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 (135 reviews) - 79% of the 135 user reviews for this game are positive.
Release Date: Apr 23, 2014

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Recent updates View all (102)

July 25

Update #80: New Potion Art +

This week's update follows up on the heels of the change to make your Item inventory into a grid. The grid lets you see so many more items in a glance, reduces scrolling, and helps you pick the item you want to use faster. Now, we've gone back through the art for the three major types of potions and upgraded the art so that they are differentiated by type and even easier to pick with a quick look.

We've also added a notice to the screen when one enemy Buffs another enemy. This will give you more of a warning that a nearby enemy is now packing extra damage, armor, or what-have-you. You can always check the enemy's details for what the Buff includes.

Finally, we fixed some lingering bugs with the Quest Logs coming out of the Otherworldy Haven in Episode 4.

v4.2.45 - 7/25/2016
- New art for healt, spirit, rejuvie potions
- Easily differentiate potion types by icon
- Enemy Buffs better displayed when cast
- Fixed issues with Otherworldy Haven and quest logs

0 comments Read more

July 6

Update #79: Sell All + Auto-Glom + Patch

This week is a small update, but adding two much needed improvements based on user feedback and fixing a bug that has a couple of players trapped at a certain point in the story.

Directly from a user request (thanks @craig.rittenhouse) we've added a Sell All button in gear shops, so you can quickly unload any one type of item for gold.

We've also heard the feedback about Auto-Glom after combat, and have changed the way the mechanism works. Auto-Glom now remembers the last character who was leading before combat started, and when combat is over switches back to that character and Gloms again. So, if Selen is leading ... leading ... combat! ... slaughter the enemy ... End Turn with Kincaid selected ... Selen is leading again and your team gloms up. No clicks required!

If you followed Tevensa to the Otherworldy Haven, but left before your business there was done, then you can return to the Springtide Altar and she will now talk to you again. Good luck!

v4.2.41 - 7/7/2016
- Sell All button added to stores to quickly unload equip
- Lead character is remembered between combats for Auto-Glom
- Fixed issues with Otherworldly Haven and Tevensa - return to altar to continue

8 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 (135 reviews)
Recently Posted
( 0.7 hrs on record )
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~
Helpful? Yes No Funny
( 173.0 hrs on record )
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
Helpful? Yes No Funny
Chinese Gandalf
( 34.7 hrs on record )
Posted: July 7
Excellent game, the developers seem to be constantly releasing updates and improvements. 9/10 Would reccomend.
Helpful? Yes No Funny
( 306.0 hrs on record )
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.
Helpful? Yes No Funny
( 10.9 hrs on record )
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.
Helpful? Yes No Funny
( 40.0 hrs on record )
Posted: May 25
Heroes of steel is a good strategy rpg that has some flaws, but is still well done.

The combat can be slow at times, and the game can be punishing if your build isn't done well. There are also some areas that I feel are a little too long, and take a while to get though.

That being said, the pros outweigh the cons. The story is nice, the characters are interesting, and although they do fall in the hero’s trope they aren't over-heroic to a fault. The skill system is well done, with a lot of ways to build characters and the devs do a great job of making sure to fix bad skills to make almost everything viable (as well as listening to many of the other updates suggested by users).

Definitely worth a look if you are a tactical/strategy rpg fan.
Helpful? Yes No Funny
( 10.7 hrs on record )
Posted: May 18
Heroes of Steel brings back memories from the SSI turn-based games that were released in the 80s.

The game has its charm. I like the simple and plain UI and the dialogues are well-written as well as the story. The soundtrack doesn't consist of many tracks, but is atmospheric and fits the theme of the game perfectly.

The main issue I have with this game that makes me give it a thumb down, is that I the fights are too repetitive and boring. Hordes of enemies keep attacking everywhere I go and all fights are identical to one another. I've won all battles so far using the same strategy too, there's no variery needed.

Around an hour into the game, battles began to be nothing more than an annoying nuisance preventing me from exploring the areas and advancing the story.

The second big issue I have is that all areas I've discovered so far, are designed like mazes with enemies protecting each and every crossroad and dead end. It means that you have to spend 10-15 min each time you take a wrong turn to fight off the enemies just to discover it was all for nothing. Bummer. The enemies also never drop any loot, all you get is some exp for your trouble before backtracking the maze o where you came from.
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( 1.4 hrs on record )
Posted: May 2
Sadly I can't recommend this amongst the other fantasy RPGs available on PC, turn based or not.

It is very obviously a port of a mobile game, and suffers for it at every turn. The interface is horrible, both in aesthetic and usability. Simply levelling up your attributes presents you with a scrollable list of massive text - something that could easily be on one screen. It's full of this kind of thing. The entire levelling process could be on one screen, but it's split into three for touch screens.

Animation is basic to say the least, and the art style looks amatuerish as harsh as that sounds. Environments are blurry when zoomed in.

Barely any usability options that are expected of a PC game, including custom hotkeys that don't seem to support Shift key modifiers. No gamepad support.

You are limited to four premade characters with what looked like a small amount of talents (not sure if more unlock later).

There is a massive lack of feedback for the player. You've no idea if your characters are buffed for example without diving into their character status (which of course takes up the whole screen), and even then it won't list what buffs are on them -- just the affects of the buffs. Maybe I am wrong about this -- I hope I just missed it. There is no combat log, so you're just left to guess what is going on unless you want to inspect and memorise each enemy's stats and yours and do the math in your head. There is not even a basic % hit chance indicator when mousing over things. Abilities that have a ranged component give no indication of that range that I could see, leaving you to constantly count tiles. This lack of feedback and polish is everywhere.

