
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.
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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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Stats
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
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 665 reviews with recorded playtime.
Reviews
Themes across 663 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
геймерская культура для меня чужда. Но я могу раз в 3-4 месяца зайти в Тройку или Четвёрку и "разложить карту" после интервью c Денисом Федоровом в пилим трём, где вместо корпоративного ♥♥♥♥♥♥♥♥ он довольно чётко пояснил, какие изменения хочет внести в новых героев, моё внимание привлекла команда unfrozen. И теперь, выбив все ачивки и закрыв предпоследнюю миссию за 42 хода на ладье, могу авторитетно заявить, что Денис не врал. Команда Unfrozen сделала старых классических тройку//пятёрку в разы лучше. 1) Контроль хаоса Именно за это мы и любим героев. Это всегда была игра про управление хаосом. С одной стороны, партия невероятно зависит от случайности. Расположение ГО, ресурсы на первых ходах, выпавшие артефакты, состав охраны - всё это во многом определяет сложность прохождения. Это может быть как лёгкая прогулка, не напрягающая даже спинной мозг, так и жёсткий менеджмент ресурсов, где ты по 7 минут рассчитываешь, сколько единиц древесины и мувов у тебя должно остаться на конец хода. Но магия героев всегда была в другом. Несмотря на случайность, грамотный билд постепенно позволяет взять хаос под контроль. С каждым ходом партия становится всё более просчитываемой, пока к финалу не превращается почти в чистую математику. Это очень напоминает сборку сложного конструктора, где каждая деталь встаёт на своё место. И ИМЕННО ЭТО 🔥у команды Unfrozen получилось сделать на высочайшем уровне. Гибкое билдостроение позволяет управлять хаосом уже на втором-третьем ходу, создавая snowball, который разгоняется до самого конца партии Больше нет смысла возвращаться в тройку и пятёрку - там это сделано объективно хуже. 2) Музыка. Paul Romero снова сделал идеальный саундтрек. 3)Графика. Её принято ругать, да и я сам НЕНАВИЖУ фэнтези. Но нужно признать очевидное: именно такая стилистика лучше всего решает главную задачу стратегии - читаемость. Когда на карте одновременно находятся десятки объектов, ресурсов, существ и построек, всё должно мгновенно считываться взглядом. С этой задачей визуальный стиль справляется отлично. Всё легко различимо, выглядит приятно, плюс в настройках можно вручную настроить гамму цветов. 4)Рой Unfrozen, выдайте дизайнеру юнита Т1 Роя дополнительную премию. Без шуток😊 Минусы 1) Отсутствует возможность в режиме hot seat играть в кооперативе. У меня уже подрастает смена, и он тоже хочет рубить компов в одной команде с батей. (в частности - очень не хватает опции обмена ресурсами с союзником) P.S. Я, кстати, не понял, чего все так ноют, что герои сложные. Мой десятилетний сын уверенно катает вместе со мной. Без моих подсказок под руку. 2) Баги в интерфейсе и подгрузках между экранами. Переключения между элементами UI плавные, но ооочень медленные. И сделайте что-нибудь с тёмным экраном при выходе/входе в город - этого точно не должно быть в релизной версии.
平衡一个接一个版本只针对pvp完全不考虑pve,电脑的200难度可以无限虚空爆兵前期打不过,熬到后期电脑只会买兵再也不会造英雄,作为一个大多数是pve玩家的游戏来说现在的情况真的拉完了,如果你是因为H3或者历代英雄无敌的爱好者想来入坑这一作的话那么目前完全不推荐,不如去玩那个免费的demo版本
只根据PVP来平衡太傻比了,裂渊改动的都没法玩了.
天天整你那b平衡性调整,你能调好就算了,电脑AI只会火星兵,PVE体验整的和史一样,运营两周AI冲脸,冲完一波守住就开始垃圾清图时间,没守住就gg,AI运营和弱智一样,第一波火星兵打完最高难度也是被玩家平推,赢了也没成就感,输了只感觉吃屎,平衡做不好建议不做,多端出来点新内容,甚至不如更点战役,快点正式版再补新种族,甚至新种族dlc也能接受,就现在吃屎的平衡每个种族来个1-2局也没什么继续的欲望了,不如回去玩英3
1 luck > 5 morale with Goldentongue innate? GO F**K YOURSELF
Campaign design needs better balancing when multiple heroes are required. I focused entirely on the main character, and now I'm hit with a massive roadblock on the "Save the Knight" mission because a low-level side hero is forced into mandatory fights. It's incredibly frustrating.
平衡性PVE和PVP通用真是太愚蠢了,这游戏不止有PVP玩家还有大量的中国区玩家喜欢PVE。招魂术的改动完全可以随着律法来逐级解锁,让玩家自由选择召唤出来的兵种,而不是一刀切让亡灵的招魂术完全没有存在感,PVP是平衡了,但是PVE毫无体验。可以削弱墓园的前期,而不是削弱这个种族的上限。墓园的律法完全可以增加一行,将例如吸血和7级兵种的召唤都放在最后一列,而不是单纯的修改律法所需的点数。 It is utterly foolish to balance PvE and PvP with a one-size-fits-all approach. This game has not only PvP players but also a large number of Chinese players who enjoy PvE. The changes to the necromancy skill could have been implemented with gradual unlocks tied to the law system, allowing players to freely choose which units to summon, rather than a blunt cut that renders the necromancy of the Undead faction completely meaningless. PvP may be balanced, but PvE offers no enjoyment at all. The early game of the Necropolis could be nerfed, rather than crippling the faction's upper ceiling. The law tree for the Necropolis could easily have an extra row added, placing upgrades like Vampirism and the summoning of tier-7 units in the final column, instead of merely tweaking the number of law points required.
B的,每天搞什么几把平衡性,给创意工坊赶紧打开,没你什么B事儿了就 ,懂吗?剧情不知道继续更新,你做个什么几把玩意去
Если об беты, закрытого теста, и демки я был в восторге! то спустя несколько месяцев перерыва, я зашел и решил погамать в онлайн, а не только с друзьями в хот сит! И я просто не могу передать словами, насколько я разочаровался! в рекламной компании ДЕЛАЛИ ТАКОЙ УПОР НА АБИЛКИ СУЩЕСТВ, СИНЕРГИИ НАВЫКОВ, АЛЬТГРЕЙДЫ И ФРАКЦИОННЫЕ ЗАКОНЫ! БИЛДОСТРОЕНИЕ! и этим меня игра зацепила, как и предыдущие части! какие партии были в шестую, пятую! В третью и четвертую! даже в семерку за одним ПК! (онлайн там поломан полностью!) !!!!!ЧТО Я ВИЖУ ЗДЕСЬ!!!!!!!!!! КОГДА МОГЛИ БЫТЬ ИНТЕРЕСНЕЙШИЕ ПАРТИИ!!!!!!!! Я НА ДЖЕБУСЕ И ВИЖУ ИСКЛЮЧИТЕЛЬНО СОБИРАНИЕ Т8 СТРАЖЕЙ БАЛАНСА И ВСЕ!!!!!!!! ВООБЩЕ ТУПО ВСЕ!!!!!!! ОДНО И ТО ЖЕ! НУ РАЗВЕ ЭТО ГЕРОИ? ЭТО ТУПАЯ ИГРА НА НЫЧКАХ! ОДНООБРАЗНО И СКУЧНО!
别他妈瞎鸡巴改了,PVE都被你们弄成什么样了
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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