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 (57 reviews)
Release Date: Apr 23, 2014

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Recommended By Curators

"Bringing all that sweet indepth combat of D&D and putting it on your PC; with an interesting story, and extra characters to keep things fresh."
Read the full review here.

Recent updates View all (40)

November 22

Re-Posted Update #24

My apologies. I made a mistake in uploading update #24 for PC and introduced a blocking issue for all gamers. It should now be fixed in the re-uploaded update #24 (restart Steam, you'll be sure to get it).

I will be doubly careful not to make this mistake again. All saved games are fine, and the activation key pop-up will go away now.

Thank you for your patience and understanding.
Andrew

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November 22

Steam Update #24

Our 24th update on Steam brings version 3.1.15 and even more content to the City of the Dead. With the dungeon count now at 24 for the City, we're turning our attention now to other features and other optional story content around E3. For those asking, these are the final dungeons being added to the City.

Please Leave a 5 Star Rating if you enjoy this game

v3.1.5 - 11/21/2014
- E3: two new secret dungeons added to the City of the Dead
- New feature: Auto Buff available under 4 gold squares icon - one tap to cast all buffs
- New feature: High Speed play available from option on menus
- Improved City of the Dead maps
- Fixed typos and story event bugs

1 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, two 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
  • 20 Dungeons
  • 7 Towns
  • Hundreds of unique weapons, items, and gear

Additional Characters
  • Kincaid the Dueler
  • Selen the Rogue
  • Vincent the Sorcerer
  • Fyona the Paladin

System Requirements

Windows
Mac OS X
    Minimum:
    • OS: Windows XP, Windos Vista, or Windows 7 / 8
    • Memory: 512 MB RAM
    • Graphics: Supports OpenGL 2.0 or higher
    • Hard Drive: 200 MB available space
    • Additional Notes: Requires MS Visual Studio C++ Runtime 2012 x86
    Minimum:
    • OS: OSX 10.8, 10.9, 10.10
    • Memory: 512 MB RAM
    • Graphics: Supports OpenGL 2.0 or higher
    • Hard Drive: 200 MB available space
Helpful customer reviews
21 of 21 people (100%) found this review helpful
177.5 hrs on record
Posted: November 15
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 the wizardry style dungeon crawlers (Fixed party of 4 with specific roles to make a party).

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 any character can 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 are just starting out and don't have many options. It takes some 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 adds or large engagements and heavy odds. Some of these battles can last the better part of an hour. For some people this may be off putting or exhausting, but the game auto saves all the time so you can quit out and continue anytime midbattle so this isn't nearly the hassle it can be in other games.

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 important.These subtleties are important as you advance through the game 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 midbattle, 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 boil 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 improvemen like: more general graphic and ui options, more keyboard shortcuts, more ways to sort equipment, ways to quickly check buffs and character status. 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 a mini status bar with buff and status effect duration which helps 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 with a new feature: 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 anothers 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, and 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 are more potent but cost more, so you need to balance it. This isn't too difficult to figure out and you can sit on 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 and there isn't yet a respec option.

The music ambience 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.

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
PRO
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 with and receptive to the community, the game is always receiving updates and improvements
CON
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, fast travel, respec would help the games pacing and ease of access.
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10 of 10 people (100%) found this review helpful
58.3 hrs on record
Posted: November 9
This review is from my gameplay a llttle over 20 hours into the game. At first I had a hard time getting used to it. There really was no Settings at all. The game is as is. Its already set. You basically make a group(of four) and go. No info really to speak of. You just launch into a game and figure it out on your own. With that said, as I played I found that really to not be the problem I thought it would be. Your group follows a storyline that is actually pretty good. I found myself getting into the world, and feeling my groups personal problems along the way. They all have different personalitys, pasts, and kinda work together for the greater good of them all. As I did I felt more attached to each of them. As I said I am only under 20 hours into the game, but I have way more to do and it is really fun. Plus one thing I gotta say is the Devs are very active, and update it often. I really like this game. One thing I would like to see is better sound. and music. As of now it just kinda loops same sounds over and over. Also few other things minor but no game breakers. I feel I will be playing this game alot. Cards and achievments are fun too.
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5 of 8 people (63%) found this review helpful
8.4 hrs on record
Posted: October 30
I Kickstarted this game because of the developers - so glad I did. It's an old-school turn-based RPG by a pair of developers who love gaming. Just check out how often it's updated with bugfixes and changes suggested by the fans.

