HeroEngine FAQ's
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HeroEngine and HeroCloud FAQs

Have a question that you cannot find here? Feel free to ask us on the forum and if it is a common question we will add it to our FAQ page!


I want to make a real time simulation- not a game, can I?

Absolutely you can. That is actually a part of our clientele. We have licensed the HeroEngine for both stand alone and on the Cloud for things like interactive educational tools, military simulations and even to architects for working directly with their clients in real time.

My game is not an MMO RPG, it’s a shooter. Is HeroCloud the way to go?

HeroCloud lets you build games that look any way you want.  The art direction of our existing assets more “realistic”, but you could create a cartoony style, or build art for a game set in the modern world or the future.  We have hundreds of teams developing dozens of different types of games from MMO’s to mobas to RTS to social to FPS to space simulation, and every type of hybrid in between.

I’ve built some of my game with HeroCloud and now a publisher is interested, What can I do?

There are many alternitives that we can offer on a case by case basis. Contact sales to get a HeroEngine source license to transfer your game from the HeroCloud to your own servers.

How do I get started once I sign up?

Is there documentation and training?  How about sample code and assets?

Once you sign up we will give you access to the HeroEngine documentation Wiki that covers everything you should need to know about HeroEngine.  There is also an robust community forums so you can share questions, answers, tips & tricks with other HeroCloud developers.  You also get full access to reference worlds of example games: SpaceShooter, MMO, FPS, Social Farm Game, all of which include art and scripts so you can see how we’ve used it ourselves.

What is the difference between HeroCloud and HeroEngine?

The short answer: HeroEngine is the tech that let’s you develop an online game. HeroCloud is the out-of-the-box solution that includes HeroEngine and everything else you need to launch your game online.

HeroCloud is a service that includes HeroEngine, hosting, and billing.  It is designed primarily for independent developers as well as educators, corporate and government simulation builders, and other projects.  By licensing HeroCloud your team accesses a full implementation of HeroEngine running somewhere in the Internet “cloud” so your team can access it anywhere and so you don’t need to worry about hosting, configuration management, or other annoying distractions from developing your game.

How fast can I build and launch a game using the HeroCloud service?

Really fast.  We’ve seen small teams build playable demos in 30 days and playable prototypes in 90 days.  In today’s economic environment we recommend building just enough game to make things interesting, then letting players in.  HeroEngine allows you to keep building content and game play after the game ships and then stream it to your players.  This way you can build your MMO the most efficient way – by focusing design and development on what your players are actually using and enjoying.  With HeroCloud you can build a rich 3D game using the low cost agile methodology of people building Facebook or iPhone games.  In fact you soon will be able to build Facebook and iPhone games with HeroEngine!

How long after I purchase the HeroEngine can I start using the HeroCloud service?

It generally takes up to two (2) business days to set up your world. Though sometimes it can be as little as one (1) day. You will receive an email once your world is built and ready for you to log in and start building your game.


I had a HeroEngine1 Lifetime but it no longer is active, what happened to it?

As a part of our normal maintenance, worlds from HeroCloud's initial free offering were decommissioned after a significant period of inactivity.  Unfortunately, if you world was decommissioned it no longer exists. Emails were sent out and a forum posting was made to attempt to let everyone know. Your Account is still active however. We do encourage you to look at our current offerings if HeroCloud may be a fit for your current project.

Does my free account include a world or demo?

No, at this time we do not have a Demo of the engine for the public. Because HeroEngine on the Cloud platform also includes the hosting solution, we must (at this time) limit this to subscribers only. We will be looking into other alternate options at a later time so you can try before you buy.

However, you can join a current team at any time with your free account. Some developers welcome new people to learn about HeroEngine. Feel free to join and say hello on our forums and meet some of the current developers.

Can I add just one more seat to my subscription?

Yes you can. This works like an upgrade where you only pay the difference for the extra seat based on the tier you are currently on. Example: You have a 10 seat license (Starter)  and want to add one more, the difference will cost you only $29.99.

Can I upgrade my account?

Yes you can. You can upgrade any time you like. If you would like to upgrade, you pay the difference between your current tier and the next level tier. You do not pay the full amount, we take into account what you had paid for your current subscription. Your next billing will reflect the new subscription tier you are on automatically.



Do I need licenses for any third party software to use HeroCloud?

We have purchased licenses from Awesomium, RAD Game Tools, SpeedTree, DPVS Umbra, FMOD and FaceGen for you.  You can use these tools in HeroCloud only.  More details in the wiki or via this press release.

What other tools do I need to make a game on HeroEngine?

It depends on what you are doing. If you are an artist, 3ds max or Maya is required. If you are a programmer or scripter, then Visual Studioes is helpful. Beyond that, we take care of everything else, from Maya/Max plugins, SpeedTree Modeler and Compiler, and more.


What is HSL

HeroScript, or HSL derived from HeroScript Language, is the underlying scripting language used by game designers and developers in HeroEngine to build tools, implement simulation mechanics and/or game logic.  Based on other high level languages like C#, HSL facilitates a highly collaborative iterative style of development whereby development cycle between implementation and testing in a live environment is effectively instantaneous and large teams can develop together in the same live environment.  

Designed from the ground up with the needs of Massive Multiplayer and Scalable Simulation environments, HSL is perfectly suited for its environment reducing time to market and dramatically lowering the skill level required to implement simulation/game mechanics.

For more information on HSL and HSL patterns, go here to our Wiki.

What modeling programmes are required?

At this time we only support Maya and Max for our export tools. FBX is not currently supported at this time, but will change over the next year. Please note that Maya LT is not supported due to Autodesk not allowing 3rd party binary plugins for use in Maya LT. Click here for more information.

Are there sample assets in the engine that I can use?

Yes, there are sample assets from Hero's Journey in all builds that you can use for prototyping and white boxing. We include several of the following categories:

  • Dynamic Female Character
  • Basic hair and style sets
  • Basic armour sets
  • Basic Weapon
  • Rock set
  • Basic architecture set
  • Trees (Speed Trees)
  • Terrain Dynamic Detail (grass and plants)
  • Terrain Dynamic Mesh Detail (Meshes)
  • Basic terrain tiling textures
  • Miscellaneous assets
  • White Box set (Box, tube, cone, arch, etc)


Publishing and Monetization

When can I publish my game?

The game you are developing is yours. Therefor you select when it is ready for release. We do have some stipulations on basic game content, however even that we work with you. It is your game, and ultimately it is your choice to decide when you are ready to go live!

How much do my servers cost?

Servers and hosting are provided with your subscription.

    When you are ready to go live with your game (Alpha, beta or release) we pay for all the base operating costs, but beyond the initial testing and launch window for your game if you wish to grow your game or keep your game at a distribution level beyond what our share of the revenue can cover, then you would either need to scale your game back, or cover the costs yourself. Basically, if you want to have 1 million players, but not charge them any money, then you will have to cover those costs, or work with us to figure out how to generate revenue from your player base.