Heroes of Steel is a tactical RPG set in a grim post-apocalyptic fantasy world. Coordinate your party of four heroes in turn-based combat and navigate a engaging world and story.
User reviews:
Mostly Positive (136 reviews) - 79% of the 136 user reviews for this game are positive.
Release Date: Apr 23, 2014

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Recent updates View all (106)

October 27

Update #84: Re-order Party

This week's update for Heroes of Steel allows you to define the order your party travels in while glommed. Whenever trouble is encountered, or you unglom your party manually, this order will be respected.

You can setup your new party order in the hero list screen, using the right and left buttons. Whichever hero you put in the far left position (lead) will be automatically selected whenever you Glom (or Auto-Glom).

This will be a great help for players who want to move certain characters farther forward or backwards -- I know already my Fyona group appreciates the opportunity to put her in second position. Also, for higher difficulties where a single death can be devastating, this is a great way to move Kjartan out of danger!

If you enjoy the continued updates and new content for Heroes of Steel, please leave a review!

v4.2.57 - 10/26/2013
- Re-order party members under Character List
- Unglomming remembers party order
- Fixed hanging Quest Logs in Episode 4
- Fixed dialog typos

1 comments Read more

October 5

Update #83: Natural Mastery Buffed + Remember Zoom

In this update, we're following up on recent changes that allowed Strength to directly impact your damage. As a refresher, if you're wielding a Strength-based weapon, the minimum your Damage dice can roll is equal to your Strength score. If you are wielding a 2-handed Strength-based weapon, the minimum your Damage dice can roll is 200% your Strength.

This week, we've linked Vraes' Natural Mastery talent into those new rules. Natural Mastery now adds +Strength for Vraes' attacks, used only when calculating this minimum Damage dice roll. Therefore, if you had +6 Strength from Natural Mastery, and 12 natural Strength, you'd be working with a minimum Damage roll of 18 or 36 for a 2H weapon. Topping out at max, with +12 from Natural Mastery and 16 natural Strength, Vraes packs on from 28 to 56 guaranteed minimum Damage with every attack. This bonus does not affect Accuracy, which Natural Mastery already has covered.

In addition, we'd like to thank some of our players for requesting that the game remember zoom setting between regions. We've added that this update and I can say its really nice!

As the game has grown to be so large and long, we've had some quest logs lingering to long and other small issues related to that. We've done another round of clean up this week based on emails and posts from you, the community!

We are hard at work on the next chunk of story for Heroes of Steel, which will be the next-to-last story update for Episode 4. Hoping its ready soon!

v4.2.55 - 10/5/2016
- Vraes' Natural Mastery now increases Strength for base Dmg Calculation
- Natural Mastery bonus adds Strength-based Dmg, doubled for 2H weapons
- Zoom setting now remembered when traveling between regions
- Fixed issues with quest logs staying too long
- Fixed story event bugs

12 comments Read more

About This Game

Command your party of four heroes as they fight to protect the last remnants of humanity. Born in a time of warring gods and dark powers, your four unlikely heroes embark on a grim journey set in the sprawling and immense post-apocalyptic medieval world of Steel.

It is the dawn of the Seventy First Year after the world has fallen. Four of the Thirteen Gods rose up against their creator, the All-Father, and destroyed him in a cataclysmic event. In the following years of darkness and ruin, the kingdoms of man fell in war and flame. In the final days before all was lost, under the guidance of an ancient order of druids, the survivors retreated to a mysterious underground labyrinth; the Underdeep. Now, in the Underdeep, the last remnants of humanity are scratching out a living and trying to rebuild a society, but are quickly discovering that evil has followed them beneath the surface.

Heroes of Steel is a tactical turn-based RPG in which you lead a group of four unique characters, each with their own talents, special powers, and abilities on their quest through the world of Steel. Engage in tactical combat with the ferocious, devious, and magical enemies who threaten humanity's last settlements. You must decide how to develop each character’s individual strategy in order to build a powerful and dynamic team capable of triumphing over the impossible odds. As you traverse the sprawling world of Steel, your party will face a myriad of challenges, battles, extensive mazes and fearsome enemies of all varieties.

Savor full character customization, deciding how to increase your attributes, skills, and powerful talents. Equip each of your characters with a variety of weapons, armor, and up to three mundane or magical accessories. As your party explores the dungeons, cities and crypts of the world, you will decide the overall strategy and approach your team takes. Choose between hundreds of levels of talents and thousands of combinations of equipment.