It might be good as a mobile game, but there is just nothing compelling about it in the PC space. Combine that with the poor usability and you get a dud IMO.

Their follow up game, Templar Battleforce, is FAR better. Some of the usability concerns remain, but it's generally much slicker and has a much more unique theme and structure which carried it through for me. The theme in Heroes of Steel seems as generic as it gets.

Note - I only played 90 minutes or so, just couldn't stand the shortfalls any longer to play more. I hope the devs focus on PC sensibilities a lot more for their next PC release.
Helpful? Yes No Funny
( 43.3 hrs on record )
Posted: April 25
I'm really enjoying this RPG. It has very good dialogue, interesting characters and solid tactical combat. It's a gem of a game and the attention to detail is good for such a low priced game. I'll certainly be looking at these developers other games, they've done a great job here!
Helpful? Yes No Funny
( 31.0 hrs on record )
Posted: April 21
I can't really put a lot of thought into lengthy reviews because I'd rather play games instead, but I really enjoyed my time with Heroes of Steel so far and the storyline has a very rich and authentic feel to it, too! Lots of interesting tactical decisions you can make at your own turn-based leisure.
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Most Helpful Reviews  In the past 30 days
2 of 2 people (100%) found this review helpful
173.0 hrs on record
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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1 of 1 people (100%) found this review helpful
34.7 hrs on record
Posted: July 7
Excellent game, the developers seem to be constantly releasing updates and improvements. 9/10 Would reccomend.
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Most Helpful Reviews  Overall
121 of 127 people (95%) found this review helpful
2 people found this review funny
338.3 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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41 of 42 people (98%) found this review helpful
243.3 hrs on record
Posted: August 16, 2015
It seemed it could be a nice little title, and I can say that after playing it for a while, I'm actually a bit shocked, this game is much better than I thought it could be. Surely a lot of effort has been put in it. Not a roguelike, as the graphic style could suggest, but a story-driven old-school RPG with lots of content. It's too early to give a proper review, so take it as a partial view. I'm sure the game will even get better as it progresses.


Story and Dialogues: the story can be described as a crossing between Avernum (subterranean world setting) and Baldur's Gate: a cataclysm has shattered the surface world and peoples seek shelter in the underworld, and at the same time the gods have become weaker, and some of the dark gods are plotting to gain power. Not totally original but the dialogues are of much better quality than in most cRPGs, and the background story and the world building are surprisingly robust for an indie title. The first episode is completely linear, but this changes in Episode 2.


Character design and development: absolutely amazing. There are eight characters, two for each base class, and you can bring one of each pair. Each of them has a set of specific talents (empowered attacks, curses, healing or attack spells, etc) that can be improved with levels (not every level you get a talent point). The characters are very well balanced and you'll find it hard to form your ideal party, because they can have a lot of synergies, and at high difficulty levels the game can become brutal and you cannot make mistakes if you go for an ironman run.


Turn-based tactical combat: based on action points (for actions) and extra movement points (from spells, gear), make battles much more interesting than in Avernum games. The AI isn't perfect though, probably, I found thatsome opponents stay behind instead of charging you with all of their forces. Also mechanics for traps are very well done, with different patterns you have to spot to avoid them or disarm them in time.


World size: the world is also pretty big, I don't know how long it would take to complete all quests but I guess around 200 hours (yes it's that big). Replay value is also great because you'll be tempted to try different party compositions.



Graphics: animations are well done, and so graphics in general, but some basic cave tiles are a bit weird looking. Probably intentional because it makes traps harder to spot if you're not careful. They are serviceable anyway, and overall ok. (I made an alternate tileset if you want to check it out, may not be for all tastes but I play with it).


Sound: The main musical score is very nice, and the battle musics have improved too with the latest updates. There isn't a huge set of sound effects. Overall nothing impressive but much better than it once was.


General pace of the game: a fast enemy turn option has been introduced and now battles are much faster than before (unfortunately fewer sound effects are played with this option). There is a rather insane amount of them, though, so be prepared. Still, I wish movement were as fast as in the high speed option, but with normal animation, so that I could hear sounds. With a recent update, the game feels much smoother, still some parts are very long and there's probably too much filler combat in certain maps.



Level Scaling: enemies have a tendency (not always and up to a certain extent to say the truth) to scale with your heroes' level. If you gain a level, you can expect them already to be tougher in the same map. This puts me off a bit, I wish enemies had a consistent level based on the map you're in. This even brings to situations where you'll even wish you didn't gain a level. Game difficulty is well balanced, anyway, if you can stand this behaviour.



If you like turn based RPGs and you can forgive the outdated graphics and some other minor issues, you can't go wrong with this one, just be ready for a very long run. Update after update, I can say this game stays confortably in the top 10 of the best fantasy RPGs I've ever played. Yes, along with Baldur's Gate 1&2 or SSI GoldBox titles. Good dialogue, huge game world, excellent story and lore (sometimes a bit derivative of BG & LotR), unmatched character development, great balance and unforgiving difficulty on Nightmare.
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177 of 260 people (68%) 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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60 of 83 people (72%) 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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22 of 24 people (92%) 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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