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Piteks Hero Arena [ALPHA 0.0.6]

piteks.hero_arena

[ALPHA 0.0.6] MULTIPLAYER PVPve hero shooter arena. SKILL PROGRESSION | ABBILITIES | EXCLUSIVE HEROES | AI MOBS

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About

Join our DISCORD - https://discord.gg/4dqnT3THCy

( This game is still in development; it’s an early alpha release. I’m developing it on my own, so please don’t judge too harshly. You can share all your suggestions in our Discord—I’ll personally read them )

PVPvE (more PVP based) hero arena shooter. Pick a hero, level up, upgrade skills, dominate the arena.


Choose from 14 (i will add more) unique heroes, each with their own passive abilities and powerful ultimate.
Fight other players in PvP or play PVE, defeat bosses to get rare loot and more XP (in progress)
Level up your hero to unlock skill upgrades and gain access to devastating ultimates at level 10.

Skill Progression

Every hero has 5-level skill upgrades. Earn skill points as you level up and choose which abilities to enhance. Skills
scale from 0% to 100% power.

Features

  • - Dungeons, bosses
  • - Per-hero leveling
  • - Leaderboards
  • - Unique heroes
  • - Custom models
  • - Active PVP

Player history

90d tracked in 1y range · weekly averages

Updates

5 updates
Version 0.0.6 RELEASE ALPHA 0.0.6 Added a new hero: Pipka Builder. 29 changes

Added

  • Added a new hero: Pipka Builder.
  • Added new hero economy menus for cases, owned cases, and reward activation.
  • Added daily quest board support with accepted quests shown on the HUD.
  • Added player coin and case reward flow for future gacha rewards.
  • Added new world and combat sounds for barricades, Tesla coils, and several hero actions.
  • Added new mob and elite prefab support for dungeon and PVE encounters.

Improved

  • Reworked the hero selection menu into a wider, cleaner two-column layout with compact hero cards.
  • Improved hero info popups with wider panels, cleaner ability blocks, and better line wrapping.
  • Improved the level-up menu so longer skill descriptions are easier to read.
  • Improved the left-side HUD health bar so the red bar clearly represents current HP.
  • Improved the hero HUD layout to make room for case and menu buttons.
  • Improved dungeon and mob behavior so the shared mob logic is more consistent across regular PVE and dungeon encounters.
  • Improved melee mob chasing and attack timing to make close-range enemies feel more reliable.
  • Improved Engineer Tesla Coil visuals and setup support for beam-style effects.
  • Improved Pipka Builder barricade placement so custom prefabs can use their own collider and size.
  • Improved hero balance text clarity for Mirrax, Gorath, Engineer, Fly Lord, Babka, Fimozik, Gravity Man, and Pipka Builder.

Fixed

  • Fixed Phantom ultimate visibility for remote owners, including local stealth visuals, smoke feedback, and ultimate sounds.
  • Fixed Mirrax stealth owner visuals so remote players no longer see constant local cloak flicker.
  • Fixed Gorath Dread Impact camera shake so the attacker receives the local shake effect more reliably in multiplayer.
  • Fixed Pipka Builder barricade destruction sync so both host and remote players see barricades break correctly.
  • Fixed melee hero weapon handling so melee-only heroes do not briefly show weapons, without removing weapons from non-melee heroes.
  • Fixed Cryomancer aura visuals so the slow tint no longer remains after switching heroes.
  • Fixed Gravity Man's first skill behavior so it now only launches targets upward instead of forcing a ground slam.
  • Fixed dungeon wave and boss setup issues that could cause incorrect enemy visuals or wrong boss health behavior.
  • Fixed hero ability descriptions that were out of date with the real cooldowns, chances, durations, damage, and radius values.
  • Fixed hero info and level-up menu text so ability descriptions now match the actual gameplay values.

Removed

  • Removed the old emergency barricade passive from Pipka Builder.
  • Removed the ground-slam part from Gravity Man's launch passive.

