
Kids of Hellas: Back to Olympus
A bite-sized time management puzzler that fans of 12 Labours of Hercules will clock in three seconds flat, but newcomers to the genre get three difficulty modes to find their footing.
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About Kids of Hellas: Back to Olympus
My spreadsheet instincts fired up the moment I realised this is a resource-chain game dressed in Greek mythology, not the grand-strategy its Steam category implies. Kids of Hellas: Back to Olympus sits firmly in the casual time management camp, the same lineage as Jetdogs Studios' own 12 Labours of Hercules series, and once you understand that the loop is about optimising worker pathing and build order rather than any macro-level strategy, the game clicks into place quickly. The core mechanics are lean but functional. Each level gives you a small map of Ancient Greece to clear, from minotaur-haunted snowfields to the depths of the underworld and the gut of the sea monster Charybdis. You direct worker-kids to gather food, stone, and gold, remove obstacles, construct and upgrade production buildings like kitchens, mines, and workshops, and unlock path segments in a strict dependency order. Food is the critical bottleneck early, so the first decision on any stage is always the same: build the kitchen or rush the berry bush? Upgrading a kitchen to level two doubles output per turn, and the golden fleece tile is a two-gold-per-turn gold mine that savvy players should prioritise heavily. If that sentence made sense to you, you are exactly the audience this game is written for. The three difficulty modes deserve a word, because they actually solve the genre's biggest access problem. Easy mode removes the time limit entirely, making this a pure spatial puzzle where you can experiment with build order without punishment. Normal and hard modes add time pressure and a three-star rating system that asks you to complete stages at top efficiency. The bonus system, which includes worker speed boosts, carrying capacity upgrades, an extra worker, faster building production, instant resource regeneration, and a freeze-time power, adds a light layer of active decision-making that stops the loop from feeling fully automated. Collectible puzzle pieces hidden across stages give achievement hunters a reason to replay levels, though the total content volume is modest enough that a single focused playthrough covers most of the ground. The honest limitations are worth naming. The AI is non-existent in any meaningful sense, your workers just wait for orders, which means the strategic ceiling is low and the whole experience resolves to execution rather than planning. There is no mod ecosystem, no scenario editor, and no replay variety between runs once you have learned the optimal sequence for each stage. The total runtime sits comfortably inside a single weekend even if you chase three stars everywhere, and the community around the game is small. Fans coming from the 12 Labours of Hercules series will find this familiar to the point of feeling like a themed reskin, and anyone expecting Paradox-level depth from the word "strategy" in the genre tag will need to recalibrate expectations immediately. Who should actually consider this: players who want a relaxing mythology-flavoured puzzler they can run in windowed mode during a lunch break, parents looking for a genuinely family-friendly title without anything alarming in it, or genre fans who want more Jetdogs content between bigger releases. It is a thin but competent entry in a formula that works. Go in knowing what it is and you will not feel misled. Diego, Scout Team
Tags
Steam Deck & Linux
Runs flawlessly on Linux out of the box. Based on 3 ProtonDB community reports.
System Requirements
Minimum
- OS
- Windows XP
- Memory
- 512 MB RAM
- DirectX
- Version 9.0
- Storage
- 700 MB available space
- Graphics
- 1024x768 resolution
- Processor
- 1.6 GHz
- Sound Card
- With OpenAL support
Community Discussion
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Reviews & Ratings
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Game Info
- Developer
- Jetdogs Studios
- Publisher
- Jetdogs Studios
- Release Date
- Feb 22, 2019




