Working With Lone Survivor's "We Can Be Heroes"
Lone Survivor is a pseudonymous electronic composer who has been putting out game-ready music for well over a decade. He operates primarily out of Vancouver, does a lot of work for indie developers, and has built a reputation for moody synth-driven soundtracks. "We Can Be Heroes" is one of his standalone tracks that tends to come up when people are looking for something specific for their own projects. Here is what I actually know about getting this track set up for use, because the licensing side of things is where most people get tripped up. The track is typically available through Bandcamp or DirectDeals. If you are sourcing it from a game audio marketplace, the file will come as a WAV at 16-bit or 24-bit, 44.1kHz or 48kHz depending on your contract terms. I once bought a license for this track from a marketplace without realizing the agreement only covered single-project use. I had shipped my game two weeks before I discovered I needed to purchase an extended license. It added maybe forty minutes to my week and cost me an extra license fee, but it was resolved without issue. Just make sure you read the license scope before you embed anything.
One thing beginners consistently miss with Lone Survivor's catalog: the BPM on most of these tracks lands somewhere between 85 and 110. That is intentionally mid-tempo and heavily layered with ambient pads. If you plan to sync it to gameplay events, do not try to stretch or compress the tempo to fit a cutscene. The harmonic structure is not forgiving about time-stretching artifacts, and you will hear the wobble within two seconds. Instead, plan your edit points around the natural bar structure, which is almost always in 4/4. Count the bars before you commit to an alignment. Another thing nobody warns you about is the stem availability. Lone Survivor occasionally releases multitrack stems, but it is not guaranteed. When stems are available, they tend to separate into: master pad layer, bass line, arpeggio synth, percussion hit, and atmospheric noise layer. If you are building a dynamic audio system where music responds to player state, getting stems is essential. Without them you are stuck with a fixed mix and you will end up with the bass clashing with SFX every time something aggressive happens on screen. The practical workaround when stems are not available is to use a separation tool like iZotope RX or a basic EQ cut. I cut the low end below 120Hz on the master track to open space for my own bass-heavy effects, then rolled off above 8kHz to reduce sibilance competing with voiceover. It is not a perfect solution but it gets you through a prototype fast enough. If you need broadcast quality, you will need to commission a stem split or contact the artist directly.
Where to Get the Track
The most straightforward route is Lone Survivor's Bandcamp page. Search for "We Can Be Heroes" and you will find the listing. Pricing varies but indie licenses for game projects typically run in the range of $20 to $50 depending on whether you need exclusive or non-exclusive rights. DirectDeals and other game audio marketplaces sometimes carry it as well, though catalog rotation happens frequently. Before purchasing, check whether the license includes derivative use if your project involves remixing or adaptive layering. Some listings only grant plain playback rights. This distinction matters more than people realize when you are building something that manipulates the audio at runtime. The track runs approximately three to four minutes depending on the release version. If you need a shorter loop-friendly segment, you can export one or two bars from a DAW and loop it, but be aware that the melodic content may not loop seamlessly without editing the crossfade region. I usually set the crossfade to around 80 milliseconds and check for phase cancellation by flipping the polarity on one copy. If the low end disappears entirely during the overlap, shorten the crossfade until the frequency response stabilizes.
Get the Full Details

There is no official download link I can provide here since I do not control the distribution channels, but the Bandcamp page is the primary and most reliable source. Avoid unofficial uploads on YouTube or file-sharing sites because the audio quality is compressed and the license is unclear. You are better off spending ten minutes finding the official listing than dealing with a takedown notice after your game launches.
Technical Notes for Implementation
If you are integrating this into a game engine, load the file as a standard audio asset. Unity and Unreal both handle WAV natively without any conversion step required. Set the audio clip to stream rather than load into memory if the file is larger than roughly fifty megabytes. For a track this length that is not a concern, but it is good practice when building for console builds where memory budget is tighter. The dynamic range on Lone Survivor's mixes tends to be moderate. Do not add heavy compression or limiting on top of it unless you are specifically going for a lo-fi aesthetic. The artist has already made those choices and second-guessing them usually just makes the track sound flat. I have found that applying a very light sidechain compression triggered by dialogue or critical SFX works better than ducking the entire mix. Set the threshold so the track dips only 2 to 3 decibels when voice plays, and use a release time of 300 to 500 milliseconds to avoid pumping artifacts. This keeps the atmosphere present without fighting the vocal mix.
One edge case that caught me off guard: this track has a notable sub-bass presence around 40 to 55Hz. If your target platform includes mobile devices with small speakers, that sub-bass will not reproduce and will instead cause headroom issues in your master bus. I ran into this during a port to Switch and had to add a high-pass filter at 60Hz on the master output specifically for that build. It cleaned up the mix immediately without making the track sound thinner on desktop. Plan for platform-specific mastering if you ship across multiple systems. The track is not free, and there is no legitimate way around that. If your budget is zero, you would be better served looking at Creative Commons libraries or solo artists who explicitly offer free licenses for indie projects. Using unlicensed material will not save you money in the long run. I learned that the hard way on a different project and it cost me considerably more in legal fees than a proper license ever would have.
