Compara los precios de Heroes of a Broken Land en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Winged Pixel Inc.. Publicado por Winged Pixel Inc.. Lanzado el 7/8/2014. Disponible en PC, Mac, Linux. Géneros: Indie, RPG.

A one-person studio squeezed Bard's Tale, Heroes of Might and Magic, and a Civilization-style world map into a single retro RPG loop. Surprisingly addictive for fans of old-school gridders who don't mind rough edges.

I want to be upfront about something: this game should not work as well as it does. One developer, Winged Pixel's Andrew Ellem, decided to fuse first-person grid-based dungeon crawling with a hex-tile overworld, town construction, multi-party management, and procedurally generated everything. That ambition alone would sink most teams. Here it mostly holds together, and the first dozen hours feel genuinely exciting in a way that bigger-budget dungeon crawlers rarely manage. The core loop is layered in the best possible way. On the overworld you move parties across a hex map, scouting towns, triggering wandering monster encounters, and deciding whether to spend your gold on a watchtower to protect your settlement or an arena to push fighters toward the gladiator advanced class. Find a wizard's school on the map and your mages might test into the sorcerer tier, unlocking fire, water, earth, or air spells. You can run up to six parties of six characters simultaneously, and some dungeons demand coordinated teams: one party throws switches that open routes for another. That multi-party mechanic is genuinely fresh for the genre and produces some of the game's best tension. Character stats cover the classics, strength, endurance, agility, speed, intelligence, willpower, hit points, and magic points, plus elemental resistances that start to matter in the deeper floors. Rogues are almost mandatory early on given how trap-dense the dungeons get. Where the game stumbles is in its relationship with procedural generation at scale. The dungeons themselves hold up well, logical layouts that reward systematic mapping. The strategic overworld map is trickier: enemy camps can respawn in already-cleared areas, and on enormous map sizes the content thins out long before the campaign ends. Enemy variety, while expanded in post-launch updates that added bears, serpents, and zombies, still leans on slimes and skeletons for stretches that will wear on you past the 30-hour mark. The visuals are also unapologetically primitive, pixel art that reads more as functional than atmospheric, and the soundtrack is a mixed signal, piano-led tracks that feel genuinely evocative inside dungeons but oddly detached on the overworld. Potions are your primary source of HP and MP recovery mid-dungeon since there is no in-dungeon rest mechanic, so inventory management becomes its own quiet pressure system. The strong player advice floating around the community is worth heeding: start on a Tiny or Small world size, learn the systems, and resist the pull of the Enormous map until you know exactly what you are signing up for. A small-world run feels tightly paced and satisfying from start to finish. Blow it out to a large map prematurely and repetition becomes the dominant experience. The Steam rating, sitting around 87% positive from a small but dedicated audience, reflects that split: the people who found the right entry point tend to sink scores of hours in; the people who jumped straight to epic scale bounced off. The game is also flagged as incompatible with macOS Catalina and above, so Mac users on modern hardware will want to verify compatibility before committing. For the right player, one who grew up with Eye of the Beholder, Wizardry, or the early Heroes of Might and Magic titles and misses that particular kind of patience-rewarding exploration, this is a quietly special release. It does not dress itself up. It just gives you its systems and steps back. That restraint, rare and deliberate, is worth respecting. Kai, Scout Team

Heroes of a Broken Land

Heroes of a Broken Land

7 ago 2014Winged Pixel Inc.
GamerScout opina

A one-person studio squeezed Bard's Tale, Heroes of Might and Magic, and a Civilization-style world map into a single retro RPG loop. Surprisingly addictive for fans of old-school gridders who don't mind rough edges.

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Mínimo histórico: €8.85

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I want to be upfront about something: this game should not work as well as it does. One developer, Winged Pixel's Andrew Ellem, decided to fuse first-person grid-based dungeon crawling with a hex-tile overworld, town construction, multi-party management, and procedurally generated everything. That ambition alone would sink most teams. Here it mostly holds together, and the first dozen hours feel genuinely exciting in a way that bigger-budget dungeon crawlers rarely manage. The core loop is layered in the best possible way. On the overworld you move parties across a hex map, scouting towns, triggering wandering monster encounters, and deciding whether to spend your gold on a watchtower to protect your settlement or an arena to push fighters toward the gladiator advanced class. Find a wizard's school on the map and your mages might test into the sorcerer tier, unlocking fire, water, earth, or air spells. You can run up to six parties of six characters simultaneously, and some dungeons demand coordinated teams: one party throws switches that open routes for another. That multi-party mechanic is genuinely fresh for the genre and produces some of the game's best tension. Character stats cover the classics, strength, endurance, agility, speed, intelligence, willpower, hit points, and magic points, plus elemental resistances that start to matter in the deeper floors. Rogues are almost mandatory early on given how trap-dense the dungeons get. Where the game stumbles is in its relationship with procedural generation at scale. The dungeons themselves hold up well, logical layouts that reward systematic mapping. The strategic overworld map is trickier: enemy camps can respawn in already-cleared areas, and on enormous map sizes the content thins out long before the campaign ends. Enemy variety, while expanded in post-launch updates that added bears, serpents, and zombies, still leans on slimes and skeletons for stretches that will wear on you past the 30-hour mark. The visuals are also unapologetically primitive, pixel art that reads more as functional than atmospheric, and the soundtrack is a mixed signal, piano-led tracks that feel genuinely evocative inside dungeons but oddly detached on the overworld. Potions are your primary source of HP and MP recovery mid-dungeon since there is no in-dungeon rest mechanic, so inventory management becomes its own quiet pressure system. The strong player advice floating around the community is worth heeding: start on a Tiny or Small world size, learn the systems, and resist the pull of the Enormous map until you know exactly what you are signing up for. A small-world run feels tightly paced and satisfying from start to finish. Blow it out to a large map prematurely and repetition becomes the dominant experience. The Steam rating, sitting around 87% positive from a small but dedicated audience, reflects that split: the people who found the right entry point tend to sink scores of hours in; the people who jumped straight to epic scale bounced off. The game is also flagged as incompatible with macOS Catalina and above, so Mac users on modern hardware will want to verify compatibility before committing. For the right player, one who grew up with Eye of the Beholder, Wizardry, or the early Heroes of Might and Magic titles and misses that particular kind of patience-rewarding exploration, this is a quietly special release. It does not dress itself up. It just gives you its systems and steps back. That restraint, rare and deliberate, is worth respecting.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementstrading-cardstier:indieMulti-Party ManagementGrid-Based Dungeon CrawlerHex OverworldTown ConstructionAdvanced Class ProgressionPotion EconomyTrap-Heavy DungeonsOne-Dev Studio

Requisitos del sistema

Mínimos

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

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Información del juego

Desarrolladora
Winged Pixel Inc.
Distribuidora
Winged Pixel Inc.
Fecha de lanzamiento
7 ago 2014

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¿En qué plataformas está disponible Heroes of a Broken Land?

Heroes of a Broken Land está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Heroes of a Broken Land?

Heroes of a Broken Land se lanzó el 7 de agosto de 2014.

¿Quién desarrolló Heroes of a Broken Land?

Heroes of a Broken Land fue desarrollado por Winged Pixel Inc..