
Screenshots

Watch trailer on Steam ↗Hero Manager
Cupkek Games · Published by Cupkek Games · Official site ↗
Last updated 28 Sept 2026
Hero Manager is a management game with focus on hero psychology, featuring auto-battler combat. Assemble a powerful squad, upgrade your base, form bonds with townsfolk and maintain high morale among your team. Can you lead your heroes to victory?
Indie, RPG, Simulation, Strategy · More free games
Assemble a powerful squad and form bonds with townsfolk in Hero Manager. Upgrade your base and keep morale high for victory in this Indie RPG from Cupkek Games.
About this game
Assemble Your Team
Choose from various heroes to create a powerful adventuring team. Improve your heroes to unlock their full potential, while considering their unique emotional responses that impact their combat abilities. With numerous attributes to weigh, craft a one-of-a-kind hero squad.
Triumph in Battles
Engage in thrilling battles against formidable foes using an auto-battler combat system. Protect your town by neutralizing threats and claim rich rewards, including gold, experience, fame, and rare equipment.
Explore The Town
Explore the town's diverse locations and charming characters. In every building, you'll meet a shop owner with a unique personality and story. As you get to know them better, you might get discounts and upgrades that will help you on your journey.
Upgrade Your Base
Your base serves as the heart of your operations. It allows you to improve your heroes through diverse means. As you progress you'll be able to upgrade different sections of your base, providing significant strategic advantages.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS *: Windows 7
- Processor: Dual Core Processor
- Memory: 4 GB RAM
- Graphics: Nvidia GTX 650 Ti or AMD HD 7850
- Storage: 2 GB available space
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Processor: Quad Core Processor
- Memory: 8 GB RAM
- Graphics: GeForce GTX 1060 6GB or Radeon RX 470
Supported Languages
Latest news
AnnouncementsOfficial
Scouting Cruios - New Heroes & Combat Overhaul - Base Comes Alive
It’s been a while since the last update — the “demo on the horizon” post didn’t quite age as planned. But development hasn’t stopped for a second. I’ve been focusing on improving how the game feels to play and look at, and it’s finally starting to come together.The Base Feels AliveThe management base has received a big upgrade. NPCs now move around, heroes have new idle animations, and the environment finally feels like a space where people actually live and work — not just a static menu. https://x.com/cupkekgames/status/1908912793295651303Combat and a New HeroCombat has been reworked for better feedback and clarity. Ultimates now slow time and darken the surroundings for more dramatic impact. Two new heroes have joined the roster:Gunner, a ranged damage dealer specializing in precision shots.Fighter, a melee powerhouse with wide swings and heavy impact.https://x.com/cupkekgames/status/1979415497322922129Scouting and CuriosAdded curios to scouting! They make each trip less predictable. You can now find strange objects that offer rewards or risks. https://x.com/cupkekgames/status/1979472412405104715I’ll be posting updates more often from now on and hope to launch a playtest soon.Read full article on Community Announcements (Lix3nn)AnnouncementsOfficial
We’ve Been Quiet, but the Demo Is on the Horizon!
