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 (85 reviews) - 88% of the 85 user reviews for this game are positive.
Release Date: Aug 7, 2014

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May 8

Version 1.10j Released

Version 1.10j is a minor patch that addresses 2 issues:

  • Resurrect skill not fully healing characters is now fixed
  • Custom Portraits on OSX and Linux is now fixed

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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
    • Storage: 100 MB available space
    • OS: Mac OS X Snow Leopard 10.6 or later
Customer reviews
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Very Positive (85 reviews)
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67 reviews match the filters above ( Very Positive)
Most Helpful Reviews  In the past 30 days
2 of 3 people (67%) found this review helpful
79.4 hrs on record
Posted: September 28
Awesome fun casual dungeon crawling RPG with multiple parties and a lot of customization. You can change a ton of settings at the start of the game (spawn rate, world size, amount of dungeons, leveling rate, etc). Its very user friendly. I haven't beat it yet but I still play from time to time.
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Most Helpful Reviews  Overall
195 of 216 people (90%) found this review helpful
5 people 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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55 of 65 people (85%) found this review helpful
2 people found this review funny
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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36 of 42 people (86%) found this review helpful
2 people 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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35 of 41 people (85%) found this review helpful
3 people found this review funny
2.8 hrs on record
Posted: November 28, 2015
What type of game is this?

Summed up in one sentence:
Retro-looking, Eye of the Beholder-style RPG 3D dungeon-maze-crawler with lite-puzzles, with a 2D world map to roam the world, semi-strategic map gameplay, treasure/loot-hunting, base-building, exploration, and multi-party/character building,

If you like those elements in a game, then I recommend Heroes of a Broken Land.

The game has a nice, simple intro, reminds me of the intros from the old games Overlord and Realms.
It does a great job of setting the mood and tone of the game.
Bleak, depressive, like glimmering sparkles lingering in space after an epic disaster.
They look pretty, but how they got that way: just saddens; a constant reminder.

The music is excellent in relegating you to this bleak setting.

But in that glimmer, there is hope! Is there? Uh.

Basically, you create parties of adventurers and take them out to different dungeons which you must clear of monsters.
The game is very exploration-heavy. As you explore the surface world, you will encounter towns, huts, villages, dungeons, fortresses, all sorts of stuff, all sorts of random encounters, some that are text-based and you have to make some moral decision (or immoral, hahahah). Some quests will have some goal, like rescue someone, that sort of thing.

You have a main base, which starts out with just your main party-gathering building, where NPCs will go to offer to join (for a price). You can build structures to support your overall adventuring, from merchant shops, alchemists, basically, places to buy gear and items you need to equip your party. Usually, basic stuff, since all the good stuff are random drops in dungeons.

The game puts a lot of emphasis on building up parties and their characters. Everything is pretty basic and laid out.
If you've played any RPG before, then it's familiar stuff. However, I really liked the multiple-party aspect of the game.
You can spent a lot of time just messing around crafting your perfect group of heroes (up to 6 per party), and then have another "line-up" ready to go in case your "main" party gets wasted in a dungeon.

Not only that, you can take multiple parties into a dungeon, in fact, some require you have at least 2 or 3 parties with you. I wish it was possible to merge into one giant party, like a "raid" party, but you can't, and instead, they roam separately in different areas, clearing out different levels.

Still, it's cool being able to have more than one, it's like having armies at your command.
You can send one group to deal with "the big foozle" in one area, and then maybe have another party go do a quest for some villagers. You can toggle between them with ease.

All that stuff I just said.


-The music, while excellent, is repetitive. I'd love to have more tunes, more varied. It's all sweeping, piano-focused tunes, and very well done. But even so, it's repetitive.

-Not a big con, but the retro-graphics are pretty retro. My main issue with this, is I wish moving around on the main map was smoother. I don't think the party icon/movement graphics needed to look so cheap, since everything else looks good.

-Dungeons can get to be a real chore, with constant back-tracking to find right switch that opens this/that door, or wait, was it that/this door? The game's in-game dungeon map that builds as you explore is very helpful for navigating fast and helps mitigate this by showing you the switches you found, and showing which doors are now open/closed. IMMENSELY HELPFUL. But tedious running around, just the same.


-The interface is a bit clunky, and can take time to get used to (like how to equip your party members with weapons/items). Really seems harder than it needs to be, but when you realize the concept of having multiple-parties, it makes sense. You can easily accidently sell or fail to equip good items.

