Compare HammerHelm prices across 50+ stores and find the best deal. Developed by SuperSixStudios. Published by SOEDESCO. Released on 4/29/2021. Available on PC. Genres: Action, Adventure, Casual, Indie, RPG, Simulation, Strategy.

Town-builder and third-person RPG rolled into one, built by a solo developer who has shipped over 450 updates. Cosy enough for newcomers, thin enough to frustrate late-game chasers.

My first instinct when a game tries to be a colony-manager AND a hack-and-slash RPG is scepticism, because that split focus usually guts both halves. HammerHelm earns a partial pass. The colony side is the stronger pillar by some margin: you place over 60 structures, chain building prerequisites in a sensible order (no water well before the stonemason's shop is staffed, no mine without a verified ore deposit nearby), and assign each recruited dwarf to a role that suits their personal traits. Residents who enjoy manual labour gather resources faster; those who hate harming animals make poor hunters. Population morale feeds directly into work efficiency, so keeping dwarves fed, clean, and aesthetically satisfied is not decoration, it actually shifts your resource throughput. For a city-builder, that feedback loop is exactly what you want. The RPG half is where the design stretches thin. Combat runs on blocks, timed dodge-rolls, and a handful of active skills. It is serviceable, and it does break up the town-management routine in a way that prevents the session from going full spreadsheet. But the enemy roster is limited and the quest structure repeats its patterns quickly. Instanced dungeons like the haunted mansion include light puzzles and a boss fight at the end, which is welcome, though these locations are rare. Players looking for the kind of gear progression depth you get in a dedicated action-RPG will find the weapon and armour crafting competent but not compelling on its own. Achievemement hunters can reach 100 percent in roughly 12 hours, which tells you something about the overall scope. What softens those criticisms is context. HammerHelm is a one-person project, built by Jonathan Hanna of SuperSixStudios since 2014 and updated relentlessly through Early Access, shipping over 450 patches before its full release. The developer has a demonstrated habit of personally engaging on bug reports and turning around fixes quickly, which matters when you hit the occasional quest-blocker or NPC floating above your town. The building placement system is notably clean for a solo-developed title: restrictions are logical rather than arbitrary, and layout freedom is generous. If you approach HammerHelm the way you would approach something like a lighter Banished with a playable hero, you will get comfortable quickly. The tutorial is not in-depth, but the mechanics surface themselves through early quests without demanding much prior genre knowledge. Late-game is the honest weak point. Once your dwarf town hits a comfortable rhythm and the crafting tiers start to repeat, there is little structural pressure to push further. The quest log keeps generating work orders but the activities behind them rarely introduce new mechanics. Players who want a 200-hour grand-strategy loop will bounce off this well before then. Players who want a relaxed 15-20 hour run building a cheerful dwarven settlement above ground, punctuated by dungeon clear trips and gear upgrades, will leave satisfied. Diego, Scout Team

HammerHelm
ActionAdventureCasualIndieRPGSimulationStrategy

HammerHelm

Apr 29, 2021SuperSixStudiosSOEDESCO
GamerScout Says

Town-builder and third-person RPG rolled into one, built by a solo developer who has shipped over 450 updates. Cosy enough for newcomers, thin enough to frustrate late-game chasers.

PC
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Screenshots & Media

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About HammerHelm

My first instinct when a game tries to be a colony-manager AND a hack-and-slash RPG is scepticism, because that split focus usually guts both halves. HammerHelm earns a partial pass. The colony side is the stronger pillar by some margin: you place over 60 structures, chain building prerequisites in a sensible order (no water well before the stonemason's shop is staffed, no mine without a verified ore deposit nearby), and assign each recruited dwarf to a role that suits their personal traits. Residents who enjoy manual labour gather resources faster; those who hate harming animals make poor hunters. Population morale feeds directly into work efficiency, so keeping dwarves fed, clean, and aesthetically satisfied is not decoration, it actually shifts your resource throughput. For a city-builder, that feedback loop is exactly what you want. The RPG half is where the design stretches thin. Combat runs on blocks, timed dodge-rolls, and a handful of active skills. It is serviceable, and it does break up the town-management routine in a way that prevents the session from going full spreadsheet. But the enemy roster is limited and the quest structure repeats its patterns quickly. Instanced dungeons like the haunted mansion include light puzzles and a boss fight at the end, which is welcome, though these locations are rare. Players looking for the kind of gear progression depth you get in a dedicated action-RPG will find the weapon and armour crafting competent but not compelling on its own. Achievemement hunters can reach 100 percent in roughly 12 hours, which tells you something about the overall scope. What softens those criticisms is context. HammerHelm is a one-person project, built by Jonathan Hanna of SuperSixStudios since 2014 and updated relentlessly through Early Access, shipping over 450 patches before its full release. The developer has a demonstrated habit of personally engaging on bug reports and turning around fixes quickly, which matters when you hit the occasional quest-blocker or NPC floating above your town. The building placement system is notably clean for a solo-developed title: restrictions are logical rather than arbitrary, and layout freedom is generous. If you approach HammerHelm the way you would approach something like a lighter Banished with a playable hero, you will get comfortable quickly. The tutorial is not in-depth, but the mechanics surface themselves through early quests without demanding much prior genre knowledge. Late-game is the honest weak point. Once your dwarf town hits a comfortable rhythm and the crafting tiers start to repeat, there is little structural pressure to push further. The quest log keeps generating work orders but the activities behind them rarely introduce new mechanics. Players who want a 200-hour grand-strategy loop will bounce off this well before then. Players who want a relaxed 15-20 hour run building a cheerful dwarven settlement above ground, punctuated by dungeon clear trips and gear upgrades, will leave satisfied. Diego, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardstier:sub-5Colony ManagementSolo DeveloperThird-Person CombatDwarf ThemeTrait-Based RecruitmentQuest-Driven ProgressionBuilding PrerequisitesAchievement Friendly

Steam Deck & Linux

Steam Deck VerifiedProtonDB Platinum

Valve rates this game Steam Deck Verified. Runs flawlessly on Linux out of the box. Based on 3 ProtonDB community reports.

System Requirements

Minimum

OS
Windows 7
Memory
8 GB RAM
DirectX
Version 11
Storage
2 GB available space
Graphics
GeForce GTX 470 / Radeon R9 M270X
Processor
Intel Core i5-2300 (2.8 GHz)

Recommended

OS
Windows 10
Memory
16 GB RAM
DirectX
Version 11
Storage
5 GB available space
Graphics
GeForce GTX 650 / Radeon RX 550
Processor
Intel Core i7-4700MQ (3.2 GHz)

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Game Info

Developer
SuperSixStudios
Publisher
SOEDESCO
Release Date
Apr 29, 2021

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Price History

2026-06-100.85(lowest)

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How much does HammerHelm cost?

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What platforms is HammerHelm available on?

HammerHelm is available on PC.

When was HammerHelm released?

HammerHelm was released on 29 April 2021.

Who developed HammerHelm?

HammerHelm was developed by SuperSixStudios and published by SOEDESCO.