Our indie role playing games dev team is actively continuing development to make this the top RPG. We are very receptive to feedback to help Heroes be the best RPG it can be.

With full control of every turn and aspect of your four characters, you can plan every turn with exacting control. Heroes was made for fans of adventure RPGs, board games, and roguelikes. If you enjoy strategy games or tactical RPGs, you will enjoy this classic RPG.

Snag a Two Pack

The Heroes of Steel Two Pack includes two copies of the game - one for you and one to gift to a friend. The second copy is at 50%! Share this awesome tactics epic with a friend today!

What's in the Box?

Heroes of Steel: Tactics RPG includes the Prologue, three major story Episodes, and four optional characters! As we continue to expand the game, new story Episodes and characters will be released to you free of charge in our weekly updates. This games does not contain any chargeable DLC - all content is included in the price.

Prologue & Episode 1: Death's Consort
Under the shadow of Baron Arhaive, your group forms into a unified cohort.
  • 20+ new enemy types
  • 26 Dungeons
  • 2 Towns
  • Hundreds of unique weapons, items, and gear

Episode 2: The Gathering Shadow
Heading east into the territory of the Braeys Family and Baron Koda, you face off against relentless threats and growing dangers.
  • 35+ new enemies
  • 32 Dungeons
  • 6 Towns
  • Hundreds of unique weapons, items, and gear

Episode 3: Whispers over Steel
All roads lead into the City of the Dead on the surface world to face whatever dark sorcery and darker secrets lurk there.
  • 20+ new enemies
  • 32 Dungeons
  • 8 Towns
  • Hundreds of unique weapons, items, and gear

Episode 4: Rise of the Chosen
Face the tulmult of chaos and destruction that threatens to consume your world and your people in the fourth story episode, featuring more than 20 hours of gameplay.
  • 20+ new enemies
  • 16 Dungeons
  • New Towns
  • Hundreds of epic level weapons, items, and gear
Additional Characters
  • Kincaid the Dueler
  • Selen the Rogue
  • Vincent the Sorcerer
  • Fyona the Paladin

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows XP, Windos Vista, or Windows 7 / 8 / 10
    • Memory: 512 MB RAM
    • Graphics: Requires OpenGL 2.0 or higher
    • Storage: 200 MB available space
    • Additional Notes: Requires MS Visual Studio C++ Runtime 2012 x86
    • OS: OSX 10.8, 10.9, 10.10, 10.11
    • Memory: 512 MB RAM
    • Graphics: Requires OpenGL 2.0 or higher
    • Storage: 200 MB available space
    • Memory: 512 MB RAM
    • Graphics: Requires OpenGL 2.0 or higher
    • Storage: 200 MB available space
    • Additional Notes: Requires LibGLFW 2 (apt-get install libglfw2)
Customer reviews
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Mostly Positive (136 reviews)
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Most Helpful Reviews  In the past 30 days
4 of 4 people (100%) found this review helpful
45.1 hrs on record
Posted: September 30
Great game, good balance on normal... until... you get to the last boss on the episode 2 quests then it is almost impossible. The levels are well thought out but the inability to switch from normal to easy is unbelievable. The price on this game is great for what you get but my frustration in not being able to turn down the difficulty made me not what to finish it or play it again. I recommend this game, but I would not play it until the devs have corrected this issue and if they don't, then play it on easy I guess.
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Most Helpful Reviews  Overall
135 of 141 people (96%) found this review helpful
2 people found this review funny
344.2 hrs on record
Posted: November 15, 2014
Heroes of Steel is an old school "pickup and play" tactical party combat RPG. It shares common ground with systems in the Ultima series and Final Fantasy Tactics (overhead grid tactics) along with wizardry style dungeon crawlers (Fixed party of 4 specific roles making a fighting unit).

I emphasize this is a combat game because that really is what the game is: a COMBAT game! 80% of what you do is fight and kill enemies, the other 20% is a mix of exploring and gear/stat management with some light story sprinkled in to keep a cohesive experience.

The combat turn is free forming where your characters do any action in whatever order you wish. The characters don't have to complete all of their actions before selecting the next character, and there is no turn order. For example you have have a caster debuff a monster, have your fighter run up to it and smack it, then have the caster nuke a different monster, then retreat your fighter back to support your caster all in 1 turn.

The game is a slow burn and takes a couple hours to get off the ground.The combat can seem like a foot slog at times, especially in the beginning when your party is just starting and you don't have many options. It takes time for the game to open up. Most RPGs are also guilty of this, but it is worth mentioning that you wont be tearing through the enemy with ease right from the get go.