Known issues

  • (shop and quests are curently not aveliable)
Version 0.0.5 update alpha 0.0.5 Added leaderboards 29 changes

Added

  • Added leaderboards
  • Added a new Server Intro Menu to replace the old welcome menu, with tabbed text content, copyable Discord/TikTok buttons, and inspector-driven text setup.
  • Added an INFO MENU button to the hero menu that opens the server intro menu.
  • Added world-panel sizing controls to leaderboard screens so they can be configured properly in 3D space.
  • New zone HUB
  • New PVP zone
  • New PVE zone

Improved

  • Reworked Gravity Man by replacing Low Gravity with Dense Core and updating his damage values and descriptions.
  • Reworked Cryomancer by replacing the old projectile passive with Ice Armor and updating hero/skill descriptions.
  • Rebalanced Healer by lowering damage reduction to 10%.
  • Rebalanced Phantom by removing the x2 damage bonus from the ultimate.
  • Improved slow-effect handling so multiple aura slows now stack multiplicatively instead of overwriting each other.
  • Improved the kill feed by moving it into a separate HUD component with zone-aware filtering and configurable styling.
  • Improved the scoreboard with a more modern red-themed visual style and better badge syncing.
  • Improved engineer deployment behavior, including turret spawn placement around targets and reduced deployment-related server load.
  • Improved hero unlock progression so only four heroes are free by default, the fifth unlocks at total level 50, and each later hero requires 25 more total levels.
  • Improved the server intro menu style into a softer arcane-themed layout with cleaner tab/content presentation.

Fixed

  • Fixed Marksman's target highlight so the outline now renders correctly for the hero owner.
  • Fixed damage-number visibility so dealt damage and taken damage are shown only to the correct player.
  • Fixed Cryomancer's Chilling Aura slow logic and vertical-range behavior.
  • Fixed Fly Lord effects so active swarm/cloud damage continues correctly after the owner dies.
  • Fixed mob spawners so max mob count is no longer multiplied by player count.
  • Fixed mob spawners so they only spawn enemies when at least one player is inside the bound zone.
  • Fixed duplicate weapon ghosting on player models in multiplayer.
  • Fixed Engineer proc spam from shotgun blasts by making turret/mine rolls happen once per shot instead of once per pellet.

Removed

  • Removed the old WelcomeMenu component and its image-path workflow.
  • Removed the outdated PlayerProgression unlock-step logic that relied on the old levels-to-unlock system.
  • Removed admin level add/remove actions and their related menu buttons and commands.
  • Old HUB
Version 0.0.3 alpha changelog 3 Added a new server welcome menu 20 changes

Added

  • Added a new server welcome menu
  • Added four more PVE zone slots, expanding the total PVE zone support to five.
  • Added custom display names for zones in teleport menus and zone counters.
  • Added configurable UI color settings for the welcome menu panel and buttons.
  • Added blood hit effects and blood decals for weapon impacts on players and mobs.

Improved

  • Reworked Human with a new passive set and a forward leap ultimate.
  • Reworked Marksman abilities and updated how smoke, sniper damage, and target marking behave.
  • Reworked Engineer passive deployment logic for turrets and mines.
  • Improved aiming with RMB: less spread while aiming, movement slowdown, and weapon-specific zoom behavior.
  • Improved respawn logic so spawn points prefer positions farther from nearby enemy players.
  • Improved teleport menus so PVE zones now use the same selection flow as PVP zones.
  • Improved the welcome menu with better button interaction, hover feedback, and customization options.
  • Improved HUD helper text and general menu readability.

Fixed

  • Fixed dead players leaving behind a damageable collider after death.
  • Fixed placed hero objects being removed when the owner died.
  • Fixed Inferno's Eruption so its damage now shows floating damage numbers.
  • Fixed several welcome menu layout and formatting issues.
  • Fixed content images in the welcome menu so they stretch properly inside the content area.

Removed

  • Removed the old Tank hero identity and replaced it with Human.
  • Removed unwanted cleanup behavior that deleted active Engineer and Fly Lord world effects on death.
Show 2 older updates
Version 0.0.2 big update Added two new heroes: Engineer and Fly Lord. 21 changes

Added

  • Added two new heroes: Engineer and Fly Lord.
  • Added 2 new weapons: SMG and Sniper Rifle.
  • Added HUB, PVE, and PVP buttons to the TAB menu with teleport confirmation.
  • Added zone player count display and support for world counters in maps and hubs.
  • Added new mob tiers: normal, elite, and boss.
  • Added new enemies: Harbinger of Decay and Crimson Wretch.

