
Lead your kingdoms. protect your lands, conquer your enemies. Stop the fallen god Draeul. Collect the Unity Runes to prevent the Corruption Curse from destroying the realm. Armies keep you in power, Heroes do your bidding and adventure to defeat the horrific creations of the curse.
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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, Italian, German, Spanish - Spain, Portuguese - Portugal, Japanese, Korean, Simplified Chinese, Polish
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
I like a game that doesn't try to be something it's not. That delivers on its promises. Within the first 5 minutes of playing this game, you will experience: 1. Kingdom. 2. Dungeon. 3. Hero. It is primarily a wargame, not a 4x -- the various regions are already claimed, now it's just a fight for supremacy for whichever nation you choose at the start. KINGDOM! However, in order to level up your guys and get various perks, artifacts and loot to help your kingdom, you will explore secrets hidden within the countryside of your kingdom, and delve into them, fighting monsters and collecting treasure. DUNGEON!! In order to explore those dungeons, and govern your cities most efficiently, you will need individual characters who can band together in parties of six, wielding various weapons, magical enchantments and skills and do the day-to-day dirty work needed to build up your kingdom to its full potential! The face of your magical realm! HERO!!!!! It is a strange mashup of mechanics and genres, none of them as complex or deep as other more focused games, but for me that is a positive, as I'm old and slow and confused, and even I can figure this game out more-or-less. Don't you want to play a game with kingdom, dungeon, and hero? I think you DO want to play a game with kingdom, dungeon, and hero. And if you DO want to play a game with kingdom, dungeon and hero, please look no further than: Kingdom, Dungeon, and Hero!!!
This game has a great premise, but it stops there. The game mechanics are completely generic and to simple to be fun. The heroes are a side story and don't seem to have much impact. Their major contribution is an extra income stream, especially for shards. Shards are one of the 7 resources in the game, the others being gold, food, Iron, Horses, stone and Wood. Combat is to simple. e.g. Archers have 'Range' in their description but it doesn't translate to game mechanics in any way. Cavalry move faster on campaign map, not much else is evident. Siege weapons tag along and take a stack space (maximum stack is 6) and only seem to be used in siege attacks. All of these seem sensible at first but this is old mechanics and boring. The economy is another simple concept without imagination. A market to trade the 6 resources. Your empire generates small amounts of each item, gold and food being the most common. You sell surplus, buy resources you lack. The way I describe it is about as exciting as it gets. The technology tree is some 10 items that improve or apply basic bonus values to production, improve heroes slightly or your military by increasing moral. Diplomacy is not very exciting and my personal experience is it seemed like a chore. Somewhat reminiscent of 1990 4x diplomacy. Granted, I only have 8 hrs in the game, but even at that I'm already bored with it. Do not purchase this at Full price, it simply is not worth it. I would compare this product to Civ 1 or 2, definitely no higher than Civ 3 for innovation and complexity. You are far better off to purchase one of those for ~$3, you will get far more enjoyment. This game is for entry level Wargamers at best, and even at that is not worth the purchase price. You can find more imaginative and insightful games out there for this money, there is not doubt. Multiplayer seems interesting at first. Although personally I'm not interested unless it's with friends I know, and I would be embarrassed to ask them to purchase this game so we could play together. Not to mention the only way Multiplayer would work is if players are doing simultaneous turns, and the options don't seem to support that concept. Hopefully the 'Developer' continues to support the product and has realized he forgot to add spices to his basic premise. The one positive in this game is the scenario editor, that seems pretty comprehensive. I would see a use for Role Playing GMs that would like to generate a world map in which to place their campaign. There are obviously better but when this product goes on sale for $2 (and it will) you get value just out of the editor. Let this cook for a while, in today's format you can find better for the money.
I wish i could recomend the game, but i can't. Dungeon crawling is completely separated from main game, just a side thing that feels odd, you cannot build roads, so supply managemend of armies feels wasted. Theres only 9 different building to build and you build them from start - no progression, and nothing even remotely complex or fun. While Achivmnets section make a suggestion that peacefull play is rewarded - ok, it is, but its extremelly dull, no chalenge for economics or diplomacy, just straitforward button mashing. Game looks like a really complex thing, but in fact it's not.
Was really excited to pick this up on sale, sounded like the perfect mix of genres. Was very disappointed. Tried to like it, but I simply can't find a spark of interest anywhere. Its pretty mundane, research changes a few stats, boring building upgrades. Oh, heroes are supposed to be heroes not disposable nappies.