There will be tough situations and battles of attrition where you have combat waves of enemies or large engagements and heavy odds. Certain battles can last the better part of an hour. Some people may be off put by the battle length, but the game auto saves all the time so you can quit out and continue anytime (including midbattle) they also added an animation skip option to help quicken combat downtime.

The game is challenging but fair. Enemies aren't pushovers, the threat of dying from careless play or overextending is always there. Often you kill enemies fast, but if you are careless they will kill you fast. It's important to figure out a fighting style or general group strategy that suits you and then SPECIALIZE. The whole party is a UNIT, each individual fulfilling a specific role. Damage and healing are obvious but good crowd control, and positioning are more subtle and just as significant.These subtleties are important as you advance into episode 2 (20-30 hours) and beyond when the enemy AI behavior ramps up to where things like: tactical retreats, luring/pulling, stealth attacks, cursing, repositioning, and using terrain are paramount or you will die a lot.

Speaking of death, it is handled in a very intuitive way. There is no resurrection or revive mechanic. If any of your characters die, you are given the option to retry the turn (this rewinds the game back one turn so you can try again, or you can reset back to the beginning of the dungeon area before the engagement. This is handy to start the fight from scratch or leave the area to resupply. The only negative for death is a hit to your total learderboard score.

The game encourages you to explore every nook and cranny and to kill EVERYTHING you come across. Stealth basically boils down to a way of getting the first turn in combat (getting an edge on buff/debuffs and positioning) and getting high critical bonuses on sneak attacks.

In fact, the game is so combat focus that it is hard to avoid most fights. There is no "escaping combat" mechanic. This can be a problem if fights goes badly. In this situation it is usually best to try and salvage by a tactical retreat for a few turns and regroup, or to let yourself die and restart before the engagement.

The story and dialog adds purpose and life to the game without destroying the game pacing or getting in the way of the combat. Story and dialog are pretty well done. The highlight here is the interaction between your characters and their reactions to things in the world around them.There are some cliche things but nothing too grating. It uses some common themes like a post-apocalyptic world and Norse myths, but it has enough twists and different situations to keep things interesting. There are some critical choice paths to make throughout, but interactions are never meant to take away from the combat focus.

The UI is easy to understand and the battle system and descriptions are clear and well explained. But some things need improvement like: more general graphic and ui options, more keyboard shortcuts, more ways to sort equipment.Some of this just comes from its trappings as a mobile game first but they could definitely help.
Edit: In an update the devs added mini status bar with buff and status effects are started adding tool tips which help a lot. Good job on them improving this.

Rebuffing between fights can sometimes be a chore due to certain buffs needing a specific formation to optimize the buff and apply to all party members at once.
Edit: In a recent update this problem has be resolved Auto Buff! This basically refreshes all buffs on all party members with one button click, no more repositioning and having to individually cast every buff!

Health and Mana management is done mostly through camping at specific sites spread around the dungeons or consumable items (potions, scrolls, etc) There are some skills that can help this along, like a skill that lets you sacrifice mana of one character to refill another's sort of like a mana "battery." This system works well for the most part. If you do struggle sometimes its better to go back to the local town or camp to refill your HP and Mana for free instead of consuming a ton of potions. Being conservative and walking back and forth isn't instant and can slow the game's pacing down a lot at times. Something like a town portal or zone teleport for dungeons you have already explored would help with the downtime here. Edit: The devs added a fast movement option which does help with downtime.

Raising your statistics and leveling up is handled in a traditional D&D sense where you raise an attribute like strength or constitution, then raise a martial mastery like a weapon or magic skill like blades or conjuration. Then allocate points to improve a specific active skill like "Crushing Blow," "Healing" or "Fireball." Theses skills often have the trend where as you increase them they get more potent but cost more, so you need to balance it. This isn't too difficult to figure out and you can sit on unspent points if you don't know what to pick, but it is important to not spread your talents too thin and to have a goal or strategy in mind. It takes some critical thinking and planning as it is possible to make a counter intuitive build. Edit:Thankfully the devs updated with a respec option!

The music ambiance isn't bad, but it lacks variety and needs more songs added to the score, sound effects could use a volume slider since you can only toggle on/off currently.This area really needs some attention and would help enhance the atmosphere and mood of the game dramatically. Dev updates are currently working on this.

