April 25, 2026
What's next: HeroGear
A first look at the studio's second project — a tighter, gear-driven loop that lives next door to HeroBond but stands on its own.
#herogear #roadmap
HeroBond isn’t the only thing on the workbench. About a week after HeroBond’s store launch, we’re starting work on game number two: HeroGear.
This post is short on details on purpose — we want the next thing we say about HeroGear to be a thing we can show, not a thing we can only describe. But here’s the shape of it.
The pitch (one sentence)
HeroGear is a tight, run-based RPG built around one question: what does this build do?
What that means in practice
- Gear is the build. No skill trees you forget about, no passives that quietly do all the work. Every meaningful decision you make is a piece of gear you can hold in your hand.
- Runs are short. The kind of session where “one more” is honest, not a trap. We want the loop to fit in a lunch break.
- It lives next to HeroBond, not on top of it. Different team process, different engine choices, different feel. No shared account, no shared inventory, no metaverse nonsense. They are cousins, not the same game in two coats of paint.
Why now
A studio with one game is a project. A studio with two is a studio. HeroGear is the difference between “the people who made HeroBond” and “Ghostbyte Games.” We want the second thing.
Practically: HeroBond is at the point where its loop and live work are well-defined enough that adding a second project doesn’t starve the first. We’ve been careful about scope on game two precisely so that’s true.
When
When it’s good. We’ll post here when there’s something worth clicking on.
— The Ghostbyte team