
To achieve this, the game features gameplay similar to a third-person shooter, and the in-game characters were designed to possess mobility skills. One of the main goals for developing the game was to introduce action elements into the genre. According to executive producer John Wasilczyk, the team was given the chance to 'make anything' and had a lot of creative freedom when they started the project. Paragon was in development at Epic Games. The game regularly added new heroes and edited the main battle map through updates. The game also featured a replay system, which allowed players to spectate matches. As a result, players may only purchase cosmetic items with real-world currency or coins found within loot chests. According to Epic, the game was not pay-to-win. Players could also use real-world currency to boost their reputation points and experience points. Chests (loot boxes), which contained cards, could be earned through rewards from completing matches. Each deck had two affinities, and had to contain cards with either of those affinities. Cards and decks were divided into five different affinities. Players could use a default deck or build their own when not playing a match. Just before a match started, players could choose a deck of cards that allows players to use gold to purchase upgrades such as health boosts and strength-enhancing artifacts for their heroes. Experience allowed players to level up and unlock or upgrade abilities.


When players killed an enemy hero or minion or destroy an enemy tower, they gained experience and gold.