-Game has a bunch of settings to customize the game, so you can make it hard, easy, whatever. Tons of choices, from XP gain, strength of monsters, amount of treasure, etc. I recommend playing on easiest settings first to get a hang of the game.

-Permadeath-sort-of: once someone in your party dies, unless you have a priest that knows Raise Dead, they are permanetly dead! So you can spend a lot of time building a kick-butt character and then suddenly lose them.
If you lose all of your party, you start back at your base and can hire new heroes (you will reach of point of having multiple parties anyways).

-Be prepared to spend a lot of time in maze-like dungeons killing stuff. Some dungeons are really large, and it will wear on you. You can always just leave though.

-The developers are involved and make sure to do updates, the support is good.

Final Thoughts:
Great game, definitely recommended.
I think some people will be turned off by how "simple" it is, how it lacks detail, and the retro-look.
If you can get past that, like me, then you will get to enjoy all the depth it has underneath those things.
For me, it gave a real sense of accomplisment when clearing out a dungeon, going back, growing my party, growing my base. I think if they tried to make this too complex, the whole concept wouldn't work.

This is a rare type of game too, not too many like this around, so it's quite a novelty.


The developers were awesome enough to continue the old time-honored/fading tradition of offering A GAME DEMO.
Remember that? When demos were the thing?

That was back in the day, when developers were proud of what they crafted, and were eager to show it off their beloved work in the form of a game demo.

I think that the developer were willing to put out a demo, puts them in a very good light.
How many games have we bought, where there was no demo, and turned out the game sucked?

So don't take my word for it about this game, if you don't want to, you don't have to: go try the demo!
I hope you enjoy it and reward the developers with a purchase like I did.
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33 of 46 people (72%) found this review helpful
1 person found this review funny
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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19 of 22 people (86%) found this review helpful
1 person found this review funny
17.0 hrs on record
Posted: January 4, 2015
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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41 of 62 people (66%) found this review helpful
1 person found this review funny
Not Recommended
8.8 hrs on record
Posted: August 14, 2014
Heroes of a Broken Land suffers from the age old design curse of not quite being sure exactly what it wants to be, do or specifically appeal to. In their individual parts, each "genre" of the game presented here is average at best - the options and classes in combat are reasonably limited, and you'll find yourself performing the same actions over and over again, with the exception of using particular types of magic against particular enemies.

Dungeons are procedurally generated, giving "limitless" adventure, but lack any real depth or charm - you'll see the same few traps, the same secret button in the same spot on the wall in each of the dungeon types. Within a few hours, I felt like I was treading the same ground over and over. I'm all for a "retro" presentation, but combining that with a retro interface that can't be scaled for modern resolutions that requires multiple, often unintuitive clicks to get things done wasn't the wisest of design choices.

The overland map lacks any sense of direction or purpose. There didn't seem to be any competitors or threats, even on the harder difficulty levels - meaning having things take "turns" on the map didn't make a whole lot of sense - if I acquire gold each turn and need X gold to hire a hero, buy something or build something, there's nothing stopping me from just clicking "next turn" until I have the required resources.

Maybe this penalises a "score" count at the end - I don't know, I'd lost interest by the time my characters were level 12 or so, and felt no real impetus to continue.

HOaBL is far from the worst in its class, but it's certainly not worth the $15 asking price. Pick it up on sale for ~$5 if you're bored, otherwise give this one a miss.
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15 of 18 people (83%) found this review helpful
1 person found this review funny
6.4 hrs on record
Posted: October 10, 2014
It is more or less Wizardry + Civilization. It is not the most impressive graphically, but it is extremely engaging.
Also, the dungeons that require multiple parties to explore are very interesting.

Basically, it does things in ways similar to what Eador did, except replacing Heroes of Might and Magic/King's Bounty-like combat with Wizardry-inspired dungeon crawling. Absolutely worth trying.
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17 of 23 people (74%) found this review helpful
7.5 hrs on record
Posted: August 8, 2014
If you like first person dungeon crawl, this game absolutely fixes that itch. It touts itself as having a touch of city management and such, but that is absolutely not the point of this game. The randomized dungeons are large and fulfilling, and even on the standard normal difficulty it remains to be a challenge to overcome, that does not feel like artificial difficulty. The enemy types are slightly sparse, but otherwise the gameplay is top notch. One downside is that it is slightly clunky to cycle through your potions and skills, whether in combat or outside of it, but it has that retro charm to it, as most games that inspired this one felt that way anyways. This is an undeniable love letter to the classic dungeon crawl genre, and if you are a fan of those types of games, or even rogue-likes, this game is an invaluable addition to your library.
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Recently Posted
67.6 hrs
Posted: October 13
I have always felt like Heroes of a broken land is a hidden gem in the dungeon crawl genre. You can make your current game easy or impossible. I find impossible the most fun. I know my steam play time shows 67 hours but I have hundreds since I and many others were in the early version of the game.

