Compara los precios de The Hand of Merlin en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Room-C Games. Publicado por Versus Evil. Lanzado el 14/6/2022. Disponible en PC, Mac, Linux, Xbox. Géneros: Indie, RPG, Strategy.

Merlin is dead, Arthur is dead, and eldritch horrors are tearing through medieval Europe, your three-knight warband is the last line of defence across an infinite multiverse of doomed timelines. Tighter than XCOM, shorter per run, and more brutal than it looks.

My spreadsheet instincts lit up about twenty minutes into The Hand of Merlin, when I realized that choosing which map nodes to visit, with no backtracking allowed, was already a resource-optimization problem. Supplies drain with every move, gold funds blacksmith upgrades, and a dead knight stays dead until the next run. That permanent-loss pressure, stacked on top of a roguelite structure where each full run clocks in at only a few hours, produces a decision density that punches well above the game's indie budget. The core loop breaks into two distinct phases. On the overworld, you manage a node-based map stretching from Albion to Jerusalem, parsing icon types to decide whether a fight, a merchant, or a narrative event is worth the supply cost to reach it. Then combat drops you onto an isometric grid where each of your three characters, one Warrior, one Ranger, one Mystic, gets two action points per turn. Abilities carry cooldowns, armor regenerates between fights while health does not, and hit percentages mean that a 40% long-range shot is a genuine tactical question, not a panic button. Renown earned from victories levels your knights, and each level-up offers a randomized pick of one from three new abilities; once you have four abilities, upgrades branch further. Relics found on the road and Merlin's own Soulstone-powered spells add a separate resource layer on top, one that can swing a battle entirely if planned around rather than spent reflexively. The ability synergy between a debuff-stacking Ranger shot and a Mystic follow-up is the kind of thing I mapped out on paper after my third failed run. For newcomers worried about the complexity: the help menu covers every mechanic, tooltips fire on the first playthrough, and the short run length means a loss costs ninety minutes, not a whole evening. Roguelite skeptics who resent losing progress should note that Merlin's collected Soulstones and unlocked spells persist across runs, the meta-progression is light but real, and each new knight variant added to the unlockable roster genuinely changes how you build a warband. The narrative layer earns its place too. Story events unfold through a storybook format, with branching choices that shift rewards and occasionally trigger fights; some outcomes depend on a drawn card, which keeps veteran players honest. The friction points are real and worth naming. Steam reviews sit at a mixed 69% positive across roughly 300 reviews, and that split is honest rather than damning. The visuals are functional at best, dark, low-flair environments that reviewers across the board called boring without calling them broken. The UI has a learning-curve steepness that feels designed for mouse-and-keyboard and was clearly not built with controller users in mind first. Variety across multiple runs thins out faster than the synergy system deserves; class count stays at three, enemy types are limited, and biomes look different without feeling different mechanically. Critics at OpenCritic averaged the game at 72 across 11 reviews, with 64% recommending it, a fair reflection of a game that does its core loop well but leaves the surrounding scaffolding underbuilt. For the PC player specifically, this is where the game is most comfortable. Mouse precision makes node planning and ability targeting fluid in a way controller input cannot match, and the density of information on-screen rewards the kind of methodical inventory checking that PC tactics players already do by habit. If your tolerance for austere presentation is reasonable and your appetite for optimizing three-unit synergy builds is genuine, the short-run format makes this an easy game to pick up and iterate on. Approach it the way you would early XCOM, accept that the first two runs are tutorials in disguise, then start planning properly. Diego, Scout Team

The Hand of Merlin

The Hand of Merlin

14 jun 2022Room-C GamesVersus Evil
GamerScout opina

Merlin is dead, Arthur is dead, and eldritch horrors are tearing through medieval Europe, your three-knight warband is the last line of defence across an infinite multiverse of doomed timelines. Tighter than XCOM, shorter per run, and more brutal than it looks.