Deceptively simple on the surface, this is a deep and complex fantasy strategy game that rewards slow and thoughtful play. Check out Battlemode's YouTube videos to get a sense of the rich lore and carefully interwoven systems in Kingdom, Dungeon, and Hero. I've been looking for a game like this since I first played Warlords II in the 90s - something that would give the sense of epic kingdom building combined with legendary deeds and Byzantine dynastic diplomacy. This has so much potential for fantasy world building as well as entertaining game play. Highly recommended.
Kingdom, Dungeon, and Hero, developed by Kraken Studios, is a strategy game that skillfully blends elements of city-building, resource management, and tactical combat within a charming fantasy setting. It offers players a compelling experience that challenges both their strategic planning and adaptability as they build and defend their kingdom against increasingly difficult threats. The game embraces classic strategy mechanics while introducing a few innovative touches that set it apart in a crowded genre, making it a noteworthy title for fans of thoughtful and layered gameplay. Visually, the game adopts a pixel-art style that is both nostalgic and functional. The world is vibrant and filled with detail, from the structures that players build to the enemies that threaten their domain. While the graphics lean towards simplicity, this works in the game’s favor by keeping the focus on gameplay and strategic depth rather than flashy visuals. The animations are smooth, and the user interface is clean and well-organized, making it easy to navigate the various menus, resources, and tactical options without feeling overwhelmed. Accompanied by a lively soundtrack that balances medieval fantasy motifs with energetic beats, the presentation effectively supports the immersive atmosphere. At its core, Kingdom, Dungeon, and Hero tasks players with managing a fledgling kingdom on the edge of chaos. This involves gathering resources, constructing buildings, training troops, and researching upgrades to expand and fortify the kingdom. Resource management is crucial — players must balance gathering food, wood, stone, and other materials to sustain their population and build infrastructure. The game does a good job of gradually introducing new mechanics and resources, keeping the learning curve approachable while offering enough complexity to keep seasoned strategists engaged. A standout feature is the integration of tactical combat within the kingdom-building framework. Players must defend their settlements from waves of monsters emerging from dungeons scattered across the map. Combat is real-time with pause functionality, allowing players to plan their moves carefully, deploy their heroes and units effectively, and adapt to changing battlefield conditions. Heroes play a pivotal role, each with unique abilities and skill trees that can be customized to fit different playstyles. This adds a layer of RPG-like depth to the strategic gameplay, as players must decide how best to develop their heroes to complement their overall defense strategy. Exploration is another engaging element of the game. Players send heroes and units to uncover the surrounding lands, discover new resources, and locate hidden dungeons. This encourages strategic risk-taking and rewards careful scouting, as controlling key areas can provide significant advantages. The map design encourages replayability by offering varied layouts and dungeon placements that require players to adapt their strategies with each playthrough. The tension between expanding the kingdom and defending it from the dangers lurking in dungeons creates a satisfying push-and-pull dynamic. One of the game's strengths is its pacing and balance. Early game challenges teach the player the fundamentals of resource management and combat without overwhelming them. As the game progresses, the difficulty ramps up steadily with tougher enemies, larger dungeons, and more complex decisions about expansion and defense. This scaling difficulty keeps players invested and continuously strategizing, ensuring that the gameplay remains fresh throughout the experience. The variety of enemy types also forces players to adjust their tactics, preventing the combat from becoming repetitive. While Kingdom, Dungeon, and Hero excels in many areas, it does have some drawbacks. The pixel-art style, while charming, may not appeal to players who prefer more realistic or detailed visuals. Additionally, the narrative elements are minimal, focusing mostly on gameplay rather than story, which might leave those looking for a deep lore experience wanting more. Occasionally, some micromanagement aspects can feel a bit tedious, especially during late-game when resources and units multiply, although the interface design helps mitigate this somewhat. From a technical standpoint, the game is stable and well-optimized, with minimal bugs or performance hiccups reported. The controls are responsive and intuitive, with thoughtful hotkeys and menu layouts that aid in efficient management of the kingdom and units. Save options and difficulty settings are accommodating, allowing players to tailor the experience to their preferences. In summary, Kingdom, Dungeon, and Hero by Kraken Studios is a solid and enjoyable strategy game that combines kingdom-building, resource management, and tactical combat in a cohesive and rewarding package. Its pixel-art charm, strategic depth, and well-paced difficulty progression make it an appealing choice for strategy enthusiasts looking for a game that offers both challenge and creativity. While it may not reinvent the genre or deliver an epic narrative, it shines as a thoughtfully designed title that balances accessibility with complexity, ensuring a satisfying and immersive experience for players willing to dive into its world. Rating: 7/10
