Hero DispatchR is a fast, messy, superhero dispatch management game about running an agency full of powerful people who should probably not be trusted with paperwork, public safety, or each other.

You are not the hero punching the villain. You are the person behind the desk deciding who gets sent where, before the city falls apart.

Inspired by the dispatching mode of Dispatch by AdHoc Studio, Hero DispatchR started as a hobby experiment: what if that kind of superhero assignment gameplay became more roguelike, replayable, systemic, and potentially endless?

What do you do?

Calls appear across the city. Each emergency has different needs, risks, timers, rewards and complications.

You choose which heroes to send based on:

• Combat • Mobility • Intellect • Charisma • Vigor • Hero tags and powers • Mood • Energy • Injuries • Team chemistry • Mission difficulty • Public trust • The fact that some heroes are absolute disasters in human form

Send the right team and you might get a perfect result. Send the wrong team and you might still survive, but the city, your roster and your reputation will remember.

Current prototype features

• 18 playable heroes • 200+ mission templates • 20 disrupted events during missions • 10 office events between shifts • 30 powers • 25 traits • Hero synergies and team chemistry • Injuries, energy, mood and recovery • Morning and evening shifts • HQ office phase • Recruitment system • Facility upgrades • Newspaper and daily reports • Inventory items • Hacking minigames • Competing calls where you must choose which crisis matters more • Academy training offers • Run progression across multiple days • Roguelike structure with changing situations and imperfect decisions

The goal is not to create a traditional superhero action game. The goal is to create the feeling of being trapped in a superhero workplace comedy where every decision is tactical, emotional and slightly illegal.

Development note

Hero DispatchR is a solo hobby prototype and an open development sandbox.

I started from a dispatch-management loop I already understood because I wanted to explore what I felt was missing from this kind of game: deeper agency management, hero relationships, daily reports, office events, roguelike progression, and a longer “run” structure where every bad call leaves a mark.

AI was used heavily during development: code support, writing support, visual direction, placeholder assets, balancing drafts, content generation, and fast iteration. I am not trying to hide that. The project also became a way to experiment with my own game-development pipeline: React + PixiJS integration, data-driven content, local asset generation tools, procedural events, and rapid prototyping workflows.

This is not intended as a commercial clone. It is currently open source, built to learn, test systems, and see whether an “infinite superhero dispatch roguelike” can become a fun management game.

Many assets are temporary. Some systems are rough. Balance will break. Heroes will behave badly. That is part of the experiment.

Feedback is very welcome: balance notes, UX issues, bugs, content ideas, feature suggestions, and “this hero is broken in a funny way” reports all help.

Can you keep the city safe while managing a team of superheroes who are somehow both the solution and the problem?

Updated 10 days ago
StatusIn development
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorRisingPixel
GenreStrategy
Made withPixiJS
TagsManagement, Narrative, Roguelite, Superhero
Average sessionAbout a half-hour
LanguagesEnglish
InputsMouse, Touchscreen
AI DisclosureAI Assisted, Code, Graphics, Sounds, Text

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hero-dispatch-20260621-2057.zip 70 MB
hero-dispatch-20260629-1825.zip 52 MB

Development log

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