In Summary:
Overhead Tactical Grid Combat System
Explore subterranean world in post-apocalyptic environment with fantasy and Norse influence.
Traditional RPG stat and level progression
The pull is the simple, fun, challenging combat, and shear amount of content offered, this game is LONG.
The difficulties and the various ways combat can play out helps give it even longer legs.
The setting and writing are interesting and not drab
The devs are very involved and receptive to the community, the game is always receiving updates and improvements
UI can use some more improvement, it still evolving from its mobile game trappings
Music and sound lacks variety and needs more general options
Minor tweaks to the the system like addressing escaping combat and fast travel.
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78 of 81 people (96%) found this review helpful
1 person found this review funny
58.6 hrs on record
Posted: February 9
Around 58 hours I played this and that was before all the great updates and the latest expansion(free expansions). I could have went on playing much more, this game is HUGE> Huge world with many dungeons to explore. much loot to find, many characters to encounter, upgrading system, great world map, towns to explore, skills to try on enemies, interesting story and quests, and much more. I enjoy this game so much and I plan on starting over because so much has been added. Also great developers that will help with anything, so hands on. One of my surprise games for sure, also I found myself getting attached to my team. Knowing them and their backstories really added to the fun.
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190 of 275 people (69%) found this review helpful
2 people found this review funny
Not Recommended
1.8 hrs on record
Posted: April 24, 2014
I applaud the Trese Brothers for their attempt at making a solid turn-based RPG, however, it unfortunately falls pretty short. This is glaringly a mobile port, without even trying to mask it—there's even sort of ads to purchase the game on iOS and Android. Usually I don't have an issue with mobile ports, but I think the transition may have perhaps affected the controls. The responsiveness of the commands is hit or miss, which is what really breaks this game for me. I won't dog the art style as I saw many people do when this was in Greenlight, because it's much better than I could do.

I'm surprised I'm the first negative reviewer, but I'm sure most players received the game for free from a Groupees bundle(as I did) and are just being grateful. Most of the positive reviewers seem to have less than 30 minutes logged—take that how you will. I'm glad I didn't pay for this, as $12 about $10 too much. 4/10
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31 of 31 people (100%) found this review helpful
1 person found this review funny
23.0 hrs on record
Posted: January 8
A turn-based party RPG from one of the most active Developers on steam. Full respect for the time and effort the Trese brothers put into their games. Personally I ran into a very minor issue with the game, the dev responded instantly and a patch was out the following day. What more could I ask for? That shows a lot of passion and dedication to their product.
Constant patches/improvements, always active on the forums and actually talking to their players.

The combat system is solid with 8 different characters to choose from to make your party of 4.
The story and characters are well written and interesting including their interactions between each other.
A range of weapons, armour and other equipment can either be looted or purchased from merchants including the ever necessary consumables.
Skill/talent and stat points as you level, and easy respecing.
Personally I quite enjoy the art style in the game and zooming in the combat map the character models still look good.
I've been having a lot more fun with this game then I expected, it's definitaly worth it's asking price.
I'm looking forward to sinking a lot more time into this over the weekend.

Trese brothers are ones to watch, truly passionate game creation wizards. This game and Templar Battleforce have won my loyalty. Side note it is really worth checking out Templar Battleforce as well :)
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63 of 86 people (73%) found this review helpful
Not Recommended
6.2 hrs on record
Posted: July 19, 2014
Graphics (3/5): HoS is one of those games that has an odd dissonance when it comes to graphics. The tile system used is well-done, and the spell effects are pretty good for this grade of indie RPG. However, the portraits are fairly crude in comparison. Given the limitations of an indie dev, I can't really rag on this too much, but it's a little jarring to see nice effects and tilesets while the portraits look like they've been done in photoshop solely with a round brush. I don't demand mindblowing graphics, but this is just something that I've always found kinda funny with a lot of indie RPGs.

Sound (3/5): I have to admit, when I'm gaming casually I often turn off the sound effects and listen to an audiobook or something instead. However, what I have heard from HoS is quite pleasing. The opening theme is decent, the sound effects and ambiance are nice, and overall it's quite acceptable.