Thanks Andrew for such a great game and for listening to your players.
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Lord Deviant
5.0 hrs
Posted: October 3
Heroes of a Broken Land is a simple but fun dungeon crawl/city management hybrid.
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20.0 hrs
Posted: September 6
This is one of the best dungeon crawler games I've played in a long, long, time, and the exploration, town mangement, and party management bits are just icing on the cake. I have to say that one of my favorite little details is the ability, when in a dungeon, to look at your map. see where you haven't been, and travel there automatically. That may not sound like such a big deal until you realize just how annoying it is in other games to backtrack your way through explored areas to get to unexplored areas. I've got "a few" procedurally generataed dungeon crawler games in my library, and so far, this is hands down my favorite; it has that "magic" that got me addicted to games like Nethack and Moria decades ago. Enthusasitcally recommended for fans of the genre.
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22.9 hrs
Posted: September 2
I love the concept of this game. A HOMM3 style strategy layer on top with procedurally generated blobber dungeon crawling underneath. Town building, resource management, party rosters and character development. It's addictive, building parties is fun and there are lots of things to do and find. Gold always feels scarce and useful, which I really liked because most games get this wrong.

The game does get tedious, I'd expect 10-20 hours of play depending on your tolerance, but this is a good time, worth checking out and well worth the money. The world needs a sequel to this game.
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12.3 hrs
Posted: August 29
This Game has more depth then i thought at first, i have played for a few hours and am not sure how much longer a "small" world will take to complete but its still fun and hard anof to keep me coming back for more.
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189.7 hrs
Posted: July 31
This game, which newer, is rooted in nostalgia. The graphics aren't great, but the gameplay is akin with the Wizardry games. Brings back the great dungeon crawls of ages past.
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Little Phoneix
5.2 hrs
Posted: July 30
ITs okay but the dungeon clearing can make the game eaily repetitive and boring. I expected a dungeon boss or something, but you get lots of minions which can often be cleared easily.

I have other issues like the resolution of the overall game... Plus the fact its windowed not full on start up. I get the idea this is the begining of a reall great game and all the elements for it are there. It needs more work, content added and something to break it up. and while clearing out dungeons may seem fun, this is pretty much the sum of ever mission. So one of my issues would be to find a way to break up the constant repetition you face when you face each dungeon and find way to change it. There needs to be 4 or so other methods of defeating dungeon, which the game randoml picks, just to give a bit of varity.

Also... The arena needs a look of its own, not a re-use of another dungeon. I had a hard time imaging my heroes were fighting in front of an audience when I had a dungeon celling above me.

I'd like more soundtracks, bosses and the chunky graphics to be resolved. I actually get a headache and mentally switch off after a few hours. Until the game is changed to make it more interesting, I cannot recommend it. As I said, this is the start of a good game, but it need more depth.
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14.5 hrs
Posted: July 11
This game is suprisingly fun for how simplistic it is. It starts out fairly slow and seemingly dull, but suddenly you realize that there are all sorts of cool class promotions available, different hero types to recruit, different goals to aim for. It doesn't take long before you get lost in that old school vibe of trying to get better items, more gold, more experience, clearing out increasingly diffiicult dungeons.

I can't explain it. If the combat had more complexity and there were a campaign mode it would easily be one of the best games of our time. It feels like a casual Eador for when you just don't want to worry about every little move.
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72.2 hrs
Posted: June 29
2.5D dungeon-crawling, with some base-building, quest-doing, and maintaining multiple groups of heroes. Decent bossfights that are quite challenging. If you have an eye for finely-balanced strategic decisionmaking in games, it may feel a little rough -- but it blends genres in a manner I find charming. If you have nostalgia for Lands of Lore or Ultima Underworld, it might scratch that itch.

Game length is determined by map size, from Tiny to Enormous. My first game was on a Tiny map, and it took me 12 hours to get to the end game, and an additional 6 hours before I could beat the final handful of dungeons. I am curious what larger maps may hold in store, now. A long haul kind of game, but easy to pick up and put down again if you only have five minutes to play. Dungeon-crawling may get repetative in longer games.
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