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1 of 1 people (100%) found this review helpful
36.2 hrs on record
Posted: November 23
It can get slow at times (I can watch a movie while playing this game), but the story is interesting and it keeps me interested enough to continue playing. It is very similar to Avernum in the sense that it takes place underground. It does have a few rough edges, like no help in the user interface, and a few minor bugs, like after completeing the temple and exiting the characters say they found a temple and want to enter. Overall, it's a fun, casual, slow going game... just what I was looking for.
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1 of 3 people (33%) found this review helpful
122.4 hrs on record
Posted: November 8
just played thru the prelude section, game to me is a fantastic oldschool rpg, that requires complex thought, already loving it
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1 of 4 people (25%) found this review helpful
71.3 hrs on record
Posted: November 9
Facing the darkness and gasping for air, the foul stench of Orcin filth filling his lungs..the Outlander stood grasping his blade. Captain Lukai's blade..a symbol of forgiveness..redemption. Vraes wielded that blade with the precision and power of a mountain lion. Back and forth slowly he moved it, as if inviting the darkness to attack. The din of battle below had all but died as they moved higher into the keep, revenge was now on Vraes's mind. Sweat trickling down his brow, smeared away quickly with a filthy forearm greased from many battles.

Called back to by the click of Selen's dagger hilts he became aware..the shadows burst forth toward Vraes carrying that overpowering smell of filth. The Outlander sprang forward instinctively rumbling over the dead swiftly to meet his newest foes. Selen shadowed behind him almost seeming more to glide than to run, eyes darting hither and fro, blades following swiftly behind. An Orcin elite trying to flank Kjartan..fell dead before a grimly smiling Selen. Crackling flames burst forth from the cloaked wizard, brows peering forward..leaving a trail of acrid smoke past Selen, two of the Baron's archers collapsed with a crunch.

All draws quiet for a moment. Blue radiance burst forth lighting the dark room once more. Vraes grimaces, "I don't know that I'll ever get used to those blue fingers weaving and binding my flesh together again. The gods verily move among us, Kyera."

A brief excerpt in the tales of four unlikely heroes...

Read more: http://startradersrpg.proboards.com/thread/6944/#ixzz3JO7fCAZX
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10 of 11 people (91%) found this review helpful
11.2 hrs on record
Posted: October 20
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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7 of 9 people (78%) found this review helpful
2.2 hrs on record
Posted: June 11
Heroes of Steel is a fantastic experience to play. I was first introduced to RPG games by the Trese Brothers' mobile offerings, and it's amazing to see how far they've come. The artwork and music makes Heroes of Steel much more exciting, atmospheric and eerie than I had expected, and it far surpasses most full 3D games made by big companies. The talents system is my favourite feature, it’s incredibly intuitive and really lets you get into the game quickly. I also love the key bindings, mouse zoom and detailed artwork that make the game seem natural for the PC. Overall, a game so superb that it keeps me hooked, despite the fact that RPGs aren’t my favourite genre.
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5 of 6 people (83%) found this review helpful
4.7 hrs on record
Posted: October 8
This game has a great very old school feel. I really enjoy it and its huge! I cant believe how big this game is. Reminds me of great memories of playing pen and paper rpgs when I was a little kid.
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6 of 8 people (75%) found this review helpful
15.8 hrs on record
Posted: September 23
Really enjoying the leadeboards for this game. I love any game that features Ironman leaderboards!
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12 of 20 people (60%) found this review helpful
6.2 hrs on record
Posted: July 19
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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6 of 9 people (67%) found this review helpful
0.5 hrs on record
Posted: June 19
For the record, Heroes of Steel is on android too, and I have countless hours logged there as well. I've been playing, watching, enjoying, and learning about Trese Brothers games for well over 2 years. I list all four of those because they are all a part of the Trese Brothers experience. Everything they do is open and engaging. They don't just make games, they make beautiful communities of players, artists and writers on their forums.
With great respect to the old days, when a game was more substance and less flair, the Trese Brothers deliver a certain standard of quality in all of their releases that I find has been lacking by many standards. This isn't just "An Indie Game". Heroes of Steel is the first in a soon to be much larger collection of games crafted by developers with the same standards as the gamers, who hold themselves to a higher level of scrutiny than "How much many did we bring in?"