Interface (1/5): This is HoS' biggest stumbling block by far. While HoS may have a compelling story and a decent advancement system, these are overshadowed by the fact that navigating the game is a clunky, inefficient affair. Two main examples stand out:
First, movement. On the combat screen one must double-click to move a character. This is a smart way to do things, preventing the player from making a wrong move due to an accidental misclick. Yet outside of combat clicking once moves the character, while clicking a second time while the character is in transit cancels the move. The difference means that right after combat when I've been double-clicking to get around, I must take a few seconds to re-train myself to NOT double-click once I'm heading back to town. While this sounds like a mild annoyance, consider having to do this after each combat.
It gets worse, however. Moving across a map is a sluggish affair in any game, and good design means streamlining this as much as possible. For example, a Run option helps you zip around just a bit quicker. Tales of Maj'Eyal takes this to a major extreme, where the player zooms around the map faster than the eye can follow.
With HoS however, a player must click a point around 7-8 spaces away, wait while the sprite trots to the spot, then click again to move another 7-8 spaces. While the lag time between clicks is no more than two seconds, it adds up to a player pressing a button for an instant and being forced to wait, while remembering not to click again if you get impatient as this would halt the character. In any good game, you want the player to interact as much as possible with the game itself, and in HoS movement is an exercise in absolute tedium as interaction occurs in sporadic instants, with forced waiting in between.
Why not have the movement operate as in, say, Baldur's Gate, and every other game of this like, where a second click moves you to that new position? Or add WASD functionality that grants the player real-time control of movement? Even if it's just moving a character, at the very least the player is INTERACTING.
The second major problem is the menu system, which smacks of recycled code. This is particularly egregious when leveling your character: each character must click through three independent screens to modify stats, skills, and talents, and each screen only allows three or four options to be displayed at a time. This organization of the data is crude, as comparison between different items or skills must be done by scrolling up and down, limiting effective side-by-side analysis.
Dialogue uses the same menu system: in one instant the player is on the game map clicking on a store icon, and in the next the entire screen is obscured by dialogue options (again, showing only three or four at a time). The player is thus dragged back and forth between talking portraits and a full-screen list of options. Not only does this break game immersion, it's again impossible to think over the options carefully and weigh your choices.
At best the menu interface is just inelegant. At worst it hinders the player's ability to weigh his choices well. While the designers had good intentions by wanting to offer a good quantity of information for each choice, the fact that this data forces us to analyze so few options at a time (and in sequence no less) utterly eliminates this minor advantage. This is by far the worst interface I've seen in an RPG.

Story (2/5): HoS may have decent story going for it, but it unveils this poorly. The trope of four prisoners banding together to break out is a good starter, but at the same time we are offered very little lore about the world. I don't know anything about the enemy or the protagonists at the outset, so I feel no awe, trepidation, or empathy in the first few hours of play.
Consider this: A solid novel grabs the reader and immerses him in its world by the first chapter, hopefully with the first paragraph. It quickly introduces enough details about the world and the characters within it that the reader gets a good frame of reference to how things work and what the characters are like. The intro inspires him to keep going. A game must be able to do the same thing.
We get a bit of solid interaction between the four protagonists in the prison, and hints of their personalities bubble to the surface. It then takes perhaps half an hour to an hour of play to escape the compound they've been trapped in. It is at this point that some more character and worldbuilding would be appropriate.
Instead, the characters must slog through a maze of tunnels to reach the first town. That not only means a LOT of tedious navigation (as mentioned earlier), but it blocks any opportunities for motives, personalities, culture, or history to be revealed. It's only after a couple more hours of combat that we get some small cutscene where the characters are chatting in an inn and their quirks and goals rise to the surface.
There's definitely a world to explore and people to come to love. However, there's too long of a fuse and very little payoff that I've seen after four hours of play.

Gameplay (2/5): HoS is moderately fun, past the interface. The combats are decently scripted, and the system is straightforward. The four class choices are the standard fantasy tropes of warrior, wizard, cleric, and thief. These tropes are fine, yet not nearly enough work is invested in making these classes novel or interesting. Each class has only about ten or so unique talents: some of which unfortunately make others redundant (giving wizards the ability to unlock doors and disarm traps has ALWAYS robbed thieves of their unique utility). Frankly, even the high-level talents aren't anything to write home about, and so it's very hard to get excited about leveling up.

Overall (2/5): I decided to review HoS not because I had a particularly good or bad experience. Rather, I decided to take my time reviewing this because I see genuine potential in the indie dev's work. Unfortunately, not enough care was given to the logistics of gameplay, the appeal of the setting, or the fun factor of the system. I bought this game hoping for a tactical RPG experience that would grab me, but was ultimately disappointed with clunky controls, an uninspiring class system, and insufficient development to tell me "Hey this game promises a great experience. PLAY ME!"
With so many indie games coming out and so little time in one's life to play them all, a game has to grab a player immediately with the promise that the time investment is worth it, and operate smoothly enough to ensure that this promise is fulfilled quickly. Unfortunately, HoS does neither of these. Yet I do wish the Trese Brothers the best, and hope that they learn and grow from this experience.
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23 of 24 people (96%) found this review helpful
78.4 hrs on record
Posted: September 28, 2015
Really nice RPG with a cool story.
Lots of fighting, big dungeons, cool premise (society had to go underground). I just completed Act 1 of Episode 1, there are 3 full episodes now, with a 4th coming, each with about 2 Acts. So at 40 hours I am about 1/8th of the way in (admittedly, I like to take my time and left the game running while tending to other stuff quite a lot, but still, plenty of content!).
Episodes by the way are all included in the game, it's just their word for chapter, there is no additional DLC/expansion.

