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Hero-U: Rogue to Redemption is a Win/Mac/Linux adventure role-playing game by Lori and Corey Cole, Quest for Glory series creators.
Hero-U: Rogue to Redemption is a Win/Mac/Linux adventure role-playing game by Lori and Corey Cole, Quest for Glory series creators.
1,869 backers pledged $116,888 to help bring this project to life.

Around the World in 80 Ways

Posted by Corey Cole (Creator)

Each game in our Quest for Glory series took players into a new land with a unique society. We based these lands on real-world locations to give players a taste of different cultures. As he became more experienced, the Hero traveled from Western Europe to the Middle East, Africa, Eastern Europe, and finally to the Mediterranean.

Hero-U: Rogue to Redemption and the upcoming games in the Hero-U series all take place (or at least start) in the Hero University in Sardonia. The school is again on the Med Sea, but there is a strong influence from many different countries and cultures. While some of Shawn’s classmates are locals, others have traveled to Sardonia from all over the world - Yoruba, Arzmoor, Kriegsland, Mordavia, Marete, and many other lands.

Shawn meets Master Chef Ifetaya
Shawn meets Master Chef Ifetaya

Hero-U prides itself on its diversity. Students, faculty, and staff come from a wide variety of cultures and all walks of life. Nowhere is that diversity better reflected that in the University kitchen and dining hall. Each day Master Chef Ifetaya Kinah leads her staff and culinary students in preparing delicious meals from all around the world - Albion, Bellefrance, Nihon, and other exotic locations. Anyone who asks, “Since when is a Chef a type of Hero?” has never dined at Hero-U.

Our backers and team also reflect our quest for diversity and variety. I shipped packages to backers in over 30 countries, and I'm sure we have many more represented in our all-digital rewards backers. Our developers range from the Eastern and Western United States to Australia and New Zealand.

For the first two years, Lori was our sole female team member. Now the team has equal numbers of men and women. We are unified in a few other ways - everyone on the team loves making and playing adventure games, and we’re all enormously excited about the way Hero-U: Rogue to Redemption is developing. We’re doing our best to live up to every promise we made about Hero-U during the Kickstarter campaigns - beautiful graphics, realistic character interactions, and meaningful choices throughout the game.

User Interface Survey

Hero-U School Store Interface
Hero-U School Store Interface

We’ve tried multiple variations of the main user interface for Hero-U, and we’re still tweaking and refining them. I’ve put together a short survey of how you play games, and it will be very helpful to us if you and your friends take the survey at

We want to know how many of our players use both mouse buttons when playing games, and what expectations you have for the right mouse button. In Quest for Glory, the right button toggled between commands (such as Talk, Look At, or Use) that the left button would use. In our first Hero-U demo, the right button brought up action menus, while the left button. For the second version, I switched that - left button acts, right button gives a description.

Project Status

Hero-U Reception Area
Hero-U Reception Area

We are continuing to refine the rest of the user interface, including the look and feel of the inventory, character sheet, and journal. It takes an amazing amount of behind-the-scenes work to make these screens work well with the right appearance and ease of use.

We’re in the last couple of months of creating “room content” for the game. This includes all the dialogue, text, interactions, animation, and “adventure game stuff” for Hero-U. This Summer we will refine and expand the combat system and working on “alternate interface puzzles” such as trap disarming. We will also start adding music and sound effects once all of the rooms are otherwise complete.

We plan to have a very long beta test to prevent the kinds of problems we had with several of our Sierra games. We hope to start Beta in late September or early October. As we get closer to the finish line, our ability to estimate the real completion date will improve.

We are delaying shipments of physical goods until the game is complete. It’s a very time-consuming process that takes time away from game development. We’ve sent out digital rewards such as Quest for Glory game keys and high-resolution travel posters and game images. Log on to BackerKit and visit your Hero-U page to get access to your digital add-ons.

Kickstarter Projects Ending Soon

Thanks to Unleasher for posting these projects to the Hero-U game forum. Visit the forum at to keep up with game discussions and join them. Also check out the main page at for Lori’s game design updates (when she can find a few hours away from writing dialogue).