Once you've downloaded and installed Heroes of Steel, you will find a high quality, complete game worth every penny you spent, so you may be surprised when you start seeing new characters and large content additions continuouly throughout the games lifespan. Certainly, you'll be ready to purchase their new games once those become their project and the support ends for He... WHAT? what are you talking about? They keep supporting ALL of their projects. SOMEHOW (the amount of sleep they get is undetermined. probably because they're too busy making better games to measure it).

I fully and strongly encourage you to get on board with both Trese Brothers' Heroes of Steel and the Trese Brothers community. Don't settle for low-quality games that get by on pretty explosions anymore!

And also, grab the two pack. show a friend. spread the word. Thats how we'll keep these wonderful gentleman churning out more games!
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3 of 4 people (75%) found this review helpful
4.7 hrs on record
Posted: October 24
Just getting started playing this on my Mac -- I've been playing on my iPad since Episode 1. Game is definitely faster with keyboard shortcuts and I really enjoy hearing the music from real speakers instead of the iPad internal ones.

The artwork has a hand-drawn almost comic book style which some people may not like, but personally I don't mind it. A game doesn't have to have perfect graphics if the mechanics, balance and pacing are good -- and for me, this game hits all three of those.

Each of the four character slots has two options, each with different styles. I purchased all of the add-ons for my iPad and was VERY happy to see they were all automatically included and available on Steam. The replayability of the game comes from two things for me -- the different character builds (the Barbarian can be a Tank or a carry, depending on how you build him) and the plot options.

The first time I played through the game, I didn't realize how many of the choices would have impacts in later episodes. Think carefully about which side you want to support, if you support the warlord's rebellion, and which family is telling the truth.

My advice would be to build your fighting characters around one or two major talents, and focus on raising them to at least level 5. For Vraes I think his Savage Strike is better than Crushing Bash. If you use the archer, make sure you raise Aimed Shot and the "critical hit" buff.
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6 of 15 people (40%) found this review helpful
108.1 hrs on record
Posted: June 10
It's not a RPG for many RPG players, but those that like a lot turn based RPG focused on combats and indie game should check it.

That mentioned, I can't recommend it from a general point of view because the user interface is unacceptable, there's close to zero adaption to PC interface tools, ie bigger screen and mouse, even the keyboard is poorly used.

Some example of how wrong is the user interface:
- The mouse right click isn't used at all, so there's many elements badly managed when similar PC RPG since many many time manage them well.
- Characters states is a very important element of the gameplay and to check them for one character and go back to play screen you need 5 mouse clicks, yes five! As there's 4 characters it can lead you to 20 clicks just to check states of the party.
- Many more, but I'll skip.

I still played the episode 1 and a part of episode 2, so for fans, it's a real burden, but you can get used to it, more or less.

If you can go over this problem and don't mind support a very bad port from mobile, it has plus and negative.

The first point is the amount of contents is quite big, and there's a lot of work behind. There's undoubtedly depth in combats and party build. There's many areas quite cool. The writing is solid but not noteworthy ie pleasant to read but no originality and no depth.

But as you go deeper in the game, problems cumulate:
- Too many combats, and it feels more and more repetitive as you progress in the game, that's why I gave up during episode 2.
- Enemies diversity is too low, during episode 1 the feeling of repetition is growing, but episode 2 aggravates the problem.
- There's many mechanisms flawed that burden the play, boring instant death, bad design of stealth gameplay, ton of walk back to rest becoming more and more tedious, boring heavy random elements that could trigger unpleasant instant death.
- The combat system design is flawed because you can just retreat a bit and camp to kill enemies one per one. At first you go over it, but the more you play the more this design flaw becomes frustrating, each time you try a more interesting approach and get bashed by the game.
- There's good areas but also few bad, and a significant amount quite average, and as you play more, the average areas become more and more tedious to play.