I like the story and the way the characters talk to each other. The combat is fun.

All in all this game has a lot of charm, and for me that's plenty of reason to keep playing. At 10 euros it's a very good deal imo, even if it sometimes feels a bit crude/rough around the edges (just adds to the charm).

It comes across as a game created with a lot of love and passion, and it's very well supported by the devs, and that's also a big plus imo.

EDIT: Wow, the story really opens up in Act 2 of Episode 1! :D
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23 of 26 people (88%) found this review helpful
30.2 hrs on record
Posted: October 20, 2014
I would recommend this game to others especially if you enjoy a long story that is well-written and based in the framework of a squad-based tactical game. The story does have it's moments of cheese, but underneath the artwork and first-time PC dev interface is a game system that's been honed over years in table-top play.

Basically from what I can gather on their forums, the devs have been world-building and playing out RPGs for decades and that really shows in the care and balance that goes into building out the game mechanics. I've played more than a few RPGs that are beautiful visually and have a slick interface, but have zero thought going into skill advancement or how a squad can be built out.

The one thing I'd love people to realize about this game is that it's both long and evolving. You can get a taste through the prologue of the game but the full flavors don't develop until you're well into it. Also, this game has had 22 updates on Steam as of the writing of this review and there are more in the works. These are devs that engage with players and are doing it the right way with a small staff.

Definitely buy this game if you are looking for a tactical game for the long haul.
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19 of 20 people (95%) found this review helpful
27.0 hrs on record
Posted: March 4, 2015
I wanted to give you my opinion about the gameplay I encountered so far in Heroes of Steel. The more I play this game, the more I am falling in love with it. Let me start first with telling you a bit about the battlesystem. As a Turn Based RPG fanatic, this battlesystem works great for me. You have 4 partymembers (for example Tank, Rogue, Wizard, Cleric), a turn based combat system with action points (like Jagged Alliance or Divine Divinity Original Sin) and some very enjoyable encounters to overcome. I started playing on hard and I think that's the right way to play this game.

There is a good story in this game, all characters in your party have their own 'goal' and I love reading their chats and thoughts. The skillsystem works great, each character has like 10 different skills to upgrade each level up (each skill has 10 levels to improve them) so for replayability that's a good thing, you can make very different party setups at start and through the game with the different skills.

The game graphics aren't 3D and it doesnt look like an AAA title but gameplay goes first for me and this game surely delivers in gameplay (specially when you reach the first town, the game really starts). I recommend watch some gameplay videos on youtube or here on Steam to see if it's to your liking or not.

Developers keep on bringing new content for free, like new dungeons and weapons. So NO micro transactions for new content, just a free update from steam and it's in your game. Developers are also very active on the forum and will help wherever they can.

Now it's time to continue with my game, I hope this was usefull for you.
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20 of 22 people (91%) found this review helpful
2 people found this review funny
7.2 hrs on record
Posted: February 19, 2015
Now guys let me tell you:

This game has more WARHAMMER QUEST feeling to it than even the Warhammer Quest mobile port. It's my opinion, not fact, but I really felt that WQ boardgame flavor when I played, and I can tell you it is a great feeling.

How can it be so?
It doesn't have random quests and although it seems to possibly have some random loot, Heroes of Steel has a real story to live, not a short theme for a quick mission.

I believe it comes from its top view and tactical combat system, but also thanks to the danger the game puts your heroes through. In WQ mobile port, you do not feel the threat. In Heroes of Steel, you do - you feel hunted, you want to survive until the next safe spot, and you'll do your best to get to it.

Now let's get deeper into this review.

Good points are that:
Heroes of Steel surprised me with quality tactical combat, interesting choices and great dialogues! Enough qualities to make you purchase it.

Read below to know more about the weak spots in the game, but if you want to enjoy nice boardgame tactical combat, well written dialogues, and a nice "party roleplaying" aspect, you may go for it.