Improved

  • Expanded hero setup options for models, effects, sounds, and visual prefabs.
  • Updated the weapon HUD: active slots are clearer and inactive slots are more compact.
  • Improved weapon positioning in players' hands.
  • Improved the crosshair with dynamic expansion while shooting and cleaner feedback.
  • Improved mob behavior: mobs now lose aggro after the target dies, with better patrol and chase behavior.
  • Improved the mob spawner with support for multiple mob pools and more flexible spawn settings.
  • Expanded mob setup with projectile, impact, prefab, and animation timing customization.
  • Improved animations and combat feedback for several mob attacks.
  • General improvements to combat feel, visuals, and gameplay stability.

Fixed

  • Fixed an issue where Phantom's weapon could appear in the camera after leaving the ultimate.
  • Fixed a reload exploit caused by weapon swapping.
  • Reloading now properly cancels on weapon swap, including the reload sound.
  • Fixed incorrect private hero access display.
  • Fixed various issues with damage effects, crit feedback, and floating numbers.

Removed

  • Removed a weapon swap exploit that allowed players to bypass reload timing.
Version 0.0.1 First global update April 10-11, 2026 183 changes

Added

  • April 10-11, 2026
  • ADDED
  • New Hero: Drose (Private)
  • Human fused with a rose. 7 passives + 1 ultimate
  • Thorn Armor: 15% chance to reflect 10 damage back to attacker
  • Poison Thorns: 12% chance to poison enemy for 3 DPS over 8s (green damage numbers)
  • Life Drain: Heal 15% of all damage dealt (green heal numbers)
  • Rose Bloom: +20% max HP
  • Petal Shield: 12% damage reduction
  • Thorn Whip: +20% damage boost
  • Fragrance: Enemies within 150u deal reduced damage
  • Ultimate — Garden of Thorns: Thorn field at cursor, 8 DPS + 40% slow, 500u radius, 8s duration, 25s cooldown
  • Custom model support with SwapModel system
  • Full skill progression integration (all 7 passives scale with Power)
  • Customizable sounds, prefabs, and models for all proc abilities
  • New System: Skill Progression
  • Each skill has 3 levels: 33% / 66% / 100% power
  • Skill points are per-hero: hero level = available points minus spent
  • Ultimate abilities locked until hero level 10
  • Negative skills (penalties) always at full power, not upgradable
  • Save/load to skills.json
  • Reset per-hero or all skills
  • New UI: Skill Upgrade Menu (F key)
  • Full upgrade interface with skill names, descriptions, level indicators
  • Power percentage preview with upgrade projection
  • UPGRADE button for available skills
  • ULT shows LOCKED/UNLOCKED status
  • Close button (X) with cursor support
  • Cannot open simultaneously with TAB menu
  • New UI: Level Up Notification
  • Right-side notification: "LEVEL UP! / NEW SKILLS AVAILABLE / PRESS F TO UPGRADE"
  • Pulsing animation, yellow border, auto-hides after 5 seconds
  • New System: Admin System
  • 3 admin levels: Lvl 1 (Kick), Lvl 2 (+Ban), Lvl 3 (Full access)
  • VIP role — special status assignable by Lvl 3 admins
  • Time-limited access: admins, VIP, private heroes — grant for 1/7/30 days
  • Ban system: custom duration (minutes to days), ban reason, permanent bans
  • Admin action log with timestamps (up to 200 entries)
  • Banned players list with remaining time and reason
  • Save/load to admin_access.json
  • Console commands: admin_grant, admin_revoke, admin_ban, admin_unban, admin_vip, admin_setadmin, reset_all_levels
  • (admin-only)
  • New UI: Admin Menu (key 5)
  • 3 tabs: PLAYERS, BANS, LOG
  • Player selection with full info (name, Steam ID, hero, level, admin level)
  • Action buttons filtered by admin level
  • Private hero management: grant/revoke with 1D/7D/30D buttons
  • z-index 999 (renders above crosshair)
  • New System: Private Heroes
  • HeroInfo.IsPrivate flag for exclusive heroes
  • PRIVATE HEROES button (yellow border) in TAB menu
  • Separate panel for private heroes with access status and remaining days
  • Access granted via admin menu or console commands
  • Time-limited access with automatic expiration
  • New Effect: Poison Effect
  • PoisonEffect.cs — DOT component with green damage numbers
  • Customizable prefab, model, DPS, duration
  • Green tint on poisoned targets
  • New Effect: Damage Number Colors
  • White: normal damage
  • Red: marked target bonus (Marksman)
  • Yellow: Divine Strike (Healer)
  • Blue: Gravity Slam
  • Green: poison DOT, life drain heal
  • Orange-red: burn DOT (Inferno)