Masquerada: Songs and Shadows ( is a “pause for tactics” RPG. It needs about $7,000 more to reach its $65,000 goal within the next 3 days.

Chronicle of Ruin ( is a real-time tactical Japanese-style RPG. It’s at $6,000 of a $36,000 goal and has 16 days to go.

Masquerada: Songs and Shadows
Masquerada: Songs and Shadows

Thanks for reading! Invite your friends to help support Hero-U by pre-ordering the game at

Voelker_1999, SKiller, and 16 more people like this update.


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    1. Corey Cole 2-time creator on

      In our original spec, Shawn would acquire extra bags a la World of Warcraft, but we opted for a simpler inventory system. It takes a lot of custom coding to say, "You don't have room for that," especially when you're picking up a crucial quest item that might have taken Shawn several steps to acquire.

    2. Corey Cole 2-time creator on

      BlackGauntlet: We're using a basic adventure game system, but most of the items Shawn can carry are reasonable. Players can probably do silly stuff such as give him 100 daggers, because we're not enforcing a weight limit as we did in Quest for Glory, but if you roleplay "reasonable", reasonable is what you'll get. For example, in the prototype demo, if the player tries to make Shawn take the moose head or a painting, Shawn will override the player. He has a mind of his own in this game. He knows when to run away, or when he's too tired to keep doing things, and he'll let the player know that.

    3. BlackGauntlet

      Speaking of Inventory, would item management be more realistic (i.e. Shawn can only carry around small items that can be stored easily in a trouser pocket)? Or would it be full-blown Sierra-esque just-to-advance-the-plot crazy (i.e. able to store an entire steel ladder into a leisure suit pocket)?

    4. Missing avatar

      unleasher on

      Yes, I too think more surveys are better than fewer! Thanks for this update, it is shaping up to be great! Keep up the good work!

    5. Andrew Tuckett on

      Yes please to more surveys.

    6. Corey Cole 2-time creator on

      Survey results based on the first 100 voters: Almost everyone uses both left and right mouse buttons in gaming. A 2/3 majority of voters like the interface from the 2nd demo - right-click describes the target object, left-click walks Shawn to the object and lets him interact. So we're definitely sticking with that interface.

      Responses to the question about, "Which game are you most looking forward to?" were interesting. There was a tie for first place between another Rogue game starring Shawn and... a game featuring a scientist as the main character. Next favorite was the Wizard, who will be the star of Hero-U 2: Wizard's Way.

      Thanks everyone for responding! Would you like to see more surveys in the future?

    7. Crooked Corey Cole went full retard on

      Maybe Shawn is cross-eyed (so you can`t discriminate him); maybe Shawn has no manners because he grew up on the street (show compassion because he does not know better and manners are old-fashioned anyway); in any case I hope RtR is a game where you are entitled to look in any direction you want ^^. Speaking of cross-eyed people: the demo text frame and color was much more eye-friendly; the lace-frame and the pale text color are still a regress, can we have a poll about that, too? I might be the one percent of one percent of a minority vote, but a contested election of the frame could show you if my viewpoint was trivial or not, that it would match better with the game design as you kept the original frame for the inventory.

    8. Andrew Tuckett on

      All good Corey thanks for the explanation.

    9. Corey Cole 2-time creator on

      Andrew, thanks for the feedback. That picture is actually a mockup Lori put together with 2D cutouts rather than the 3D characters. The game is currently down due to a major user interface overhaul, and I didn't want to delay this report any longer, so I went with the mockup.

    10. Andrew Tuckett on

      Can I offer a critiqie of the 'Shawn meets Master Chef Ifetaya' picture?

      I like the little details present and I'm impressed you managed to add little facial details to Master Chef that don't look 3d polygonal. I think it would preview better as an animated gif so people can see it in motion with shadows dancing in firelight and people gesturing when talking.

      It would help the scene greatly if Shawn was looking at Master Chef when talking and not at a three quarters angle away from her. In general Shawn and Master Chef seem very stiff and I'm wondering if there is anything you can do to pose them in a more relaxed fashion?