
The tactical depth and iconic heroes of a hardcore MOBA meets the explosive verticality of a 5v5 3D shooter.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
About

Predecessor isn't just a 3D MOBA - it redefines the genre completely.
Vault over enemies and terrain like never before - or leave the battlefield completely, taking to the skies to rain destruction on your opponents from above.
Every wall, every structure, every angle is yours to exploit - if you can picture the play, you can break the game with it.
Enjoy a diverse tapestry of over 45 complex playable characters who are expertly designed to be easy to learn but incredibly deep and rewarding to master.
Pick from stance-shifters to summoners, gods to soldiers, knowing that your skills will always be rewarded, whether you're a seasoned competitive pro or an up-and-coming prodigy.
Squad up and throw down.
Enjoy a packed competitive scene blending community tournaments with official esports events, celebrating some of the best talent in the entire MOBA genre.
Do you have what it takes to compete at the highest level?
Immerse yourself in a cinematic rush every time you step onto the battlefield thanks to Predecessor's breath-taking visuals and sound design.
Enjoy extraordinary graphical fidelity that pushes the limits of what a MOBA should look like, supported by awe-inspiring audio that lets you feel every explosion.
Unlike other MOBAs, Predecessor puts you in control - literally.
Grab a controller and hit the couch, playing effortlessly against friends and enemies on keyboard and mouse thanks to full cross-play on console and PC with Discord-powered voice comms, ensuring you never miss a callout.
Squad up and play your way.
Predecessor isn't just designed for the MOBA community, it's built by it.
Players drive Predecessor's development like no other game. Major decisions are polled, feedback dictates direction and transparency rules communication.
From our earliest days of being coded live on Twitch to being a global powerhouse in the MOBA genre, our community is at the heart of everything we do.

Sums Steam only; PlayStation, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | Free | 17.7Kreviews | 71% | — | $0 |
| Free | 11.4Kratings | 82% | — | not modelled |
Engagement
Reviews
Themes across 551 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
PREDECESSOR é um dos vários projetos que tiveram origem no abandonado MOBA PARAGON, da EPIC. Acredito que este jogo seja o mais estável e o de maior sucesso, pois recebe constantemente novos personagens e itens cosméticos além de possui uma comunidade de jogadores razoavelmente ativa.
Lo mas cercano a Paragon, lo encontre despues de años de que cerraran al anterior juego, se ve que está bien optimizado, lleno de contenido, las partidas no tardan en ser encontradas y sobre todo, parece que le han metido mucho respeto y amor a este proyecto.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
Languages: English*, French, Italian, German, Portuguese - Brazil, Spanish - Latin America, Simplified Chinese*, Japanese*, Spanish - Spain, Korean*, Traditional Chinese**languages with full audio support
| Free | — | 85% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 555 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
мне нравится всё герои
Its is fun against AI and a good alternative to smite/LOL.
toxic community fueled by toxic devs
Love this game!!! Been playing since opening weekend release. ...it has came a long way, and, i still love it
Just don't play it. If you are looking for a new moba, just stuck to League or Dota. If you are still curious about this one, be extremely careful. Graphically it may be cool and all but devs clearly don't know how to make a proper moba, if at all. Predecessor is a 3d moba similar to League born from the ashes of Paragon. Yeah, that one game Epic games has closed in favor of Fortnite. And judging by the looks of Predecessor, they sure did the right move. Graphics aside, which isn't really so fascinating, mostly unpolished UE5 "slop", this game clearly was not designed around mouse/keyboard players, and clearly they don't have that many original ideas. Sure, you have the map (small, which is an issue but it's not that much of unplayable), objectives, lanes, jungle camps, the usual moba features. The problems however are plenty based on all the matches I've played: 1. Controls are terrible and the whole game is just unintuitive. What do you mean if I accidentally press the key to use Hunt (League's Smite), which is used by pressing 2, I have to press F to cancel and no other means to cancel (like, why cannot I basic attack and cancel Hunt target selection?). And why is the UI so thin you might not even notice at first glance (and that's a giant issue, I sometimes miss kills because my character doesn't attack cause "hey why are you not Hunting?" guess what, I wasn't aware it was on). Not to mention... the Ping system. Immediate and precise on other mobas, in Predecessor if you use a keyboard, good luck lol. The Ping system is a "tree" system consisting of 4 options, which then split into sub options, which then might split into more sub options. The problem is that with K/M this is painfully slow and more often than not you gotta retreat from a 1v1 fight in a lane just to ping. On controller you just push buttons and get this done quickly, but on K/M you can't. Not to mention useless filter options (what do I need '?' for, if not for being toxic? What's the point of "Out of Mana!" is when I can look at the other teammates' HP/MP bars?). Last but not least, you cannot interact with ANYTHING. Wanna ping something on the map? Forget that. Wanna move camera out of your butt to check what's happening elsewhere? Forget that. (If Faker would play this game he'd fall asleep, I swear.) The