Improved

  • Healer — Reworked Abilities
  • Resilience replaced with Divine Strike: 12% chance to deal 12 bonus holy damage (yellow numbers)
  • Heavy Rounds replaced with Divine Armor: up to 50% damage reduction
  • Customizable sound, model, and prefab for Divine Strike
  • Updated hero description and all ability texts
  • Gravity Man — Full Rework
  • Gravity Launch replaced with Gravity Slam: launch up, slam down, 20 damage (blue numbers)
  • Zero Gravity replaced with Black Hole: spawns at cursor, 1500u radius, pulls all objects for 5s, 30s cooldown
  • Black Hole pulls: Rigidbody objects, PlayerControllers, mobs (via WorldPosition)
  • Customizable sounds for slam proc and hit, prefab/model/sound for Black Hole
  • Marksman — Aim Assist
  • Mark Target now includes aim-assist: bullets magnetize to marked target's chest (8 degree angle)
  • Damage bonus (+50%) moved to Projectile.cs for reliable application
  • Marked target damage numbers shown in red
  • AimAssistAngle and AimAssistHeightOffset configurable in inspector
  • Mob AI — Ranged Behavior
  • Mobs throw rocks from range when they have line of sight (no longer run directly under player)
  • Line of sight check prevents rocks through walls/obstacles
  • Fast transition to ranged when target is elevated (>60u height difference)
  • Return to chase when target is reachable for melee
  • AttackSpin animation during rock throw
  • Removed impact particles from rock projectiles
  • Scoreboard (V key)
  • Steam display name instead of GameObject name
  • Steam avatar (38x38) next to player name
  • Role badges: [ADM3], [ADM2], [ADM1], [VIP] in blue
  • Name truncated to 6 characters with ellipsis
  • 20% size increase: 1200px width, 22px row font, 34px title
  • Column headers: 16px blue (#55aadd)
  • KILL command damage excluded from received damage stats
  • TAB Menu (Hero Select)
  • Static layout — no dynamic resizing
  • Hero name on top, buttons below
  • INFO panel on left — compact, no empty space
  • Ability descriptions in blue, 12-13px font
  • Standardized tags: PAS (blue), ULT (orange), NEG (red)
  • Description line-height fixed (no text overlap)
  • PRIVATE HEROES button with yellow border
  • KILL button enlarged and centered
  • Removed UNLOCK ALL and RESET buttons
  • Pagination system for 10+ heroes (both normal and private)
  • XP/Level System
  • Linear formula: 500 + (level-1) * 200 XP per level
  • Level 1→2: 500 XP, Level 49→50: 10,300 XP
  • BaseXPPerLevel and XPPerLevelIncrease configurable in inspector
  • Multiplayer — Visual Sync
  • All hero ultimates now broadcast visual effects to all clients
  • Inferno Eruption: [Broadcast] for particles and sound
  • Cryomancer Blizzard: [Broadcast] for ice shards and sound
  • Healer Healing Pulse: [Broadcast] for pulse effect and sound
  • Gravity Black Hole: [Broadcast] for spawn/destroy visuals
  • Drose Garden of Thorns: [Broadcast] for spawn/destroy visuals
  • Drose abilities: [Broadcast] for poison, drain, and thorn reflect sounds
  • Tank Shield: [Broadcast] for activate/deactivate sounds
  • Speedster Dash: [Broadcast] for dash sound
  • Phantom Cloak: [Broadcast] for cloak/uncloak sounds
  • Multiplayer — Weapon Sync
  • WeaponLoadout.ActiveSlot now [Sync] — all clients know active weapon
  • BroadcastSwitchWeapon — all clients see weapon switching
  • ApplyHoldType on switch — all clients see correct hold animation (rifle vs shotgun)
  • BroadcastWeaponRefresh on respawn — fixes stale weapon viewmodels
  • Phantom cloak now hides/shows weapon viewmodel via SetViewModelAlpha
  • Multiplayer — Player Models
  • Steam clothing/skins loaded via ClothingContainer for all players
  • Clothing hidden when using custom model heroes (Fimozik, Drose)
  • Citizen model cached in OnAwake (before any SwapModel) to prevent model corruption
  • SwapModel validates saved model is not another hero's model
  • Durability
  • Hit sound cooldown (80ms) — fixes loud shotgun pellet spam
  • InstantKill() method — death without damage stats (for KILL button)

