
Heroes of Might and Magic: Olden Era is the official prequel hailing back to the origins of the genre-defining, critically acclaimed series of turn-based strategy games. Raise grand armies and wield devastating spells to overcome your foes in both solo and multiplayer.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 29.57/day in the week to Sep 3 → 41.71/day in the week after.
About
This newest entry in the renowned Heroes of Might and Magic series brings strategic empire building, epic turn-based tactical battles, and in-depth RPG mechanics to a world of fantastical beasts, formidable spellcasters, and fierce champions. Explore a vibrant world full of secrets and dangers as you play through an epic narrative campaign that heralds impending doom, or conquer both procedurally generated and hand-crafted maps, building magnificent cities and raising massive armies of mythical creatures to vanquish your foes.
Made for series veterans and newcomers alike, Heroes of Might and Magic: Olden Era is built on the familiar foundations of some of the most critically acclaimed strategy games of all time, introducing multiple classic and new game modes whether playing solo or with friends online.


Choose from six powerful factions to lead in a fantastical world where stalwart heroes command armies of mighty warriors and magical creatures in battle. From the armored knights of the Temple and the elemental spirits of the Grove, to the fire-breathing dragons of the Dungeon and the animated corpses of the Necropolis, each of the factions wields its own unique selection of units and heroes on the battlefield.
Each faction in Olden Era has a great variety of unique units with which to forge your own playstyle and match your tactical preferences. Will you choose to lead armies of deadly but fragile vampires and liches, able to sap the enemy’s strength with every strike and drain life to raise fallen warriors? Or do you prefer more robust combatants like the noble griffins and their ability to counterattack multiple times, or honorable knights that lead devastating charges? Use varied active and passive abilities to teleport troops further than their movement range would typically allow, summon additional forces to the field, hamper your opponent’s ability to cast spells or use abilities of their own, or otherwise turn the tide of battle.
Build the appropriate structures in your cities to recruit and upgrade your units into more formidable variants, or seek out dwellings across the strategic map to bring creatures from other factions into your armies, unlocking new opportunities and synergies to overcome your foes.
Recruit powerful heroes to lead your armies, each exerting their own effects on your empire and its warriors as they grow more experienced over time. Where one might help their army move more quickly across the world, another may increase the initiative of all units within their army, favour the recruitment of a particular unit, or generate essential resources to bolster your economy. With over a hundred unique heroes each bringing their own starting armies, skills, and spells with them, there are a great variety of strategies to employ.

Whether fighting for supremacy on procedurally generated worlds or playing on handcrafted maps built by the developers or community members on the in-game map editor, Heroes of Might and Magic will always take you to an unknown world awaiting exploration. Send forth your armies to pull back the veil and reveal great opportunities and dark threats, racing against your enemies to capture points of interest and secure the foundations of a strong economy. Navigate the treacherous terrain and varied biomes as you do, and seek out the mountain passes, chokepoints, and alternate pathways guarded by fearsome creatures and deadly armies.
Start with a single town where you can construct buildings, recruit and upgrade units, and hire additional heroes. Then venture forth and seek out structures in the world beyond that can generate vital resources, provide you with arcane power, or aid in your defense. With limited movement points per turn, every fork in the road becomes a strategic decision – will you rush to a well and replenish a hero’s mana, betting that the enemy lies in wait just beyond what your eyes can see? Or perhaps the glittering of a treasure hoard and its offer of great reward is more pressing?
Valuable landmarks will often be guarded by powerful armies, and the first to overcome this force will reap rewards that can hold the secret to success. With valuable artifacts ranging from weapons and armour to magical rings and trinkets, heroes carrying the right equipment can strengthen what first appears to be a weak army, or otherwise unlock surprising combinations and synergies.
Capture additional towns to gain access to reinforcements closer to the ever-shifting frontlines of war, and secure your grip with garrisons stationed at their walls. Develop each town in different ways to gain access to the specific needs of a certain front as you face off against your enemies.

The battlefields of Olden Era put warriors and spellcasters to the test as humble footsoldiers stand shoulder-to-shoulder with and against hydras and phoenixes and minotaurs and more. Powerful magic courses overhead as heroes conjure the arcane to strike enemies down or reinvigorate allies, drawing from four different schools of magic to turn the tide of battle.
