By mid-May, DOTA was still as popular as ever.
However, FOW had also been making frequent moves, launching all kinds of promotions for its new game, Olympus.
And it had to be said that it really had attracted quite a few players.
On one hand, it rode DOTA's popularity, using the angle of a VR Version of DOTA for its marketing.
On the other hand, the game centered on the Greek Gods of Olympus, while mythological systems from other countries, such as Norse Mythology, would also be added later.
Its gameplay also felt fresh to many players.
The game's perspective had been changed to first-person, while its heroes, much like DOTA's, were divided into melee and ranged types.
However, it combined the game with FPS elements. Some skills and ranged heroes' attacks required prediction, while melee heroes also incorporated some ACT elements.
FOW heavily promoted this aspect, publicly claiming that Olympus was an action-oriented DOTA game that balanced tactics with action controls. The hype was laid on thick.
From a technical standpoint, FOW's Olympus was also undeniably top-tier.
As for maps, FOW had adopted an entirely new setup: the game would no longer have only a single map.
There would be multiple maps in the game. Besides DOTA-style tower mechanics, FOW had also introduced a mechanic called environmental interaction.
It sounded mysterious, but in reality, it was meant to replace DOTA's Roshan mechanic. Players on both sides could complete map objectives or fight over map strongholds to gain advantages for their team.
For example, attribute BUFFs, DEBUFFs for enemies, or a Siege beast unit appearing for their own side to help push forward.
Whether it would actually be fun was unclear, but judging from the promotional material FOW had released, it had attracted quite a lot of players.
Inevitably, it