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Hera Rush app icon
Bullet-heaven roguelite · iOS

Hera Rush

The rift to the Underworld is open. Hera has chosen you to push the horde back — one thumb, five realms, endless waves.

Hera Rush gameplay — mid-fight against a swarm of mythic enemies
8Olympian heroes
18weapons
8evolutions
5realms

What's new

Version 1.7 ·

THE ENDLESS GATE

A new way to play, unlocked once you have cleared all five realms.

  • One arena, and every realm's monsters in it at once
  • A new depth every 90 seconds. Enemies harden, and time itself thickens: at depth 1 a single minute counts as 1:30, and it gains 15 seconds at every depth after
  • A Warden guards the end of every fifth depth
  • No ceiling. Depth is the difficulty now, and it climbs while you live
  • Gate runs post to the same Game Center board, in the accelerated time you watched all run

ONE CURRENCY

Fate Crystals are retired. Everything costs gold now, and any crystals you were holding come back to you as gold automatically. Nothing is lost.

Read the full notes

THE SHOP NO LONGER RUNS OUT

  • Five permanent upgrades are now endless: Max HP, Recovery, Might, Greed and Growth keep climbing instead of stopping at level 5
  • Fixed: a fully upgraded account was levelling up 19% SLOWER than a brand new one. The enemy-side correction is now derived from your real power instead of being guessed at

BALANCE AND POLISH

  • Late runs get harder through THREAT, not crowd size. Fewer enemies, more elites and heavies, so you can see what is actually killing you
  • Four boss sprites redrawn at full size instead of being stretched
  • Score multipliers are shown on screen instead of applied silently
  • Every realm is now worth the same on the leaderboard
  • Fixed a black screen when crossing between depths
  • Smoother HUD and music on boss spawns and depth changes

Thank you for playing. Your record is waiting to be broken.

Previous versions (5)
1.5.0GAME+

Clear all five realms and the whole journey opens again, harder. Five tiers — each adds +25% enemy health, +15% enemy damage and +20% gold — with a separate best time for every realm at every tier.

A CALMER CAMERA

Screen shake was firing on every single hit. Now it lands only on the blows that deserve it, and Settings → Accessibility has a proper Off / Reduced / Full control that follows your system Reduce Motion setting.

FIXES

  • The low-HP screen warning no longer goes quiet the instant you take a hit
  • Smoother crowds — a stutter in the audio path is gone
  • Various small fixes
1.4.0The biggest update yet.

EVERY GOD FIGHTS DIFFERENTLY

  • Each hero now has their own skill and their own feel, not just a different colour: Ares closes with melee, Hades collects souls, Poseidon hits harder, Hera's ultimate is Sovereign's Wake — charged by kills, and it leaves burning ground behind you
  • Distinct attack effects and sounds per hero, so you can tell what fired
  • Dash is back on every hero

THE HORDE FIGHTS BACK

  • Enemies advance as readable squads instead of a shapeless cloud
  • They no longer move in lockstep — the crowd looks alive now
  • Every region opens with its own creatures; no two start the same way

FIVE REALMS, REBUILT

  • Animated environments, real tiled ground, and terrain that varies instead of repeating
  • The Underworld is a lava field: molten pools that burn if you stand in them, and enemies that walk around them
  • Apollo and the Olive Grove now open the game — a brighter, gentler start

SOUND

  • Every ultimate has its own sound. They used to borrow a hit effect
  • Fixed the crackle in the first seconds of every launch

READS BETTER, RUNS BETTER

  • Health reads under your hero, where your eyes already are
  • The tutorial no longer stops the game — hints appear while you play
  • Chest rewards no longer interrupt a fight
  • The leaderboard is one tap from the menu, under RANKING
  • The level-up screen is just the cards and the reroll
  • Smoother frame pacing in heavy crowds, and a pile of fixes: the health bar flipping when you turned, hazard markers drawn as bare rectangles, and more
1.2.1

Athena and Artemis no longer stutter or slide while idling and attacking — their animations now play as intended.

Added a proper title screen at launch.

Removed the floating Game Center button that overlapped the back button. Leaderboards are still one tap away under Trials → Ranking.

1.2A full interface rebuild, and a new way to move.

DASH

A second thumb action beside the Ultimate — punch through a wall of bodies to reach the summoner behind it, or cross to the gems the magnet never pulled in. And every god dashes differently: Athena holds a single charge that comes back fast, Artemis banks four.

THE OPENING HITS BACK

Basic enemies now fall in one hit for the first stretch of a run, so the horde thins the moment you start firing. Artemis' volley was also throwing two of its three arrows wide of the target — it now lands where she is aiming.

THE HUD GETS OUT OF THE WAY

The bottom panel is gone. Health, XP, your build and the clock moved to the top of the screen, and the play field is bigger for it.

LEVEL-UP YOU CAN READ

Every choice now shows what it actually does — before and after. Evolutions stand out on sight, and a build shelf shows all twelve slots, including the empty ones.

COME BACK FOR SOMETHING

A daily offering with a seven-day streak, and Trials — rotating daily goals plus permanent feats to chase.

ALSO NEW

  • A guided first run for new players, on a slowed opening wave
  • Boss encounters open with a title card naming what you're about to fight
  • Tap any weapon or relic, anywhere, to see its stats and evolution recipe
  • Hero details: see a god's starting kit and bonuses before you pick them
  • Settings rebuilt with real switches, plus a dash-button toggle

Fixes: the pause button is now a proper touch target, the back button on every menu screen is visible again, lists scroll the way they should, the boss title card no longer darkens the fight it plays over, and the run summary no longer buries the numbers.