Turn-based tactical battles will test your strategic mastery as you seek out devastating synergies among the large variety of units at your disposal, the heroes that lead them, and the spells and artifacts they wield. The right combination can make even the lowly skeleton warrior a formidable opponent, and a shrewd tactician can find advantages in surprising ways. The battlefields of Olden Era encourage smart but aggressive play – ranged units are able to fire across the field, distances close quickly, and spells can strike from anywhere.
Earn Focus by causing and receiving damage, and spend it to use powerful and unique units abilities, unlocking options that range from more devastating attacks and increased defenses to higher initiative and mobility. From the Graverobber’s ability to summon Skeletons to the Locust’s ability to jump to a nearby corpse and devour it for buffs, each unit provides a litany of interesting options in combat. Will you spend this precious resource to heal weakened units with the help of your Hierophant, keeping them on the battlefield for just a few more crucial turns? Or perhaps your Arbitrator can teleport a powerful allied unit forward, surprising your opponent where they previously felt safe, shifting the tides quickly in your favor? Every decision you make is critical, and if the odds are overwhelming, you can always pay the price to flee the battlefield and fight another day.
Whether you seek a non-linear narrative campaign, skirmishes against the AI, or battles against friends and strangers alike across three different game modes, Heroes of Might and Magic: Olden Era brings a fantastical world to life across its massive roster of factions and units, great variety of powerful spells and abilities, and endless options to pursue your unique playstyle.
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Reviews
Themes across 2375 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
太注重PVP反而忽视了更大玩家群体的PVE玩家体验: 1、节奏太快,完全不适合PVE玩家,不公难度第二周电脑打过来,守住一局基本就没有悬念了,守不住就重开,后面都是垃圾时间 2、电脑永远只是用经济、兵力碾压,没有那种长期的对抗智能,而第一波的兵力属实看脸,第二周第三天直接打到家门口可能就结束了,第三周打过来压力要清的多,请问这种情况大地图的意义在哪?一个月老家估计都搞不完别说其它地方了 3、作品想要超越三代,目前只有6个种族,更新预告也没有新种族信息,而三代本体9个种族可玩性更高,再加上已经很完善的各类wog、hotmod,非要玩为什么不选择三代? 4、应该侧重PVE的开发,不能为了PVP而影响PVE的玩法,需要完善的地方还是太多了,入坑的建议观望 最近已经不想玩了,电脑就是弱智,纯兵多,小图打不过,中图看脸,大图无悬念,反正有意思的就只有前2-3周开荒,过了三周都是垃圾时间,没意思
Even for an early access game it's very shallow and unfinished. In fact it is like theyve just started and are about 5% into development... Which would be "okay" for a super modern new type of game but come on this is just remaking a classic with your spin on it... it shouldnt take this much time / effort... Wonder what they spend their time / money on. There is potential but tbh I cant see them ever completing this game. 1% progress per month when you are only at 10% max is just unacceptable... This game would be in a state of completeness in 90 months then.... I dont see them keeping the hype or income steady until then unfortunately, so dont buy this (yet).
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Latest in each market: best DE #58, worst CA #99 · 10 markets collected
Reviews, worldwide (the counter carries no country): 29.29/day in the week to Jul 26 → 41.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Korean, Polish, Russian, Simplified Chinese, Traditional Chinese, Czech, Hungarian, Japanese +4 more
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 2.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
半成品,主线没做完,对战英雄不能自己选,天使大加强墓园狗都不玩,情怀粉可以考虑买买,路人党买了吃亏再等等
Hello community! Here my thoughts about Olden Era as the current Pre Release build: The good: The game is overall fun. The gameplay loop is satisfying and the complexity is in theory a nice balance. I like Schism. Their units and designs are the best in the game, even though I still wished they would go more heavily into the horror style and less like a comic book parody. I also like Hives design, but they don't replace Inferno for me. Still miss it. Animations are good Many nice Quality of life features compared to older titles The law system is a nice touch, but needs some more balancing The inside of the towns looks great for most factions. The bad: The AI cheats very heavily and makes it unfun to play against. Hero Stats are way too easy to stack and make base stats from creatures irrelevent. Those need a massive nerf. Attack scaling and defense seem funky at times. The game looks too cartooney for me. Would love a more grounded look. Many bugs. Like a lot of them. Some sneakier than others, but definitly some are not okay to still be in the game. I hope this won't become another Bannerlord, where Bugs just get ignored. No teams in Multiplayer (although it will get added soon, as the devs say) The ugly: I'm gonna be real. I was never a fan of the artstyle and it will probably never change. It looks like a mobile game to me. I also dislike the art direction for most factions. Grove is probably the worst offender. Their unit rooster is bland and straight up boring/ugly. It's such a big letdown from their HoMM3 (or even the worse HoMM5) counterpart. At the very least the Hoplet has to go and be replaced by a decent creature. Overall I wouldn't buy it right now for most people. I would wait as the game progresses and look at the state of the game. For HoMM fans though it is worth it already.
