Updates version #3
Hero DispatchR » Devlog
I turned Heroes on Call from a systems-heavy playable slice into a more cinematic and testable campaign experience. The work focused on strengthening the 14-day HQ story, making hero powers clearer and more satisfying, improving audio and character presentation, stabilizing dispatch/result flows, and adding the first headless simulation tools for balance testing.
- Rebuilt the HQ narrative into a clearer 14-day story spine, with daily auto-scenes focused on ambition, Aegis, City Council pressure, Public Opinion, and the future of the team.
- Improved HQ conversations with a stronger visual novel presentation: clearer active speakers, background characters, remote callers, better portrait states, and more readable scene flow.
- Expanded and regenerated voice/audio content, including HQ scene audio, bark audio, audio sprites, and new power activation barks.
- Added a more visible power activation flow, with queued activations, minimum visible time, and protection against accidental instant dismissal.
- Refined Hero File presentation so Supers, powers, traits, and hero identity are easier to understand during roster management.
- Stabilized dispatch, result, and debrief flows, fixing marker cleanup races, overlay timing issues, stale animations, and result/debrief reopening edge cases.
- Polished map and HQ office presentation with better marker motion, hotspot placement, scene readiness handling, and transition behavior.
- Updated hero portraits, full-body poses, secondary character assets, and related character presentation workflows.
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Hero DispatchR
Manage a crazy superhero team, one shift at a time
| Status | In development |
| Author | RisingPixel |
| Genre | Strategy |
| Tags | Management, Narrative, Roguelite, Superhero |
| Languages | English |
More posts
- Updates version #413 days ago
- Big polishing with newspaper, daily modifier, updated mission results27 days ago
- HQ polish, team talks, and mobile experiments32 days ago

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