Fixed

  • Weapon System
  • Both weapons firing simultaneously — EnforceActiveWeapon every frame
  • Missing weapon selection HUD — expanded WeaponLoadout search (self, children, parent)
  • Duplicate SlotIndex auto-fix — weapons with same slot get reassigned
  • Disabled WeaponLoadout auto-enable — weapons detect and enable loadout
  • Weapon.IsActiveWeapon() — each weapon self-checks against loadout
  • HeroFimozik.SetGunsEnabled — proper weapon restore after hero switch
  • Razor Compilation
  • SkillUpgradeMenu.razor rewritten — removed button tag (not supported in s&box UI)
  • Fixed onclick syntax (removed quotes around @() expressions)
  • Removed special Unicode characters that could break Razor parser
  • Simplified template structure using foreach over data structs
  • Hero Model Swapping
  • Fixed Fimozik model persisting on other heroes after switch
  • _citizenModel saved in OnAwake before any OnEnabled fires
  • SwapModel validates model before saving (won't save Fimozik/Drose as citizen)
  • Static citizen model cache shared between all hero swap systems
  • Phantom Invisibility
  • Removed duplicate cloak logic from HeroController (now only in HeroPhantom)
  • Weapon viewmodel becomes transparent during cloak
  • Cloak/uncloak sounds broadcast to all clients
  • Gravity Man
  • Black Hole tick logic moved inside IsProxy check — no more duplicate damage
  • BlackHole timer reset in BroadcastBlackHoleSpawn — prevents instant despawn on proxy
  • Visual rotation separated from logic tick
  • Drose
  • Garden of Thorns timer reset in BroadcastGardenSpawn — prevents instant despawn
  • Garden tick (damage/slow) restricted to owner only — no duplicate damage
  • Garden visual rotation runs on all clients
  • Speedster
  • Fixed missing braces in DashDamage — sound no longer plays for all enemies in scene
  • Scoreboard
  • SteamId type cast fix (CS0172 conditional expression error)
  • CSS
  • overflow-y: auto replaced with overflow: scroll (s&box UI compatibility)
  • SkillUpgradeMenu pointer-events: none on root (fixed cursor stuck on screen)

Removed

  • UNLOCK ALL button from TAB menu
  • RESET LEVELS button from TAB menu
  • Patrol spam logs from MobEnemy
  • Debug logs: [MARK-DEBUG], [PATROL], [LOADOUT], [BONE], [WEAPON]
  • Duplicate Phantom visual logic from HeroController
  • Exponential XP scaling formula (replaced with linear)

Known issues

  • Drose custom model weapon bone offset may require manual adjustment in Blender per model
  • Phantom cloak visual may have 1-frame delay on proxy clients due to [Sync] propagation
  • Mob NavMeshAgent speed not fully restored if mob dies during Drose Garden of Thorns slow
  • Admin system saves locally — not shared across server restarts without persistent storage
  • Private hero access timer uses UTC — may show incorrect remaining days in different timezones
  • Clothing visibility toggle runs every frame on custom model heroes (minor performance cost)

Media