A Broken Land, shattered by the Wizards of old, the Fragments of the Old World are adrift in the Void. You must visit and restore each Fragment of the Void, only then can the World be rebuilt. However you are trapped in a crystal body, unable to act alone. Heroes of a Broken Land is a turn-based, dungeon crawling, town management RPG.
User reviews: Very Positive (59 reviews) - 88% of the 59 user reviews for this game are positive.
Release Date: Aug 7, 2014

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"You love dungeon crawling? Town building? Multiple parties? Then try to rebuild the broken lands in this excellent game made by Winged Pixel. Good one!"

Recent updates View all (13)

July 15

Minor bug fix released

Version 1.10e is now out, with two changes:

  • Fix 2 floor 3 party boss dungeons
  • Reduce buff/debuff durations at higher levels

Some boss dungeons (such as the Elemental Lords) were unbeatable due to a bug in dungeon generation, that has now been fixed.

Durations for buff and de-buff skills (Bless, Curse, etc.) have been reduced greatly at higher levels. High level curses were effectively permanent, due to extremely long durations, which was kinda silly.

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About This Game

Heroes of a Broken Land is a turn-based, dungeon crawling, town management RPG.

Explore procedurally generated worlds and dungeons with multiple parties of heroes. Ally with other towns to recruit new and more powerful heroes. Explore and loot countless dungeons on your quest to save the world.

  • First person, turn-based dungeon crawling action
  • Manage multiple 6 parties of up to 6 heroes each to explore the word
  • Manage towns, constructing buildings to upgrade your heroes and kingdom
  • Recruit heroes from the realm and turn novices into powerful adventurers
  • Each game is a unique world unto itself, with countless worlds and dungeons
  • Choose the size of your world: explore a small Fragment for quick adventure, or an enormous one for an epic quest

A Broken Land, shattered by the Wizards of old, the Fragments of the Old World are adrift in the Void. You must visit and restore each Fragment of the Void, only then can the World be rebuilt. However you are trapped in a crystal body, unable to act alone.

You must gather and recruit the many Heroes of each Fragment to act for you. You must explore each Fragment of the World. Delve into every dungeon to gather the resources and power needed to purify each Fragment. Expand your outpost to train and equip your heroes. Make allies with the other towns and settlements, convince them to join in your quest.

System Requirements

Mac OS X
    • OS: Windows XP with SP2 or later; Windows 7 with SP1 or later; Windows 8
    • Memory: 1 GB RAM
    • DirectX: Version 9.0c
    • Hard Drive: 100 MB available space
    • OS: Mac OS X Snow Leopard 10.6 or later
Helpful customer reviews
167 of 186 people (90%) found this review helpful
1 person found this review funny
157.7 hrs on record
Posted: August 6, 2014
I originally purchased Heroes of a Broken Land (HOBL) about a year ago. In that time I've put more than 200 hours into it and now I'm ready to review the game.

HOBL combines the Civilization world map and its exploration, with first person dungeon crawling, and multiple party management familiar to RPG fans. It tacks on some light town management. I love it so much I had to wear boxers for the first three months each time I sat down to play it.

Its easy to get into, offers meaningful choices, requires good strategy, and benefits from a minimalist UI and retro aesthetic that all the kids are into these days. Like many other turn based strategy games it carries the risk that "one more turn" will mean that you'll be late for work tomorrow. Despite this risk the game plays well as a quick "cool down" from your Calls of Battlefield Honor binges right before bedtime. Its fun to play in short bursts, but can can consume your attention for many hours. The game is procedurally generated so each play through is different.

Keeping your parties equipped and trained, allying with distant towns, and running short RPG quests (which usually involve diving into one dungeon or another) presents plenty of variety to hold your interest long term.

I once emailed the developer with a support question and was pleased at the promptness of his response and his willingness to engage in conversation. Even the gift of a Steam key was unexpected and demonstrates the developer's commitment. The game has been consistently updated in the year I've been enjoying it and each patch polishes the action further.

There is a woefully-out-of-date-and-not-really-representative-of-the-final-product demo on the developer's website for interested parties. I highly recommend this game to all fans of RPGs and/or turn based strategy games.
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49 of 57 people (86%) found this review helpful
4.4 hrs on record
Posted: August 7, 2014
Absolutely phenomenal RPG that is reminiscent of classics like Wizardry. I've played dozens of hours on the non-Steam version, and the randomly generated worlds, dungeons, and encounters offer incredible replayability.