The dialogues are very well written and make us feel like on a serious tabletop RPG. There are nice reactions between teammaters and we know something more is to discover here. We want to see the next steps. The game also feels like having a great duration to it. I only got to the first town here and there surely are a lot more hours to put into the game.

The choices themselves, though sometimes limited between two paths to get through, are interesting enough; the game makes you feel the danger, threats can get really oppressive (I so much wanted to get out of the caverns!) and the camp spots make sure you are always on your guard as you'll always be lacking healing options. In an atmosphere like this, even picking a path is great, especially as taking the dangerous one also triggers nice dialogues (see above :) ) between your characters.

As for the tactics, some combats are really tough, but moreover, the skill and AP system is very well implemented. With each character's progression you have to make some interesting decisions. After playing dozens of roguelikes and RPGs, I feel Heroes of Steel has a very nice system deserving to be at the top 10 of these games.

The art and UI were the two elements that really frustrated me at the beginning. The art is original but doesn't always have the "pro" touch. 2D indie games need great 2D art (at least a few pics of them) and here this is something that is a bit lacking. Some arts are "hit or miss". Still, the game is more than good enough to make you enjoy the rest. It's just an area that could have given me even more pleasure.

The UI especially made me uneasy. I wasn't used to it. I left first, but after coming back to the game and going through just a few fights, I began to like it more and now the UI is as good as the rest.

I really think the strengths of the game are:
- the quality of its writing and dialogue: a very good surprise here,
- the quality of its combat system: even though there are sometimes LOTS of fights, it still stands as a very good system.
- quality in character progression, I mean that with four characters to upgrade, most games fail here but this one still keeps interesting choices.
- and a strong Warhammer Quest boardgame flavor!

Heroes of Steel then ends as a very good indie RPG and a game to recommend.
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🐬 Old Nerd ●•٠ツ
8.0 hrs
Posted: September 14
The Trese Brothers make beautiful hidden gems like this game and Templar Battleforce. This is a bit more traditional yet modern Fantasy RPG. The UI is lovely, being able to contract your party into one person and boom, ready to fight? split!

There are 8 character classes in total with their own personalities that move the story along. But what I care about is the gameplay, which is nice and simple. It reminds me of Spiderweb games, but with the devleopers own twist.

If you're looking for a classic topdown RPG with some modernity to it, you can't go wrong with this game. :)
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35.6 hrs
Posted: September 10
I played the free chapters on my phone ages ago. The storyline and characters left enough of an impression on me, that when I saw the game for sale on Steam, I went for it. Definitely don't regret it. So far, the story seems to be kind of neverending, but in an adventure game, this is not necessarily a bad thing. The art is nice. The fighting is a good balance between not too hard and not too easy. Updates seem to be fairly frequent. Would love to see the characters continue to develop.
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161.8 hrs
Posted: August 7
So I have played this game for many hours and have mixed feelings about it although I would still recommend it. Read on.


Long game
Lots of fighting
Great price
Some of the story is pretty cool
Devs improve the game with time


In general, game mechanics are annoying and these annoyances are more and more visible as you play to the point of fustration it seems. Read on...

You have 4 characters which are hardwired to respond to a certain situationand you have no choice but to click thru their dialog almost 95% of the time. You have no control as to their decisions or actions.

I wish there was a clickable in game link that describes game mehanics better because otherwise your not certain why certain things do what they do especially in combat.

The characters dont level evenly and its undpredictable why some characters advance then lag behind. I cant tell if its because the character doesnt get the kill shot or what. You can raise a skill, attribute, or talent but these upgrade with levels in an unpredictable way and its not the same for all characters.

Your characters can become weak pretty easily in this game because you have to dump points into one skill to keep up with enemies who always level as fast as you no matter what. What ends up happening is that youll get new skills to invest in but they start of weak and are SP intensive, and so if you spend points on it (one point at a time max per level), its weak and ineffective. Now you diverested a precious skill point away from your main skill which is in essence now weaker, thanks to monsters progressing as fast as you, no matter what, and their defenses are better but isnt keeping up. I hate this mechanic. You can respec only after a long long time assuming you get the crystals along the way.

Every single monster seems to be your level +1. No matter what. Very bland. Its seems they level up even when you havent trained when acheiving a new level. Xp for the vast majority of the game was just as predictable. You get XP based on level of the monster. So for tough monsters would give the same xp as weak ones, no matter the monster type, always.

