Compare Heroes of a Broken Land prices across 50+ stores and find the best deal. Developed by Winged Pixel Inc.. Published by Winged Pixel Inc.. Released on 8/7/2014. Available on PC, Mac, Linux. Genres: 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
IndieRPG

Heroes of a Broken Land

Aug 7, 2014Winged Pixel Inc.
GamerScout Says

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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About Heroes of a Broken Land

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

Tags

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

System Requirements

Minimum

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

Reviews & Ratings

No ratings available

Game Info

Developer
Winged Pixel Inc.
Publisher
Winged Pixel Inc.
Release Date
Aug 7, 2014

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