A nice, relatively complex strategy game for a few evenings. Pros: 1) A relatively slow start to your games. It might be a personal preference, but I severely dislike strategy games that immediately, from the very first turn/second you unpause have you manage multiple complex parameters like resources/armies/research etc. You won't have enough resources to build anything relevant for a few turns, and you are basically never under direct military pressure in the early game, so you have the time to exhale, take in the views, familiarize yourself with your villages/cities/armies, etc. 2) "Realistic" supply, movement and season/weather system. It's relatively easy to overextend yourself and start suffering the negative consequences of being undersupplied - which, in terms of in-game mechanics, means that you can't just beeline the enemy's capital or major cities (unless they are literally bordering you kingdom) - you have to capture small villages/towns first, garrison them, wait out the winter in your new winter quarters (as campaigning in winter is really tough), and only then proceed with your conquest. This gives enough time for your opponent to beef up their defenses or for another threat to arise in the opposite end of your empire. Considering how meticulous you have to be in planning your campaigning season (you basically have half the spring, the summer, and half the fall to move around unimpeded), a slight miscalculation can severely thwart your military efforts, prolonging the war even more. For example, after scouting out the enemy's large city you calculated, that getting there will take you 2 turns, establishing a proper perimeter (so that all of your forces could fight simultaneously) will also take 1-2 turns, and the siege itself will take 4 turns max - which, overall, places you in a relatively safe position of only suffering slight maluses from being undersupplied. But in reality heavy rains washed out the roads and it took you 2 extra turns to arrive; there were some skirmishers around the city that you relatively easily swatted away, but they postponed the establishing of a proper perimeter for 2 more turns, and the garrison itself was beefed up, so you didn't manage to take the city in 4 turns, and now your forces are stuck knee-deep in snow, 3 turns away from the nearest supplied tiles, and now you have to retreat all of your army, while they die from hunger and get harassed by the well-fed and rested forces of your enemy. I've never had this happen to me in any other game, and I loved it! 3) The diplomacy – it’s surprisingly deep for such a small game and puts the CiV7 diplomacy to shame. My favored feature is how declaring a war on a nation that your population sees as friends will have a massive stability price tag, so you usually want to start worsening your relations first, which kind of gives away your intentions, AND it can be counteracted by the opponent’s own diplomatic actions (like improving relations), making this process longer and giving them time to prepare. The same is done by the AI – they don’t usually declare war out of the blue (unlike the aforementioned CiV) but will begin slowly burning the bridges between your nations. Lovely stuff. OK stuff: 1) The dungeon crawling. While obviously an integral part of the game and a huge sink of time and effort by the developer, it feels like a separate mini game, made to pad out the length of the turn. The mini game itself is pretty basic, and the novelty wears off in like 10 dungeons (it’s a “light” version of “proper” dungeon crawlers like Monsters’ Den: Godfall or other games), and, in terms of the “main” wargame it doesn’t provide much utility at all – you level up your heroes that will make better generals/governors, and sometimes you get an artifact that is not particularly useful by the time the mid- or lategame rolls in (the usual timeframe of getting an artifact) You can basically ignore the whole thing without feeling any negative impact 2) The number of “different” kingdoms. While they are different on paper, this difference mostly boils down to having a relatively useless perk (like + 1 armor for your melee troops) and access to unique unit (like polar bear cavalry). But they all play the same – you build the same buildings in the same order and train same-ish armies to employ the same tactics. Pretty disappointing but could still be developed into a better system. 3) Poor English. As a non-native English speaker I understand the struggle, but it is borderline illegible for some pretty important stuff (like skill descriptions). Hopefully, it will get better. Cons: 1) Boring economy – you can’t specialize your settlements. Need more wood? Scan through your settlement list, find the one that produces the most wood (usually located in the forest on the world map), build a harvester there and get a governor that boosts the corresponding production. Bam, that’s it. ALL your settlements end up the same: Market + Harvester + Extractor + whatever “higher tier” building you have the slots for – library/temple/council, etc. All your conquered settlements will be the same. This is all that you will ever see. 2) Boring economy – the “fake” market. It kind of mimics the real market on a basic level – you can drop the prices of goods by selling a lot of them, and vice versa, the goods get more expensive as you buy off the supply. BUT… it’s all fake – the prices are heavily capped (so that even if the global market is completely flooded with like 8k of shards, selling them is stays super profitable, even if, evidently, nobody wants them. There is also the problem of “fake supply” – in the “Realm of Aerde” scenario I was always (every turn) guaranteed to be able to buy at least 50 food, iron, wood, etc. Even if every single AI buys off every single piece of wood, there are always 50 resources available for purchase through sheer magic. In the “Warlords” scenario I messed up and starved for two winters in a row, but I could ALWAYS, every single turn buy 5 food, which significantly reduced the strain on my food supply. This system severely reduces the impact of your own resource generation – why worry about resources when you are guaranteed to 50 of each resource every turn (which is enough to build at least 1 building per turn)? 