown in the server list so players know what a server has changed before joining it.
The in-game GUI is minimal to keep the player emerged.
You rarely have to look at the GUI whatsoever.
The player health is always displayed right above the player in the 3D world.
Team damage (or friendly fire) is always on. This limits ganking.
If two players attack one enemy, they have to avoid hitting each other.
Griefing by teamkilling is heavily limited with an advanced anti-grief system.
Tactics are crucial.
You have to consider team mates, enemies, strategy, strengths, weaknesses, etc.
There are many more features in the game that helps with the quality: