
June 11, 2009 - Update Two new playable Orc classes: Lord (Warrior) or Shaman. Expanded gameplay: Orcs consume twice as much food, learn martial skills faster, manufacture items slower, and the Shaman uses totems to summon creatures. Several new items regardless of character class.
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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
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
An old, janky ARPG where you build a little settlement and recruit NPCs to populate it, who can also adventure with you. Your goal is to clear the map, and then repeat. There's a variety of classes to pick from, including a couple orcs if you want to play an orc settlement (just a reskin, really.) It's fun though a really rough and janky game.
This is a fun little game that reminds me a lot of Majesty or Depths of Peril. I really like the feeling of building up a little town and conquering the world. It is strangely satisfying, even though the overall depth is lacking a bit here. You can set up a small, medium, or large world, the smallest only taking you a couple hours to beat, so this lets you finish in an evening or an afternoon and have a complete experience. I like the monster models, things from gnolls to dark elves, undead, giants, and even dragons are all here and you really do feel like you are going from zero to hero over the course of a map. You'll start with nothing but a rusty dagger and clothes and end up with high-end magical equipment. There are a lot of character class options which helps replayability. I do think that if this game had more map variety (snow, desert, lava, etc) and actual dungeons instead of just an overland map, it would take it from being pretty good to absolutely amazing. Hopefully one day this will inspire a sequel, DLC, or a spiritual successor to really take this concept to its full potential. Overall I recommend this game. It's low stress, relatively quick to play, and gives you a good fantasy town/adventurer simulation in a neat little package.
Игра детства. Убийца дьяблы. Фейблский сеттинг. Лут рпг. Ветка развития персонажа. Захват аванпостов. Строительство своей деревни. Собрал новый пк чтобы играть в Hinterland в 2026. 10/10
Fun little game that's worth the price on discount. It's a simple arpg with city building where you have to manage resources, with the end goal of eradicating every enemy camp on the map. The game does not have tutorials in game, but in the [b]Additional Content in steam there is a PDF manual[/b] included that gives a good explanation of all of the mechanics and a basic intro on how to play the game. I highly recommend reading it, because otherwise it's pretty easy to get lost. The biggest issue for modern systems is that you have to change the default FOV in your system files otherwise it is way too zoomed in. [olist] [*]Go to %APPDATA%\Tilted Mill\Hinterland\client. [*]Open prefs.cs in notepad [*]ctrl+f "FOV" change both currentFOV and defaultFOV values to something between 90-150 [*]Save the file and launch the game. [/olist]
Just another case where achievements ruins the value of a game. This game held a special memory for me where I used to borrow CD-ROMs from the public library before the era of digital advancement. Back then I can take my time to study, explore, immerse in the world. Dying in Hinterland is just another "oh well" moment but now I felt the need to rush the game for whatever limited experience it offers. Hinterland is a good game for its time but like every other game back then, it suffers from so many flaws. Collision is bad, you will find yourself getting stuck on obstacles often which leads to enemies catching on. The mouse targeting is horrible as thinking you clicked on what should be the entire hitbox of the enemy would just come up as nothing and you have to realign your mouse. The camera is too narrow to safely gauge your distance or plan your next move. The HUD covers a lot of the terrain, enemies disappearing behind it and making them untargetable. Combat is too fast for knowing when you should heal that leads to unnecessary spamming. 100% is possible but be prepared to keep retrying for every small mistake you overlook.
OP game from lete 2000s. Recommend to try it
Pretty unique gameplay, its like a fantasy DungeonKeeper
A good little game for some mindless fun.
https://youtu.be/hIZvWMvWxA4 It's a small game in that rare genre that glues action parts to economic parts. You do some combat and then return back to upgrade your village. That style was probably started with Actraiser. We are even getting more and more of these things recently. There's also the rogue-lite elements, but they are so slight, they are basically indistinguishable from the normal map-generation techniques. You pick a dude who gains levels, wears equipment, and wants to eat. In theory you are supposed to invite a farmer to the village as soon as possible, and then protect them from raiders. But you can pick the food generation perk if you level up the first couple times, while you still have some food in the storage. Which makes it possible to beat the game solo. You can play a short game on easy difficulty with no raiders. But the exp gain is very slow, and you will win before even seeing most of the mechanics. Then, if you check the achievements, the game really wants you to play a long game on very hard with raiders. Or even with perma-death. On hard the game sends packs of levelled creatures of dangerous types from the very beginning. So the best strategy is to delay inviting settlers as long as you can. Or even outright solo the game. You can rush towards the hardest most distant tiles and try to find chests with high-level loot, to finally be able to attack the starting areas without instantly dying. With the food generation perk there's basically no need to build the village. All the town services are focused on the town's needs. The food is needed for the villagers. The gold is needed to build villagers' houses. There are no sellers with good wares and potions. Any loot you get from mobs is extremely superior to anything the villagers can create. All loot is sold to the merchant only for one coin. The only need for food and gold is to fulfil king's demands. Which as far as i understand are not necessary for the hardest achievements. The only thing the town can produce is healing potions, but if you are petty you can make do without them. The GUI is insufficient. There's no character tab, so you can't see how much experience you have or need. The magical items have random effects, but there's no way to know which. The graphics look weak for 2008. And the non-Euclidean camera is really weird. It's a decent small game in a rare genre. If you don't plan to hunt for the hard achievements it's decent enough entertainment.
Another classic example of a nice hybrid title that I wish would get a remaster/reboot/sequel or something. I mean... you can collect dragon eggs hatch/raise them and use them in your army. Do you really need to know more than that?
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