
Has-Been Heroes
A lane-based roguelike where the whole game snaps into focus around run 10 - if you can survive the opacity long enough to get there.
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About Has-Been Heroes
My spreadsheet instincts told me this one was going to be a numbers game the moment I saw the stamina-matching mechanic. Three heroes march across three lanes; each enemy carries a stamina value, and each hero delivers a fixed number of hits per attack - one, two, or three. The core loop is pure combinatorics: you need to stun an enemy by hitting it down to exactly zero stamina, then land the heavy follow-up with your tank before it recovers. Get the math right and you feel like a tactical genius. Get it wrong and a skeleton walks through your line and ends a forty-minute run in about two seconds. The combat design genuinely earns some respect. Pausing mid-attack to swap heroes between lanes, chaining a monk's two-hit staff strike into a warrior's finishing blow, then firing off a freeze spell to hold the next wave - that sequence clicks in a way very few real-time strategy hybrids manage. Frozenbyte built something original here, and the hundred-plus spells with combinable elemental effects (water-soaked enemies hit by a lightning bolt, for instance) mean the decision space keeps expanding the longer you play. Long-term players report still finding new tricks after fifty hours, and the unlock loop - souls persist across failed runs, slowly expanding the spell and item pool - gives each death a marginal sense of forward motion. Here is where the honest accounting starts, though. The tutorial introduces the basic swing-and-stun concept and then leaves you to figure out the candle system, the map backtracking rules, the locked-chest economy, and the spell gambler mechanic entirely on your own. Early runs feel less like difficulty and more like information deprivation - you buy a spell from a merchant and have no idea what it does until a hero picks it up, and if it is a bad fit you cannot transfer it. The RNG can also deal you an unwinnable hand: locked chests appearing before you find keys, boss waves that outpace your starting loadout, maps where you burn your candles just reaching a vendor. Critics clocked the Metacritic score at 63, and that feels right for a cold start. The player community, however, skews more forgiving - longtime users describe the same mechanics as "incredibly enjoyable and addictive" once the system clicks, which does eventually happen. For PC specifically, the small icon UI that was reported as genuinely problematic on console translates reasonably well to a mouse-and-keyboard setup, though anyone on a small monitor will feel the pinch. Controller support is present. There are twelve unlockable heroes, thirteen regions, and the full run count to complete the game properly sits around seven successful clears, each longer and harder than the last. No mod ecosystem to speak of, no multiplayer, no procedural variety beyond the RNG shuffle - this is a solo, heads-down, systems-mastery title. Buy this if you treat a weak tutorial as a puzzle rather than a flaw, if permadeath reads as consequence rather than punishment, and if you are patient enough to give the stamina-matching system the ten or fifteen runs it needs to fully land. Approach it expecting FTL-level transparency and you will bounce off hard. Diego, Scout Team
Tags
Steam Deck & Linux
Valve rates this game Steam Deck Playable. Runs great on Linux after minor tweaks. Based on 10 ProtonDB community reports.
System Requirements
Minimum
- OS
- (64 bit) Windows 10 / 8 / 7
- Memory
- 4 GB RAM
- DirectX
- Version 10
- Storage
- 2 GB available space
- Graphics
- NVIDIA GeForce 260 / Radeon HD 4000 Series / Intel HD Graphics 4000
- Processor
- Intel Core i3/i5/i7 1.8 GHz CPU dual-core. AMD 2.0 GHz dual-core.
Community Discussion
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Reviews & Ratings
Game Info
- Developer
- Frozenbyte
- Publisher
- GameTrust Games
- Release Date
- Mar 27, 2017


