Demo v0.1. In active design for 5+ years and counting — my #1 passion project. Dev logs and more coming soon.
CMD Hero Fights is a deterministic, one-versus-one tactical card duel — the tactical-combat skeleton of XCOM, wearing the stat system of League of Legends, dealt out as a Hearthstone-style card game.
Two players each pilot a hero with a real combat block (HP, armor and magic resist, AD/AP, crit, dodge, a passive, a basic attack) and a deck of four card families: abilities, weapons, totems, and companions. Play happens on a grid battlefield where positioning is load-bearing — front-line bodies protect back-row totems and weapons the way cover protects a soldier. A turn is an allocation puzzle: every basic attack, card play, and use of the shared Luck button draws from one move-point budget, so ordering and spending are the game.
What makes the roster sing is that no two heroes share a resource engine — move points, HP-as-fuel, gold, Heat, and mana each anchor a different hero. And because a deck runs only one ultimate, your ultimate slot is your build’s thesis. Win by dropping the enemy hero to zero — but how you get there is never the same twice.
This has been a design project for over five years, with several implementation passes behind it. The current build is an early v0.1 demo.