Shop? keybinds only show if you're on a CONTROLLER. If you are a K/M player like me, good luck. Fortunately it's easy and the same as other mobas, but it's still stupid lol. Devs have clearly intended this game to be a simple moba for console gamers, and it shows. Another detail goes to accessibility. You cannot view your character's base stats in any moment of the game. You cannot view your spells' scaling (even basic attack has a scaling, but god knows how much you scale). You cannot view items' stat scaling. But you can view both of those.... IN THE MAIN MENU. Amazing. "How much damage does Augmentation if I build it on Zarus? idk, I cannot tell how high my base Attack Power is.". Be prepared to make so many questions of that kind just because devs thought showing the scalings was gamebreaking. Another another detail, the training ground. Why did they have to invest money and effort to make another map, when I WANT TO PLAY ON THE EXACT SAME ONE AS NORMAL GAMES? I cannot practice jungle camps. I cannot properly test items. I cannot even place training dummies and adjust stats. It's so half baked it might just not exist. 2. The balance. Either some classes are useless (I've never seen tanks shine as they should, because there's so much damage everywhere even supports built with damage items can melt them) or some of them are so broken (mages and assassins, but while the formers have to scale, and it's okay that they are strong lategame, assassins shouldn't, yet you see the classical Feng Mao that onetaps you with two attacks and his ult, with near no counterplay, in lategame). Carries also are so strong they can solo dependently decide if you win the game or not. And because there's no kiting (cause you know, you can both move and shoot, this isn't League), the sheer amount of damage with the minimal punishment they receive by exposing into fights makes fights so silly from a melee fighter perspective, you're a damage sponge if you don't have any form of dash. Characters themselves are also horribly balanced. New releases are almost always broken (Ikra is the premium example, level 5 no items combo with just the bubble and auto removing 1/3 of enemy health, Eden at release was easier than picking Garen in League due to the nonsense kit and the stupid damage he can do while he CANNOT MISS MINIONS, cause he shoots nonstop, there are other examples but not as bad as these), and some others just don't fit the game (Yurei's constant dashing makes not only the opponent get a headache, but also you don't get a counterplay, because you know, there's no Z lock or anything that came in freaking 1998 to better track her movement, same goes for anything that dashes like Scarlett or Feng Mao, or even the blink itself, because at first you cannot tell where the enemy goes and you miss the kill). About items, some are just there to exist (there's a Predecessor version of Frozen Heart, but it's weaker and gives less stats, just, why?) and others that are gamebreaking (Skysplitter). Items are also just generally too freaking powerful, giving more often than not 4 attributes with each one giving a lot of a stat (what do you mean the MR shred intended for fighters also gives 10% omnivamp?), or have passives that just don't make sense (if I build an anti heal item, I want it for the anti heal. Why does Tainted Blade also amplify damage to "Blighted" enemies?). All those cases are just piling up with everything else and no wonder there's so much uncontrolled damage. Oh and you can have 6 items, good luck with that. (And the reason there are 6 item slots? Because devs thought with 5 the games were too slow. Awesome thought, Why did other mobas not think about this masterpiece of an idea?) Last but not least, Eternals. Why refine what we have, we should add more, right? Except this "more" did indeed break balance furthermore. Eternals that solo decide the faith of a lane, to outright broken stuff (Satariel not only gives damage amp with a small hp debuff whenever you make a kill, it also makes you immune to slows. The problem? Also applies to your kit's own slows, so prepare to get matched by Offlane Skylar with NO POSSIBLE COUNTERPLAY because she just flies and onetaps you with her beam. Oh right, ranged Offlane (the Toplane of Predecessor)? It is a thing! And it works! Because range is so absurdly long, and exp range from minions is short. What you get is a mix of frustration and no possible play, unless the ranged opponent misplays or you get ganked by your jungler. How fun. Hard counters exist in League, I do agree, but this is just outright nonsense. People that pick Iggy Offlane are also the same as whoever picks Teemo in League, but while Teemo at least requires positioning, Iggy doesn't. Just look at his kit, it's Heimerdinger on steroids. And it works amazingly enough, because this game is so bad. I would write more but running out of characters. This game is just so half assed no wonder there's no playerbase. And the remaining one is so toxic (due to nonexistent proper ban system) that newcomers aren't motivated to stay. And to think there's a competitive scene... Avoid this game at all cost. It is not worth the effort and not worth the game. I only play because of some friends, but imo I definitely don't wanna play it alone. Last but not least, "JOIN MORE THAN 2 MILLION PLAYERS" yeah right? Hollow Knight has more concurrent players than Predecessor.
One of the best in my opinion, i was so bummed when they took down paragon so i was ecstatic to have predecessor in my gaming library
игра плохая очень катку искало 10 минут так и не удалось поиграть + заходит очень плохо из рф ток с ВПН
Matchmaking horrible pour les nouveaux joueurs, trop frustrant
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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