Hero's Hour

A fast turn-based strategy RPG with real-time combat. Develop your cities and armies, level up your heroes to gain new, powerful spells and skills, and explore the wonders and dangers of the procedurally generated maps as you aim to conquer your enemies before they do the same to you.

Hero's Hour is a turn-based, pixel graphics and strategy game developed by Benjamin "ThingOnItsOwn" Hauer and published by Goblinz Publishing and Maple Whispering Limited.
Released on March 01st 2022 is available only on Windows in 11 languages: English, Spanish - Spain, French, German, Japanese, Korean, Polish, Russian, Simplified Chinese, Spanish - Latin America and Traditional Chinese.

It has received 5,079 reviews of which 4,071 were positive and 1,008 were negative resulting in a rating of 7.8 out of 10. 😊

The game is currently priced at 5.99€ on Steam and has a 60% discount.


The Steam community has classified Hero's Hour into these genres:

Media & Screenshots

Get an in-depth look at Hero's Hour through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS *: Microsoft 64bit Windows 7 or younger
  • Processor: Dual-core 2Ghz CPU
  • Memory: 512 MB RAM
  • Graphics: AMD Radeon HD 6250 or better DirectX11 compatible graphics card
  • DirectX: Version 11
  • Storage: 100 MB available space

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Nov. 2024
Hero's Hour is an homage game: the developers loved the old Heroes of Might and Magic series of strategy games, and this is their own adaptation of games they loved, but with quicker combat. The formula that Hero's Hour adopts unabashedly is the three-part system of the old Heroes games: build up your cities with the resources your heroes collect on the overworld map while also engaging in tactical combat with the armies your heroes command. Victory comes with towns developed enough to train large and powerful armies as well as high-level heroes with the skills and items necessary to lead those armies: all that is familiar. The developers made a number of distinct changes to the formula; three big ones include: - Battles are RTS instead of turn-based: you'll watch your pixelated horde rush forward in a sprawling scrum to fight your enemies. - Fighting earns resources for cities, instead of just XP for heroes (with some hero skills boosting resources acquired from fighting enemies). There's now more incentive to seek out combat. - Infirmaries and hospitals allow some of your units killed in battle to respawn in nearby towns: this makes battles feel less all-or-nothing than they did in the original. The game is fun to play, easy even, on lower difficulties. However, there is a very wide gulf between the default difficulty and even the next-highest (challenging) The cause of the difficulty spike is the variety and sheer number of units. With so many different factions, all with several options for mutually-exclusive unit creation, not to mention unaligned units recruitable from special buildings on the world map, many with complicated special abilities, there is a lot of information to learn, let alone master. The game even has an entire playing mode, Skirmish, devoted to leading particular armies to victory against particular other armies. To players like me, who want to play the game more as resource-management and overland RPG adventure, Skirmish mode and the upper-level difficulties (which require greater micromanagement of in-combat troops) aren't particularly appealing (if you were the kind of player who, when playing Master of Orion II, turned off the "tactical combat" option, your experience might be similar to mine). The game was good but not amazing. However, if you were the kind of player who both loved the Heroes of Might and Magic series and wished for the kind of "micro" gameplay that appears in games like Starcraft II, this game is absolutely perfect for you.
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May 2024
Pretty cool homage to HOMM, which I've played almost all my life now. This is a "ehh, maybe" review though. The game only has random scenarios available, no campaign, no story, nothing. If random skirmishes were your thing in HOMM then get it, it's cool fun and PACKED with factions. If not, then I don't really reccommend it. The combat is bland, almost none of your decisions matter (except spells), so skirmishes quickly devolve into: "how I can get the highest number of low-tier units quicker?", which gets old fast. Positioning was a major part of HOMM, especially 3. Here, not so much, unless your army is really lower rated than the opposing force, and then why are you fighting it? Just get higher numbers my dude. Ppl say it's pretty hard and stuff, but it's extremely easy to steamroll the AI if you know the basics.
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April 2024
TLDR at the bottom I enjoy the organized chaos of watching a large number of small things fight each other. This game offers almost exclusively that. The rest of it is the strategy layer that determines where you fight and the resources you have to fight with. There's a ingame book that explains every unit, artifact, faction, spell, and more. I have failed to notice a search function but you can click on the relevant tabs. Also you can save/load whenever you want outside of a real time fight. Great way to mess around and find out. The strategy layer is pretty simple: Get more things that help you win such as Heroes, artifacts, units, and the resource nodes that let you get more of them. Heroes each tend to have their own skill tree and while there are overlapping skills, the order in which they get them and their stat progressions are different. Each of the factions feel pretty different with distinct gimmicks. The artifacts can greatly change how you play from giving you skill ranks to giving your entire army healing based on the damage they do in the battle layer. Don't ignore them. Units all have different