Predecessor began with a Paragon fan and creator who wanted to keep a community’s game alive. After Epic cancelled Paragon in 2018 and released its assets, Robbie Singh helped form Omeda Studios, which used those assets to prototype a new game—not simply restore the old one. Omeda began in 2020; Predecessor entered open beta in March 2024 and launched as version 1.0 on August 20, 2024.
What happened to Paragon?
Epic cancelled Paragon in 2018 and made its assets available, leaving the game’s community without the title it had rallied around. The asset release gave developers a starting point for new projects, but it did not bring Paragon back as a supported game. Epic’s Unreal Engine interview and Xbox Wire’s 2025 retrospective describe the cancellation and the later work that grew from it.
Robbie Singh was among Paragon’s fans and prominent content creators. In a 2022 interview, he said the released assets made development far more feasible: “If Epic Games had not released the original assets it would have been an enormous task to build a game of this quality without significant resources.” The assets helped Omeda start prototyping; they were not a finished game or a substitute for designing, building and balancing one.
Who made Predecessor, and how did it get started?
Singh and other community members formed Omeda Studios to build Predecessor. Singh said the studio officially started in 2020. In the launch-era interview with GamesBeat, he recalled that Omeda raised its first round in 2021 and then began working full time with a team of roughly 20 to 25 people. He described the project’s roots as a collective effort: “Ultimately, I was part of the community, and I want to build this game for the community. It was something we all loved. I see it as our game, not just my game.”
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Epic’s September 2022 Unreal Engine interview says Omeda raised an initial $2.2 million and a $20 million Series A. In the GamesBeat interview, published August 19, 2024, Singh described the company as having raised $22 million across two rounds and having about 90 people at that time. These are figures from Singh’s interview accounts, not independently audited totals.
Omeda’s early work was rapid but iterative. Singh told Unreal Engine that the team used the assets to prototype and iterate, and had its first multiplayer session in under six months. That milestone marked an early playable test, not the completion of the game.
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Is Predecessor a remake of Paragon?
No. Predecessor inherited some Paragon assets and its broad MOBA lineage, but Omeda developed the result as a distinct game. Singh put it directly in 2022: “I wouldn’t say we’re ‘remaking’ Paragon but we’re definitely inspired by it, as we are with other games.” In a 2025 Xbox Wire interview, he described how far the project had moved beyond its starting point: “While it’s true that Predecessor started its life as Paragon, it has unequivocally become something far more.”
| What carries over | What Omeda made its own |
|---|---|
| Some visual assets released after Paragon’s cancellation, plus a recognizable connection to Paragon’s MOBA foundations. | Redesigned gameplay and new systems, including original heroes, maps, mechanics and modes, as described by Xbox Wire in July 2025. |
| A community of players invested in Paragon and interested in its return. | A game shaped through Omeda’s ongoing development and community feedback, rather than an unchanged relaunch of the cancelled title. |
The distinction matters: the released assets lowered the cost of getting a prototype moving, while the game’s identity came from the systems and content Omeda built around them.
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How does Predecessor combine MOBA strategy and third-person action?
GamesBeat described Predecessor as a MOBA with third-person shooter and brawler mechanics. The camera and vertical 3D spaces make movement and combat feel more direct than in a conventional top-down MOBA, while familiar strategic elements—such as choosing items during a match—remain part of the design. Singh emphasized verticality and a control approach intended to feel familiar to console players.
Omeda also adjusted familiar MOBA systems to reduce friction for newer players. In the 2022 Unreal Engine interview, Singh cited the traditional item shop and an auto-buy option, which can take over item selection, as well as the crest system: a crest develops into an active effect during a match. These examples show the balancing act behind Predecessor’s design—retaining strategic decisions while giving players more accessible ways into them.
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When did Predecessor launch?
Predecessor entered open beta in March 2024. GamesBeat’s August 19, 2024 interview described the formal version 1.0 launch as August 20, 2024. That is the launch milestone; it should not be confused with the start of open beta or with later updates to the game.
In July 2025, Xbox Wire reported that Predecessor had surpassed 2 million players across platforms. That is a dated figure from the publisher’s report, not a current player count.
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Why Predecessor’s community roots still matter
Community involvement was more than the origin story of a group of Paragon fans. Singh described building for the audience that had cared about the original game, while Xbox Wire’s retrospective noted that Omeda continued to add original content. That relationship helps explain both the recognizability of Predecessor and its changes: it carries a connection to Paragon, but its continuing development belongs to Omeda and its players.
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