Hello everyone, It’s been a while since our last update, and we’ve been hard at work behind the scenes. We’re excited to announce that we’re getting closer to our first closed demo! Major Feature Additions We’ve made substantial progress with numerous detailed improvements. Here are the main features we’ve recently implemented: Autobattler: Battles are now in real-time instead of turn-based! We originally started with a turn-based combat system and then switched to an autobattler format. But it was still turn-based, just automated. Moving to real-time combat was a significant task, requiring us to code many features from scratch. We’re excited to say we’ve successfully made the change! Additionally, we’ve upgraded to a better animation system, improved the skill system, and refined AI behaviors for a smoother combat experience. Scouting and Gathering: Explore new areas and gather valuable resources. These materials are essential for cooking and potion brewing. After gathering, you can choose to return home or continue exploring, though there’s always a risk of monster attacks. Will you take the risk for more valuable materials? Farming: Cultivate and manage your own farm. It’s a safer alternative to scouting, providing essential resources for your heroes. Cooking and Brewing: Use the resources you’ve gathered to prepare meals and brew potions. Meals are vital for keeping your heroes’ hunger at bay, and potions can be lifesavers during tough battles. What’s Next We’re nearly finished with all the features required for the demo. Our next steps involve creating content and polishing the game in preparation for our first closed demo test. Thank you for your continued interest and support. We look forward to your feedback on the upcoming demo!Read full article on Community Announcements (Lix3nn)Patch NotesOfficial
Progress Update, Upcoming Debut Trailer
It's been a while since our last update. We've been heads-down working on the core mechanics of the game, focusing on the logic that drives the gameplay experience. Let's delve into our progress, current status, and plans. Here are the key milestones we've achieved: Finished designing enemies for the first area. (5 enemy types total) Implement functionality of morale and personality trait of heroes. Add 2 new heroes, currently we have 4 heroes in total. Add hero list to the UI in base, allowing you to monitor their heroes' current conditions. Developed UI elements to display changes in heroes' attributes (health, morale, personality, exp) in response to events. At the end of the day, show UI that reports changes. Designed and introduced the initial version of personality traits. (40 traits total) Redesign travel mechanic to make it faster and smoother to use Added ambient sounds to enhance immersion Implemented experience and leveling systems for personality traits, enhancing their effects as they level up. Display element type(fire, water etc) and unit tier on UI Add particles for expressions that will be used during dialogues Implement Inkle Ink, a valuable tool for crafting dialogues efficiently. With this we will be able to write dialogues with ease. Add animations to show heroes in action during various activities, such as training or drinking in tavern. Apologies for the long list, it details the significant progress we've made. We've successfully completed functionality of the core gameplay loop! However, we still need to develop content for testing and play. Currently, we're focusing on creating missing environments, NPCs, heroes, and enemies. Once we have enough content, we'll shift our attention to our debut trailer. Stay tuned!Read full article on Community Announcements (Lix3nn)Patch NotesOfficial
Designing the core game loop
In the previous devlog, I discussed the game design challenges and the decision-making process to overcome them. This time, let's explore how we refined and addressed flaws in the core game loop design. Calendar and Time Management The calendar plays a crucial role in controlling the flow of the game, acting as a guide for upcoming events. There are two types of events, fight and non-fight. Players have the flexibility to skip any event to allocate their time to other tasks. However, opting to skip fights comes at a cost, losing fame. The primary resource determining progression in the game. Non-fight events serve to enhance heroes' morale and provide buffs during combat. If you have spare time make sure to join them. Balancing time wisely and making event choices carefully is crucial for a successful game journey. Lose Condition As previously mentioned, skipping or losing fights results in a loss of fame. Your fame level plays a pivotal role in unlocking the next tier of content in the game, including higher-tier heroes, upgrades, equipment, and more. If your fame level drops, there's a risk of losing access to these valuable high-tier items. Be careful!Read full article on Community Announcements (Lix3nn)Patch NotesOfficial
Game design challenges from blending two games
Originally, the game concept emerged from a mix of Potionomics and Darkest Dungeon (DD). I combined key elements of both, which led to a design challenge regarding the in-game time mechanic. In DD, time only progresses through fights, so you can't use busy heroes. Potionomics allows time to advance whenever you want, but forces a boss fight after 10 days, so you'll need to be careful with your time. I preferred the potions approach, but that created a problem because there are no mandatory fights. Time was of no importance, it became an endless resource. For example, during a hero's recovery in hospital, time can be freely advanced without any consequences. Various attempts to introduce new mechanics have only resulted in ancillary features that do not solve the core gameplay problem. Ultimately, I decided to remove the ability to start fights of my own accord. Simultaneously, I moved from turn-based combat to an automatic combat format where fight times are predetermined and visible on the calendar. This has made time a limited resource and necessitated strategic time management. In summary: Fights are no longer started at will; They occur at predetermined times that can be seen on the calendar. Combat has moved from turn-based to auto-battle, making gameplay easier. The removal of turn-based combat and the campaign map significantly narrowed the game's development scope. While challenges remain, these changes move the project closer to completion and alleviate recent burnout. The end is now on the horizon, motivating continued progress.Read full article on Community Announcements (Lix3nn)






