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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
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