Still, I repeat it my introduction, I don't recommend it in general, but players very fans of indie RPG with turn based combats should check this game. The game could worth it for turn based RPG fans that can go over a very bad user interface because of a very bad port from mobile.
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9 of 22 people (41%) found this review helpful
2.4 hrs on record
Posted: June 8
I have had the chance to play this game and review it on my channel, for anyone interested there is a link down below to the video that will show you my opinions about the game in the best way possible:

http://youtu.be/ruXS3tVORxI

As for the textual review (for those who don't have time to watch a short vid :):

Pros
+ Nice graphics
+ Interesting and deeply looking lore
+ Good amount of skills/abilities/attributes to fiddle with
+ Turn-based combat in which is important what heroes you use and how you use them

Cons
- Seems like an unfinished mobile port
- Animations tend to be wobbly
- Soundtrack is VERY repetitive
- Game seems repetitive (2 hours into the game, only caves)
- I would personally greet more character customization options
- resolution cannot be changed (27" full hd monitor is a suffering for this in some parts, especially the UI)
- weird keyboard shortcuts and mobile-controls leftovers

Based on these you can make a quick picture. I probably would not recommend this game to a friend AS OF RIGHT NOW but I do BELIVE THAT the GAME CAN GET BETTER! And we will see, after all, it's an early release and things might change! :)

Hope I helped with decisions,
Playintosh out!
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0 of 4 people (0%) found this review helpful
1.9 hrs on record
Posted: June 25
Unfinished. This game really needs several rounds of polish - not just of the UI (which is extremely rough) but also of the tactical gameplay on which the game rests its name. Not worth the money at the moment....
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0 of 4 people (0%) found this review helpful
5.7 hrs on record
Posted: June 10
"Normal" difficulty

Heroes of Steel: Tactics RPG is a tactical role-playing game that feels slow and later tedious,... with a few updates to the HUD, mana issues (IMO) and combat, the game could be great.

Early on you get a good impression that the game has a lot to offer, but soon after the battles become overwhelming and slow-paced, instead of quick, fun and tactically challenging. Early in the game you get a pretty good amount of consumables to help you survive, but when the enemies start coming in 5s, even 10s, you'll be very close to death (for example, 1 minion can hit 3x40, while your healer can heal 32 hp at a time).

The mana is used up way too fast because you have to keep on healing your characters. The health potions and mana potions heal/restore around 50-100 points of HP/MP, but when every character is using mana in order to look out for traps, heal characters, use buffs, debuffs etc. the potions get used up very quickly when you can't get enough of them from chests.

Edit: I just can't continue right now. Im out of mana on all characters after fighting all the monsters... I can't find more and I'm stuck fighting without having any abilities. I can't possibly beat these 10 spiders with what I have at the end, even if only my tank was taking damage from the enemies and my ranged characters had some mana left.

I did get pretty far (to the spider area after 2 road blocks, killing everything including 4 giant rats before them) thanks to the potions I found, but now I'm stuck after fighting all the monsters.. as if they had to be skipped in order to save potions. I'm tired of restoring characters in order to get further. I'm done with the game.

I did try but.. I can't recommend the game right now.
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130 of 187 people (70%) found this review helpful
1.8 hrs on record
Posted: April 24
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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35 of 52 people (67%) found this review helpful
15.0 hrs on record
Posted: April 23
I've been playing this game for several months on my Kindle Fire. I'm so glad it's finally on Steam. The PC version is great because you get the bigger screen, keyboard commands and quick keys, and easy zoom. The game is otherwise the same as the mobile versions. This is an enormous game which is not yet complete, and is constantly changing. I keep telling myself I will play something else but everytime there is a new update (which is very frequent, sometimes 2 per week) I have to try out the changes. There is one more character to be released, the Dueler, a warrior. To briefly describe the game: it is a turn based RPG with the standard 4 characters of warrior, cleric, thief and magician. The tactics part comes as you learn to fight the various monsters in this world and work on building your party with talents that complement and enhance each other. You can spend months just trying different character builds to see how they work and which characters they work best with. The replayability is incredible. Don't think you'll become bored by seeing the same maps over and over. The updates I mentioned often come with new bosses, new secret doors, new sidequests, new areas . . . as I mentioned before the game is constantly changing. You can play at several difficulty levels from easy to nightmare (for those gluttons for punishment). I know that other reviews will tell about the storyline plus you can read the description from the developers, so I won't go into that except to say that it is complex and very interesting. Heroes of Steel provides you so much value for your money. It is larger than many games I have bought at two or three times the price and will keep you entertained far longer.
This review has gotten too long, I need to go back to the game!

If you want to see a tutorial to learn more about gameplay go to: http://www.indiegameguides.com/Heroes-of-Steel/tutorial
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24 of 35 people (69%) found this review helpful
1.7 hrs on record
Posted: May 5
I made a video review to show off some of the features and gameplay of this game!
http://youtu.be/dLOGlDCVy_o
I hope you enjoy!
Martyr
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