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My spreadsheet instincts lit up about twenty minutes into The Hand of Merlin, when I realized that choosing which map nodes to visit, with no backtracking allowed, was already a resource-optimization problem. Supplies drain with every move, gold funds blacksmith upgrades, and a dead knight stays dead until the next run. That permanent-loss pressure, stacked on top of a roguelite structure where each full run clocks in at only a few hours, produces a decision density that punches well above the game's indie budget. The core loop breaks into two distinct phases. On the overworld, you manage a node-based map stretching from Albion to Jerusalem, parsing icon types to decide whether a fight, a merchant, or a narrative event is worth the supply cost to reach it. Then combat drops you onto an isometric grid where each of your three characters, one Warrior, one Ranger, one Mystic, gets two action points per turn. Abilities carry cooldowns, armor regenerates between fights while health does not, and hit percentages mean that a 40% long-range shot is a genuine tactical question, not a panic button. Renown earned from victories levels your knights, and each level-up offers a randomized pick of one from three new abilities; once you have four abilities, upgrades branch further. Relics found on the road and Merlin's own Soulstone-powered spells add a separate resource layer on top, one that can swing a battle entirely if planned around rather than spent reflexively. The ability synergy between a debuff-stacking Ranger shot and a Mystic follow-up is the kind of thing I mapped out on paper after my third failed run. For newcomers worried about the complexity: the help menu covers every mechanic, tooltips fire on the first playthrough, and the short run length means a loss costs ninety minutes, not a whole evening. Roguelite skeptics who resent losing progress should note that Merlin's collected Soulstones and unlocked spells persist across runs, the meta-progression is light but real, and each new knight variant added to the unlockable roster genuinely changes how you build a warband. The narrative layer earns its place too. Story events unfold through a storybook format, with branching choices that shift rewards and occasionally trigger fights; some outcomes depend on a drawn card, which keeps veteran players honest. The friction points are real and worth naming. Steam reviews sit at a mixed 69% positive across roughly 300 reviews, and that split is honest rather than damning. The visuals are functional at best, dark, low-flair environments that reviewers across the board called boring without calling them broken. The UI has a learning-curve steepness that feels designed for mouse-and-keyboard and was clearly not built with controller users in mind first. Variety across multiple runs thins out faster than the synergy system deserves; class count stays at three, enemy types are limited, and biomes look different without feeling different mechanically. Critics at OpenCritic averaged the game at 72 across 11 reviews, with 64% recommending it, a fair reflection of a game that does its core loop well but leaves the surrounding scaffolding underbuilt. For the PC player specifically, this is where the game is most comfortable. Mouse precision makes node planning and ability targeting fluid in a way controller input cannot match, and the density of information on-screen rewards the kind of methodical inventory checking that PC tactics players already do by habit. If your tolerance for austere presentation is reasonable and your appetite for optimizing three-unit synergy builds is genuine, the short-run format makes this an easy game to pick up and iterate on. Approach it the way you would early XCOM, accept that the first two runs are tutorials in disguise, then start planning properly.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscontroller-supportcloud-savestier:indieNode-Map NavigationPermadeath SquadAbility BranchingRenown ProgressionRelic SynergyCosmic Horror SettingMultiverse NarrativeResource ScarcityShort-Run Roguelite

Requisitos del sistema

Mínimos

OS
Windows 7 SP1 with Platform Update (64 bit)
Memory
4 GB RAM
DirectX
Version 11
Storage
5 GB available space
Graphics
Nvidia GeForce GT 1030 2GB, AMD Radeon RX 550 2 GB
Processor
3.0 GHz Dual Core
Sound Card
DirectX compatible

Recomendados

OS
Windows 10 Creators Update (64 bit)
Memory
8 GB RAM
DirectX
Version 12
Storage
5 GB available space
Graphics
Nvidia GeForce GTX 1080, AMD Radeon RX Vega 64
Processor
3.0 GHz Quad Core
Sound Card
DirectX compatible

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Información del juego

Desarrolladora
Room-C Games
Distribuidora
Versus Evil
Fecha de lanzamiento
14 jun 2022

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¿En qué plataformas está disponible The Hand of Merlin?

The Hand of Merlin está disponible en PC, Mac, Linux, Xbox.

¿Cuándo se lanzó The Hand of Merlin?

The Hand of Merlin se lanzó el 14 de junio de 2022.

¿Quién desarrolló The Hand of Merlin?

The Hand of Merlin fue desarrollado por Room-C Games y publicado por Versus Evil.