1.0

First release on the App Store.

Screens

One thumb.
Total chaos.

Survive the swarm, pick godlike upgrades, and topple a guardian at the end of every realm.

Pick an Olympian and start a run The journey map through a realm A blessing offered after a guardian falls Choose a blessing on level up Permanent power-ups bought with gold The weapon and relic collection Depth six inside The Endless Gate
The codex

Five realms.
Five guardians.

Each realm has its own beasts, its own music, and a signature guardian waiting at the end — slay it, and the hunt only gets fiercer.

Temple of HeraAres ChampionMarble and torchlight. Where the rift first opened — and the gentlest ground you will ever fight on.
Ruins of ArgosArgos WardenBroken columns and long sightlines. The restless dead hunt here, and they hunt in packs.
Olive GroveGrove HydraClose, green, and crowded. Little room to back up, which is the whole idea.
Aegean CoastTidal ColossusOpen sand under an open sky. Nothing to hide behind, and the sky is not safe either.
Underworld GateCerberusThe far side of the rift. Things live here that exist nowhere else — and the horde no longer thins.

And then: The Endless Gate

Finish the journey and the Gate opens. One map, one axis — depth. There are no realms to pick and no tiers to shop through; the only thing left to choose is your hero. Every ninety seconds you fall one depth further, and the ground answers: the light shifts, a different realm's melody comes up, and that realm's beasts and guardian come with it. Every fifth depth closes with a Warden. All ten enemy types are in play by depth five; after that it is the weighting that turns.

Time runs differently down there

Scoring

Depth is not just danger, it is rate. Time thickens exactly as much as the enemies do: a minute at depth one counts as 1:30, and it gains fifteen seconds at every depth after. A short deep run and a long shallow one meet on the same board.

Bank it, or push

The choice

You can leave with the depth you reached and keep it. Or take one more block, and risk the twenty minutes you are already carrying.

The eight Olympians

Every hero opens with a different weapon, a different stat bias — and a different dash. Dash is the escape: a short burst of speed with a sliver of invulnerability, enough to punch through a wall of bodies. How many you hold, and how fast they come back, is part of who you picked.

HeraGuardianExtra health and armour. 3 dashes, standard refill — the baseline everything else is measured against.
ArtemisHunterFastest on her feet, fastest arrows. 4 dashes, slow refill — bank them, then cross the arena in one motion.
AthenaCasterHeavy damage, shortest cooldowns. 1 dash, back almost at once — no panic button, but you are never empty.
AresDuelistWider hits, quick feet. 2 dashes, fast refill — dive in, and dive straight back out.
ZeusStormbringerThe biggest raw damage bias in the roster. 3 dashes, standard refill.
PoseidonTidecallerLonger-lasting effects and a wider pickup pull. 3 dashes, a touch heavier.
HadesRevenantRegenerates between fights. 2 dashes, fast refill — fewer escapes, but he heals the mistakes.
ApolloRadiantBigger areas and better luck on drops. 4 dashes, slow refill — the deepest burst in the game.

Relics and permanent Power-Ups shorten cooldowns, and that shortens your dash with them — a build can end a run dashing roughly twice as often as it started.

The bestiary

Satyr

Chaser

The rift's foot soldiers. Individually weak — but they never stop coming, and the horde grows by the minute.

Harpy

Ranged

Circles at a distance and rakes you with talon shots. From the second minute on, the skies are never safe.

Gorgon

Exploder

Deep in a run, gorgons turn volatile — sprinting in and detonating on contact. Kill them at range, or pay in blood.

Shade

Stalker

Restless dead slipping through the rift. Faster than they look, and they hunt in packs.

Minotaur

Bruiser

A wall of muscle and horn. Slow, furious, and built to outlast you — bring your evolved weapons.

Elites

Variant

Any beast can rise as an elite — bigger, meaner, gilded in gold. They drop treasure chests worth the risk.

The Guardians

Bosses

Radial bursts, charge dashes, summoned warbands, knockback waves, burning ground — every guardian fights with its own arsenal. In endless runs they return stronger with every cycle.

Minute-mark ambushes

Events

Rings that close in, pincers from two flanks, marching warbands — the rift tests you on the clock, not just at the boss.

The arsenal — 18 weapons of the gods

Weapons fire themselves. You choose which, and what to stack beside them: bolts that chain, blades that orbit, arrows that fall from the sky, waves that sweep the field, ground that burns. Some of the roster:

Zeus BoltAres BladesArtemis ArrowfallPoseidon WaveHades FlameAthena SpearApollo SunbeamHephaestus Hammer…and ten more

16 relics to shape the build

Relics are the other half of a build. Some sharpen a stat — damage, area, luck, how often you dash. Others change what a weapon does: added pierce, knockback on hit, an execute on anything already near death. A handful are the seed of an evolution.

Olympian SigilHunt CharmSwift SandalsWisdom AegisMidas Hand…and eleven more

8 evolutions — fuse weapon & relic

Take a weapon to its ceiling while the right relic sits in your build, and the level-up screen offers something else entirely. Three of the eight, to show the shape of it:

Zeus Bolt + Olympian SigilThunderstorm
Artemis Arrowfall + Hunt CharmSilver Arrowstorm
Poseidon Wave + Tide ShellMaelstrom

The other five are yours to find. The game tells you when a weapon is ready — which relic it wants is the puzzle.

No energy timers · Never pay-to-win