abilities that define how they fight, with the default being that they walk up to things and swing at them and some of the possibilities include Ranged attacks, aoe ranged attacks, Spellcasting, self detonation, cloning, conferring different classes of immunity like constructs being immune to healing and fear and even just being a map range turret. Resource nodes generate resources and are guarded by neutral enemies. Fighting them will let you see how your initial fighting plan holds up and give you the resources going forward. The actual battle section is automatic with limited intervention. I say limited, but with high enough spellcasting you can summon meteors that one hit random pockets of BOTH sides of a fight or just set everyone on fire. Mind control and turning units into frogs happens too. So much can happen. Your units will run towards the nearest enemy until they can attack them and ranged units will get penalties to melee and try to back off. Theres other nuances but learning how to manipulate the fights and win battles that are above your strength projection is part of the fun. So even if it says a fight is impossible- well there's an achievement for winning anyway. Cheese aggressively at higher difficulties. Speaking of difficulty, there's a lot you can toggle. Resource rates, turning events on and off, determining the amount of cheating the AI can do, enabling different map features and affecting their frequency- Dont like the fog of war? Yeet it. I dont even think it affects achievements. There's no story mode as far as I can tell but there are mods are out there with custom maps and there's atleast 20 different maps already in the game that get really big. You can actually set the opponents you'll face and even decide to split the other factions in a game to being on different teams. By default it's free for all. Achievements unlock heroes. Some achievements are funny, challenging or interesting Some achievements should really be changed. There's ways to cheese them if you really want the hero they unlock. check the steam guides. Dev takes feedback in their discord server. TLDR Allegedly similar to heroes of might and magic but real time. Never played em. I think this is fun. I like throwing large seas of units at eachother Very customize-able difficulty Lots of variety and challenge available Lategame fights and large maps might be a big hit on your framerate. Disabling particles helps a lot. The game is updating and changing quite a bit. I can tell that there have been changes to hero skill trees and I can see more on the horizon. Certain pieces of information are hard to find or even after 150 hours I cant tell where I was supposed to find it. Trial and error and paying attention to what happens on the field will let you notice a difference if you dont know what an artifact does but often the information should reference something found in the lexicon. You may un-ironically be a shadow wizard casting spells. I hope they add more shadow spells.
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Feb. 2024
I didn't expect this game to be a take on the Heroes of Might and Magic series, but I'm glad it is! It takes everything I loved about those games and applies a awesome pixel art aesthetic to it. It also features a very fun and engaging combat system, whereas HOMM used a turn based system, this games battles happen in real time. It's very fun and exciting to watch the armies clash, and it reminds me a lot of Warsong for SEGA Genesis. HIGHLY recommend this game to anyone who loves strategy titles! :D
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Dec. 2023
This game scratches an incredibly specific itch for me. There's a turn-based strategy series out there called Dominions , where you play a minor god and fight all the other wannabes to become the one true god. Battles play out without direct player control: you can only queue a set of orders, and most units have memorable quirks (like the ability to convert enemy units, or invisibility). The unit sprites are 2D sprites set against a roughly 3D background. To me, Hero's Hour is that battle-system layered on top of a Heroes of Might and Magic overworld. It's an excellent offering because I can play out those exciting hundred-unit battles with chaotic and unpredictable magic without being overwhelmed by Dominion 's finicky resourcing & supply system. I love watching my little units get buffed and do their cute little murders! If (as a little kid) you loved watching ants swarm each other, or loved watching arrows advance on virtual battlefield game-shows, this will scratch your itch as well (I know I'm not the only one!) Each faction also brings to the table different mechanics, enough to differentiate and give an edge (except Pyre--they get 2 different mechanics). Again, this reminds me of Dominions : Decay is Late-Age Ermor, Enclave is Middle-Age Ctis, Order represents the various bless-heavy nations, Delirium is R'lyeh, Pillar is T'ien C'hi and so on. Honestly I'd only suggest 3 more 'improvements': [*] The ability to kit out strong units with artifacts. Maybe there could be one 'pseudo-hero' unit for each faction that you can kit out with swords, buffs, and multiple attacks to make a super-unit. Would be fun to see Fluffy the supermassive canine crash into the enemy's stronghold. [*] Eliminate the coin-flip spell. [*] More movement options. So far only Pyre has extra movement options, would love if (say) the Dwarven faction were able to tunnel, etc.
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Last Updates

Steam data 17 November 2024 22:03
SteamSpy data 20 December 2024 04:22
Steam price 23 December 2024 12:51
Steam reviews 23 December 2024 18:03
Hero's Hour
7.8
4,071
1,008
Online players
131
Developer
Benjamin "ThingOnItsOwn" Hauer
Publisher
Goblinz Publishing, Maple Whispering Limited
Release 01 Mar 2022
Platforms
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