Compare Heroes of Eternal Quest prices across 50+ stores and find the best deal. Developed by Drakkar Game Studio. Published by Surefire.Games. Released on 1/23/2024. Available on PC. Genres: Indie, RPG, Strategy.

Loop Hero meets deckbuilder meets base-builder - and at indie pricing, the genre cocktail mostly works, even if the UI needs a second pass.

I went in expecting a lightweight roguelite and came out with a genuine appreciation for how many interlocking systems Drakkar Game Studio squeezed into one small package. Heroes of Eternal Quest sits at the crossroads of four distinct genres: roguelite expedition combat, deckbuilding, base construction, and real-time tactical RPG. That sounds exhausting on paper, but in practice the loop has a sensible rhythm. You send the Marked - your portal-jumping squad of heroes - out on expeditions to haul back resources, then spend downtime expanding your human settlement with buildings that feed gear and supplies back into future runs. Each floor of the Tower of Shards is its own gauntlet, and the pressure to optimize your card unlocks before pushing to the next layer is where the strategy bite actually lives. The hero roster covers recognizable archetypes - warriors, knights, wizards, druids - each with distinct skills and traits that play meaningfully differently in real-time combat. The community has already posted floor-specific build guides, including critical-damage focused builds around a hero named Erwin, which tells you the game has enough depth to reward theorycrafting. The card deck feeds directly into how expeditions play out, and the synergy between which buildings you construct and which cards you have available creates genuine decision forks rather than a single optimal path. Newcomers should not be scared off by the four-system overlap: the tutorial does the job of introducing each pillar sequentially, and the Loop Hero comparison floating around community discussions is a fair one - if you survived that learning curve, you will find this approachable. That said, the UI is the game's most honest weakness. Community feedback flags that the deckbuilder view lacks hover tooltips on buildings, making it hard to evaluate your deck mid-run without memorizing card names. The build map navigation - relying on sliders rather than free zoom - is a friction point that feels unfinished for a genre where spatial planning matters. There is also no mid-expedition save, meaning an interrupted run forces you back to the start of that floor. These are solvable problems, and Drakkar is an active developer, but they are real friction for players who like clean interfaces. Steam sits at roughly 71-73% positive across around 105 reviews, which is a fair read: broadly liked, not universally loved, with the UI critique being the most consistent thread in negative feedback. For strategy-leaning players who want something that rewards run-to-run learning without demanding 200-hour investments, Heroes of Eternal Quest punches above its weight class. The genre blend is ambitious for an indie out of Santiago, and when the systems click together - a well-synced deck, a base generating good gear, a hero build that scales into a late floor - there is a satisfying loop here that most games in this price bracket do not deliver. Go in expecting a work-in-progress polish level and you will get more than you paid for. Expect Slay the Spire UI standards and you will be frustrated. Diego, Scout Team

Heroes of Eternal Quest
IndieRPGStrategy

Heroes of Eternal Quest

Jan 23, 2024Drakkar Game StudioSurefire.Games
GamerScout Says

Loop Hero meets deckbuilder meets base-builder - and at indie pricing, the genre cocktail mostly works, even if the UI needs a second pass.

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About Heroes of Eternal Quest

I went in expecting a lightweight roguelite and came out with a genuine appreciation for how many interlocking systems Drakkar Game Studio squeezed into one small package. Heroes of Eternal Quest sits at the crossroads of four distinct genres: roguelite expedition combat, deckbuilding, base construction, and real-time tactical RPG. That sounds exhausting on paper, but in practice the loop has a sensible rhythm. You send the Marked - your portal-jumping squad of heroes - out on expeditions to haul back resources, then spend downtime expanding your human settlement with buildings that feed gear and supplies back into future runs. Each floor of the Tower of Shards is its own gauntlet, and the pressure to optimize your card unlocks before pushing to the next layer is where the strategy bite actually lives. The hero roster covers recognizable archetypes - warriors, knights, wizards, druids - each with distinct skills and traits that play meaningfully differently in real-time combat. The community has already posted floor-specific build guides, including critical-damage focused builds around a hero named Erwin, which tells you the game has enough depth to reward theorycrafting. The card deck feeds directly into how expeditions play out, and the synergy between which buildings you construct and which cards you have available creates genuine decision forks rather than a single optimal path. Newcomers should not be scared off by the four-system overlap: the tutorial does the job of introducing each pillar sequentially, and the Loop Hero comparison floating around community discussions is a fair one - if you survived that learning curve, you will find this approachable. That said, the UI is the game's most honest weakness. Community feedback flags that the deckbuilder view lacks hover tooltips on buildings, making it hard to evaluate your deck mid-run without memorizing card names. The build map navigation - relying on sliders rather than free zoom - is a friction point that feels unfinished for a genre where spatial planning matters. There is also no mid-expedition save, meaning an interrupted run forces you back to the start of that floor. These are solvable problems, and Drakkar is an active developer, but they are real friction for players who like clean interfaces. Steam sits at roughly 71-73% positive across around 105 reviews, which is a fair read: broadly liked, not universally loved, with the UI critique being the most consistent thread in negative feedback. For strategy-leaning players who want something that rewards run-to-run learning without demanding 200-hour investments, Heroes of Eternal Quest punches above its weight class. The genre blend is ambitious for an indie out of Santiago, and when the systems click together - a well-synced deck, a base generating good gear, a hero build that scales into a late floor - there is a satisfying loop here that most games in this price bracket do not deliver. Go in expecting a work-in-progress polish level and you will get more than you paid for. Expect Slay the Spire UI standards and you will be frustrated. Diego, Scout Team

Tags

singleplayerachievementscloud-savestier:indieLoop Hero-inspiredReal-Time CombatFloor ProgressionGear MergingPortal ExplorationHero RosterRun LearningMulti-System Strategy

Steam Deck & Linux

Steam Deck Playable

Valve rates this game Steam Deck Playable.

System Requirements

Minimum

OS
Windows 7
Memory
4 GB RAM
DirectX
Version 9.0c
Storage
1350 MB available space
Graphics
GeForce 240 GT or Radeon HD 6570 – 1024 MB (1 gig)
Processor
Intel Core 2 Duo E4500 @ 2.2GHz or AMD Athlon 64 X2 5600+ @ 2.8 GHz

Recommended

OS
Windows 7
Memory
4 GB RAM
DirectX
Version 11
Storage
1500 MB available space
Graphics
GeForce GTX 550 Ti or Radeon HD 6770
Processor
Intel Core i5 2300 or AMD FX6120

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Game Info

Developer
Drakkar Game Studio
Publisher
Surefire.Games
Release Date
Jan 23, 2024

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What platforms is Heroes of Eternal Quest available on?

Heroes of Eternal Quest is available on PC.

When was Heroes of Eternal Quest released?

Heroes of Eternal Quest was released on 23 January 2024.

Who developed Heroes of Eternal Quest?

Heroes of Eternal Quest was developed by Drakkar Game Studio and published by Surefire.Games.