3) Rock-steady internal political situation. While there is a stability system, you can pretty much ignore it. As I mentioned above, I messed up during one playthrough and starved my nation for 2 winters in a row (running a -22 food deficit). The stability didn’t even dip below 40, zero negative events. You also get dissent in the newly conquered settlements. Solution? Just park the cheapest Levy unit on that settlement and forget that the problem exists. Super boring when compared to other strategy games, where your entire run can end at the hands of rebels. 4) Redundant systems. Like the “Lawful-Feudal-Chaotic” political/moral compass (in-game called Nature). While it can serve some “lore” purpose when describing different nations in the diplomacy window (which doesn’t really translate into tangible gameplay effect – even tyrannical kingdoms will eventually trade and cooperate scientifically with the benevolent kingdoms, if you are pushy enough with the relation improvement), it seems to be completely wasted on the heroes. Sure, if you dive deep into the manual you will see that, for example, the Holy Warriors can only be recruited by Lawful or Benevolent kingdoms, and that some missions are only available to nations withs certain alignment, etc. But it doesn’t impact your moment-to-moment gameplay. It’s.. just there. _______LIMIT REACHED MORE IN THE COMMENTS________
This is just a hex and counter tabletop board game wargame. In a trench coat. While I would appreciate the relative simplicity if I was playing something like this with my pals on board game night, this game lacks everything that playing something like this in person would make it charming, namely the feel that you're playing against a real person to banter with. Lacking this the game has to stand on it's own, and it just doesn't. The UI is awful and ugly. I've seen much worse but it doesn't mean much. It's servicable once you get past how it's ment to serve it's function with no regards to aesthetics or ease of use, but at least it won't make you want to quit. Extra minus points where the resolution options don't work properly, or how settings and options are two different windows for some reason. And a couple extra points for leaving placeholders here or there. The music and sound is pretty bad, I don't blame you if you set it to 0% and put something else in the background. The kingdom building part is a weird cross of classic 4x games like master of magic, warlords(the turn based strategy one, not the rts), and a bit like Wesnoth (you capture places, build nothing except a couple add-ons in the distric screen). Except it tries to be many things and succeeds at none of them. Warlords is a better 4x simple wargame, Wesnoth is a better tactics grid game and Master of Magic has better tech tree and city building. There's nothing complex here, no tactical utility or complex mechanics interaction except mashing two things together and seeing which has the bigger number. Once you figure out the best way to play the game you'll be able to play it 100% of the time because there's no build order variety. I bought it on sale and still feel like I overpaid by a large margin. It's saved a bit by modability, but it takes an active community. Want to play something complex and with functional magic? Play Dominions 6. Want a simple wargame where you build units and let stat rolls decide the outcome? Play Warlords. Want hero exploration mixed with a strategy game? Eador series. This ain't it chief. This game has no outstanding element it excells at. Hell, Fallen Enchantress is pretty cheap compared to this.
I was already familiar with the creator’s other great game, Warplan, which is why I decided to try this one, and I wasn’t disappointed. Although it may seem like a simple wargame at first, there’s actually a surprisingly complex logic beneath the surface, and the versatile use of heroes is the icing on the cake. It somewhat reminds me of a game I played during my childhood—Warlords—but it’s far more multifaceted and enjoyable. It’s a shame that, in addition to the auto-resolve feature for battles, there’s no Field of Glory-style battle replay option; that would have been the real deal! :)
bit of an odd game - its sort of enjoyable, there is enough character dynamics to add something, the dungeon bit is a nice side dynamic. but, like Warplan, in the end I find it all rather soulless. Can't really get interested or care what happens. the UI is a guddle, the individual screens are ok but the amount of times you need to close one to do something on another. Also for the larger scenarios, you can't get from the map to the country in diplomacy (or vice versa), so again a lot of faffing around as you try to link information together so keep on coming back to, to slightly misquote 'its mostly harmless' but no feeling of buying into the action
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