If you like old-school, first person group RPGs, you owe it to yourself to pick this game up.
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29 of 33 people (88%) found this review helpful
1 person found this review funny
10.0 hrs on record
Posted: August 28, 2014
I do alot of scouring the interwebs for procedurally-generated, infinite games, especially those of the RPG type. Mostly what you find is roguelikes, and while I've played most of them and liked half of them, I'm always on the prowl for something.....more.

Enter Heroes of a Broken Land. Ignore the generic fantasy name, this game is a MUST play. I'm not exactly sure how to pinpoint what makes this game such a potent mix of addictive awesome-ness, but I'll certainly try.

Heroes of a Broken Land, (HoaBL), mixes a lot of different ideas together. It's taken elements of Civilization, Heroes of Might and Magic, Master of Magic, Wizardy, and various other classic fantasy games and melted them all down into one, all the while retaining what made those games such a pleasure to play.

But there is one major difference.

HoaBL throws out the complexity and tedium that plagued those games, and keeps the simplistic ideas that made them so utterly addictive. It is fully aware of where its roots lie, and you can really tell the developer poured his heart and soul into this game. You can also tell the developer must have been an avid old-school rpg lover himself, because there is no way a game of this content and quality could of been made by some mainstream developer.

Once you start playing, it is very simple to set up your party and get straight to adventuring. Again, the simplicity of this game is it's strongest point. You literally watch a tiny backstory scene right when you begin the game, and then you are thrust right out into the open to play and learn for yourself. It's friggin' awesome.

There is something about this game though, something that is difficult to put into words. It just hearkens you back to a simpler time in computer gaming, that warm, fuzzy space before Call of Battlefield Duty Honor Warfighter 2.0 OMGGGZZZ existed, (if you get my drift). Before the handholding. Before the giant gleaming yellow arrows yelling "THIS WAY TO YOUR NEXT OBJECTIVE BECAUSE YOU CAN'T JUST USE COMMON LOGIC AND REASONING TO FIND IT YOURSELF." That something is what HoaBL has in spades. It's like finding an old, dusty, coffee ring-stained copy of the Lord of the Rings in your attic and cracking it open to immerse yourself in some classic fantasy. You really need to get it and experience it for yourself.

TL;DR version: OH MY GOD HOLY ♥♥♥♥ BUY IT.
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32 of 44 people (73%) found this review helpful
6.0 hrs on record
Posted: August 7, 2014
So, I've played for just under two hours, completed a few dungeons, developed a party and explored the world a bit. I was a little uncertain that it was a good choice because it's a bit pricier than I would have liked =) however;
- It's really really fun
- Keeping track of and micro-managing my party's gear was a bit tricky and time consuming, my only albeit minor gripe

The world map you play on is randomly generated and you can adjust it's size and difficulty level when you start a new game. Initially hero stats are randomly generated. But you are able to choose the class for any level zero hero you recruit. I think it's best to choose a role which their stats most suit unless you really need a certain class. To begin with I took one of each class type. As your heroes gain experience by battling monsters and disarming traps they level up. Each level heroes gain attribute points which you can distribute into any primary statistic that you wish. I didn't stack these points into primary class attributes, I found that it was important to improve on the weaknesses of your heroes. For example sometimes I increased the defensive and evasive stats of my spell casters because they were really squishy instead improving their mana and spell power. Each level or so heroes also gain the choice of a new skill, the choices appear to be random. There are active abilities such as heal and passive stuff such as specific weapon specialties. Of course there are also different tiers of weapons and armor. Certain equipment can only be used by specific classes, some equipment is enchanted. Sometimes equipment provides a debuff (e.g. less health) as well as a benefit which have to consider, I like that sort of thing. The reason I found managing equipment a bit tricky and time consuming was that you have go to the town, see what's available in your shops, go out of the town, open your party screen, check what each of your heroes already has and then return to the shop in town while trying to remember what you needed. It's pretty typical sort stuff you see in RPG games. But I think it would handy if you had an overview screen so that you could just see quickly what everyone has equipped. So dungeons were really cool. It was easy to control movement and navigate them with the map. I liked combat, you can't select a target when you attack. heroes will attack the closest enemy to their portrait in the front line. Having your tanks at the front of your party didn't work to protect my weaker heroes as monsters appear to attack anyone in your party randomly. These aren't criticisms of the game I'm just saying how it is. One feature that I really liked about combat was that if you approach an enemy from the side or behind to initiate a battle it counts as flanking or a surprise attack. This allows you to take the first turn or even take two turns before the monsters retaliate. Dungeons are really fun to explore. It was cool to occasionally find a discreet switch on walls which open hidden passages. It's really satisfying to find a room filled with chests and crates of loot =)

So yeah the presentation is really basic. But it just doesn't matter to me. I still really liked how the game looked. Especially the introduction which is a series of images explaining background of the world.