Fights are too closely spaced and are repetitive, you feel like you just want to get it over with at times. Other times your characters hit a story node, get shuffled into the worst position for combat, and are vulnerable from the start. Remember It doesnt seem like you can actively save. If you die you can restart the last round of combat or go back to some predetermined story node. I quit the game because I was forced to repeat a portion of it due to the bad positioning of my party from a story node. This along with the rest of the mechanics made me had enough.

Character gear is strange. You only have 4 slots and you cant have two of the same. I can only have one gauntlet, boots, cape and a ring say, but I cant wear a mantle or a necklace then or 4 rings. Really?

Loot needs to be better distributed. The fighter especially is dependent on gear. I went thru at least 10-12 levels without a significant upgrade and he was less and less effective than say the mage. You go through levels and levels without seeing a shop to upgrade if you can at all, because the characters are very restricted in their weapons. The fighter for instance cant use any ranged weapon. The mage can only use a staff. The cleric just maces. Need more flexibility.

Get rid of locked chests altogether. You dont need any skill to open chests except that you must have a theif open the chest with his talent which he comes with by default. Why make me have to selecte a theif, click on his talent, just to open a chest which he can open regardless of his level or skill. You cant party selelect to open a chest so this is just annoying. I spent points in lockpicking and it turns out that doesnt help you open chests. Now I dumped points into a near uselsss skill, and I cant respec the theif,

Combat. When combat starts, it sounds like a wolf growled at you. Everytime. When you find a secret same sound, so you think your about to fight. Lets change this. Mislead me for a long while. Then there is the fog of war that come with combat and you cant see beyond 6 or 7 squares. But the enemy can see YOU and can HIT you even when you dont have a weapon or skill that can reach that far, and you cant see that far. These are simple humans we are talking about not to mention the monsters. You cant loot their weapons to even the score after the fight since you never get gear from a fight. Just gold. These enemies can also hit you up close or from far away with ranged weapons. Your characters cant hit anything next to them except for a melee weapon so they have to back off a square. I wish your enemy counterparts were under the same mechanics as you.
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78.1 hrs
Posted: July 30
If you are a fan of tactical turn based RPG's, this game is a huge must-have. If you are a fan of a well written story and memorable characters, this game is a must-have. If you want to support an AWSOME development team who continues to update their old games months after release, this game is a must have!

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26.6 hrs
Posted: July 26
Bought the game on both the android and now on steam, no regrets!

Really makes an old rpg veteran like me to start thinking about synergies and what works well instead of just plowing through content with a press of one button combo, this reminds me a bit of Spiderwebs games and offers similar customization.

Plus points include helpful developers who haunt the steam forums asking questions for improvements and offering help for people who are stuck! They're like a mini game-guide at your beck and call~
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173.1 hrs
Posted: July 15
I think Heroes of steel is an excellent game. Totally worth the price. It has great story arcs and good way of delivering the story with only a few dialogues. I have played about 160 hours and still didn't really finish the game. I got as far as the fourth story arc goes and have to wait for the developers to make new content which is a bummer but the new content is free so that's nice.

The only bad thing about this game is somewhat repetitive combat where you have to kill dozens of monsters because the dungeons are BIG.

All in all I would give this game 9/10. If the developers finish the game then it will be 10/10 and one of the best games ever.

I would recommend this game for those who:
-like classic RPG
-like turnbased tactical games
-like immersing world and story
-don't like to read too much
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Chinese Gandalf
34.7 hrs
Posted: July 7
Excellent game, the developers seem to be constantly releasing updates and improvements. 9/10 Would reccomend.
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306.0 hrs
Posted: June 15
It's a really fun game, and expansive. They pack a whole lot of interesting story into pretty concise dialogue, and I'm surprised at how addicting game play is. For those of you who want an epic, solo RPG where you still get to use your imagination instead of being force-fed every detail, this is the game for you. There are so many different types of monsters, so many different strategies and combinations of how you can put your party together. It's a very well done and polished game. I hope they either release an expansion via DLC or create another, similar game so I can support them to create more cool games like this. Just like a pen and paper campaign, it takes time for the story to unfold, but the world setting is unique and really enjoyable. Best value for hours played so far for me for any game I've bought on Steam in recent memory.
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10.9 hrs
Posted: May 30
I personally play RPGs for strategy, story, and characters and this one has all three! The animation isn't bad (especially if you zoom in) and there's a wide variety of customization for skill-sets to create your preferred team. It's not an easy game: tons of enemies that attack very quickly oftentimes, but it's nifty to see the party banter and to weigh risk and reward.
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