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Chronicles of Nameless Heroes

MVAONE Games / Official Site
AdventureCasualIndieRogueliteRPG
Game Details
Publisher
MVAONE Games
Release date
6/26/2026
Status
Released
Distribution
Steam (Windows)
Monetization
Buy to play
Multiplayer
Co-op
PvP
No
Setting
A dark fantasy kingdom
Price
$
Run length
30-60 Minutes
Meta-progression
None
Build diversity
High
Platforms
PC, Steam

Every attack in Chronicles of Nameless Heroes fires automatically at the nearest target, leaving the player responsible solely for movement. That single constraint turns combat into a positioning exercise: staying alive means reading wave patterns and dodging rather than timing strikes. MVAONE Games released the title on June 25, 2026.

The game follows the Guild of Nameless Heroes through a narrative that starts with a village job — kill a wolf causing trouble for locals — and grows into something far larger. Once the wolf is dead, the guild finds evidence of a plague spreading through a nearby city, the dead walking, and a witch holding the kingdom’s throne. This premise frames a series of combat arenas, each requiring the player to survive consecutive enemy waves before facing a zone boss. Enemy density and aggression climb with each wave, so the pressure mounts continuously within a single location before the player moves on to harder zones.

Two interlocking systems shape how a run develops. Killing enemies earns experience, and each level-up presents three randomly drawn upgrades: options include piercing attacks, multi-target hits, improved evasion, or faster movement, among others. Enemies also drop equipment — weapons, helmets, armor, and boots — each carrying stats that affect damage output, attack speed, defense, and mobility. Pairing loot with chosen upgrades produces meaningfully different builds across runs, ranging from high-damage aggressive configurations to durable, survival-oriented ones.

  • Auto-attack combat where positioning and dodging carry the full tactical load
  • Wave-based arenas with escalating enemy density and a boss at each zone’s end
  • Three-choice upgrade selection on every level-up, drawn from a randomized pool
  • Equipment drops covering four slots, each with discrete combat stats
  • Build variety spanning high-damage and high-survivability approaches within a single run

No persistent unlocks between runs are described, so power is built and lost within each expedition — a structure that will suit players who prefer their decisions to carry weight only within the run at hand, without a separate layer of between-session advancement to manage.

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