So, I think this is a good game and I recommend trying it out. There are other games like this already out there but I haven’t played them all. So I unfortunately I cannot compare this to them to this. What I will say is that I think you could probably easily get your money's worth out of this title. After two hours I have only covered a relatively small area of the map.
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17 of 19 people (89%) found this review helpful
15.3 hrs on record
Posted: January 4
Heroes of a Broken Land
is one part TBS -in the vain of games like Heroes of Might and Magic- and one part turn based first person dungeon crawler lootfest. It promises infinite replayability with its randomized content and highly customizable world generation settings. It suffers from a similar manner of issues as A Valley Without Wind. They're highly ambitious rpgs with quite a few shortcomings, sadly. So, why am I giving it a "Yes", you ask? Well, enjoying the game depends on what you're doing, and I enjoy it a lot. There IS a lot to discover (things you unlock through buildings and special map locations spice up the game quite a bit). I'll present the different aspects of the game that I consider good, bad and some which I feel do not have a positive or negative impact on my decision. Onward!

The Good

+ Randomized heroes, equipment, quests, dungeon objectives, dungeon events, etc. Increased replayability since every world's layout is different than the last's.
+ Greatly customizable heroes (Want to teach a warrior to heal? You can! Want to make your cleric tougher or more deadly in close combat, or even teach him elemental spells he wouldn't learn normally and have him play like a mage/cleric hybrid? You can! Want to teach your characters to sense monsters, making them appear on the minimap so you don't have to look for them and waste your time? You can! Just experiment a bit. ;) )
+ You choose what buildings to build and upgrade in your town, it's an importan decision what to build because building spots are limited.
+ You can "control" more towns by earning their favour (so you can have different buildings you couldn't fit in your starting town)
+ Contrary to popular belief, you CAN customize your characters (you need a specific building in town)
+ Options to speed up exploration and combat in the game settings
+ Fast-travel within dungeons

To me, the last two are very important in games like this, since dungeons tend to drag on forever if combat and exploration are slow, I'm running at max speed on both. Fast-travel is also great for when you want to walk to a place you've been before within the same floor but would be quite tedious to go manually.

The Bad

- Features a really small monster variety in contrast to the game's huge scope. This is the biggest issue at the moment, imho
- Wandering monster groups are a pain in the ♥♥♥, since you either have to run to them with your main group, or have a reserve party to dispatch of them, but they sometimes are too hard for your reserve party to defeat, so you need to train them too and that is something I really don't like, sadly. I wish they would add an option to disable wandering monsters. Also, monster strength estimates seem to be quite off, I beat a group of "impossible" wandering monsters with my group relatively easily, but I guess impossible doesn't mean IMPOSSIBLE, just very hard
- The world map doesn't feel lively, there's no competitors other than the aforementioned wandering monsters which are just an annoyance to me. Adding things like gods, civilizations/factions and hero dwellings where you can hire certain types of heroes could probably make the world map more fun.
- The game lacks a proper tutorial but then again I consider it to still be a work in progress, so a proper tutorial might be in order at some point, I guess

The ???

* Grindy gameplay. Some people swear by it, others hate it with a burning passion. Your pick.
* You have to run at least 2-3 parties to do some dungeons/bosses, some of which are mandatory to progress the main quest... :( That's really annoying to me, managing a group of 6 is a pain already, 3+ groups is just too much work to do for me atm.

Even though I love this game a lot, this is a tough recommendation. I'm going to give this game a YES due to the fact that recently the devs have taken initiative towards making gameplay more fun, with an increased enemy pool and more friendly UI updates. I really hope they keep making the gameplay less stale and convenient, because this game really is a flawed gem that deserves to become something better and I think a lot of people that like games like Eye of the Beholder, Dungeon Hack, Wizardry, Grimrock would be interested in it.

P.S: I will probably return to this review to edit it in case there's new stuff to comment on.
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