Game created for about 10 streamers and 5000 on-line players worldwide. Total ignorance on PvE front makes it an utmost waste of the Heroes universum.
I loved the old HOMM games but I do not really like this game. It is similar in many ways but something is off about it. The balancing is not good gameplay just does not keep me engaged like the old HOMM games. Campaign is really terrible. It's a mid game, I regret not returning it in the first 2 hours after buying honestly but I wanted to give it a fair shake. Not worth your time or money.
This is a pretty good skeleton of a Heroes game and if you're interested in online competitive PvP I would recommend this as is. That is not why I like playing HoMM though, I've never played a stranger in HoMM in my life and prefer local games, usually co-op with friends. Teams are not in the game yet. There are no good symmetrical handmade maps, you need to rely on the map generator which has its own quirks. The AI is also highly aggressive because it uses tactics more typical in competitive HoMM. I feel like this game will eventually have what I want, but right now it isn't there yet.
add coop vs AI
All maps full of dwellings that you need to visit every week to get some extra resources and bonuses. That was a single annoying thing in Heroes 3, luckily there was not much of this, but here? OMG. Does someone really think that this series was about running back and forth with numerous heroes remembering to collect trash? Also insanely weak creatures on the maps that pose no challenge. I am sure that is very many positive opinions given by hardcore heroes fans, but so far playing this is pain in the a*s. I really hope there will be some good map editor and fresh set of maps. More challenge and less things you need to visit every week. This way of grinding completely ruins the game.
[h1]Incredible Foundation and Art, but Currently Needs a Single-Player/PvE Pivot[/h1] As a long-time fan of Heroes of Might and Magic, especially 2, 3 and 4 (yes! 4 as well :D), I am leaving this Early Access review to provide constructive feedback on the current single-player/PvE experience. First and foremost: Please keep up the amazing work! The visual design, styling, and artwork are absolutely gorgeous. The creatures look fantastic, and the unique faction mechanics (like Grove’s "Focus Charges" and Dungeon’s "Combat Stances") give every castle a highly distinct, deeply satisfying playstyle. The underlying engine is awesome. However, the current balance and map progression heavily favor a hyper-fast PvP tournament meta at the expense of traditional, slow-paced exploration. [b]Core Issues & Feedback for Single-Player Gameplay:[/b] [list] [*][b]Pacing is Too Fast (The "Blitz" Meta):[/b] The default random map generation acts like a PvP ladder. The map is treated as a race to break through temporary speed-bumps and rush the AI, rather than a world to slowly explore over days and weeks. This hyper-fast, heavily PvP-focused design is deeply reinforced by the UI itself. In the mid-to-late game, when you interact with weaker neutral packs, the quick-combat popup mask literally commands you to "Destroy them." Pressing "Destroy Them" over and over feels a bit odd, and honestly, I start to feel bad for them! It breaks the high-fantasy roleplaying immersion to constantly and ruthlessly "destroy" everything on autopilot, regardless of which faction you are actively playing. [*][b]No Neutral Scaling or Respawning:[/b] Once you reach the mid-to-late game, you walk through all neutral monster guards like butter. It removes all tactical thought, leaving the late-game world feeling empty and unchallenging. [*][b]Rigid Prestige Class Combinations:[/b] The current hero sub-class system feels too binary and restrictive for long-form games. Right now, a hero can usually only unlock about 2 predefined classes, requiring a near-perfect match of skills (6 out of 8). If the individual skills required aren't a good fit for my current situation, it becomes a "take it or leave it" choice... so I leave it. Maybe it would be much more dynamic to have smaller, modular skill combinations to form classes, rather than forcing players to chase a rigid 6-skill requirement. [/list] [b]Conclusion:[/b] If you want to spend days developing a character, harvesting resources, and fearing a looming AI threat, the single-player pacing isn't quite there yet. The game has immense potential, and everything from the art to the faction design is outstanding. I am eager to change this to a Positive review as soon as we see options for neutral scaling, PvE map templates, and more dynamic hero class customization!
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