The game was announced on November 3, 2015, and the first gameplay trailer debuted at PlayStation Experience 2015. According to Superville, the team were excited about the change as this format allows them to receive responses from the community and make adjustments immediately. Paragon was set to be a non-boxed game released by Epic. Esports were under consideration, with Wasilczyk saying that it would depend on the demand of the community and the game's popularity. Epic also transferred some of the resources for making Fortnite to Paragon 's development. According to Epic, it is a feature that can help the game to differentiate itself from its competitors. The card system was designed to make the game more accessible for new players, simplify the traditional item system, and create more strategic choices. According to Steve Superville, the game's creative director, the maps were designed to ' like a bowl' so that players can look across the map easily when they respawn, observe the battle situation and plan their attacks strategically. The team also focused on verticality while developing the game's maps, which allowed them to turn the moments shown in MOBA CGI's trailers into an actual gameplay experience. For example, characters like Khaimera have the ability to leap and strike while Kallari possesses the ability to do a double backflip. 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.
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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.