Compare Legends of Eisenwald prices across 50+ stores and find the best deal. Developed by Aterdux Entertainment. Published by Aterdux Entertainment. Released on 7/2/2015. Available on PC. Genres: Adventure, Indie, RPG, Strategy. Metacritic score: 71/100.

King's Bounty meets low-fantasy medieval Germany, and it respects your time less than you'd hope. Worth it for the setting alone, if you can tolerate its rigid rails.

My first hour with Legends of Eisenwald felt like rediscovering a genre I had half-forgotten: one army, one hero, a hex grid, and a map full of bandits who think they own the road. The DNA here points straight at King's Bounty and Disciples 2, and if those names spark any nostalgia, the setting alone will pull you in. Aterdux Entertainment set this in a fictitious medieval Germany under the Holy Roman Empire, and the restraint they showed with the fantasy toolkit is genuinely interesting. Forget fireball-slinging mages and dragon hordes. Magic in Eisenwald means Catholic priests casting healing prayers, pagan mystics hurling curses, and undead things wandering cemeteries you should only visit after dark. The world is built on superstition made real, which gives the whole campaign a grim, grounded texture you rarely find in the genre. The three hero classes, Knight, Baroness, and Mystic, each steer the experience differently. The Knight is the obvious front-runner, tanky from the start and able to equip the heaviest armor in the game. The Baroness plays closer to a ranged specialist, choosing between bows and crossbows with a notable initiative advantage. The Mystic is the rough road: one offensive spell per battle early on, then mostly buffs and debuffs until the mid-game. Class balance is notably uneven, and anyone picking Mystic for a first run should know the early hours will punish that choice harder than the others. Tactically, battles take place on a hex grid where your units act by initiative order, with the strict constraint that you cannot reposition without attacking the character in an adjacent hex, even if that character cannot be harmed, such as a ghost your swords pass straight through. It sounds like a flaw, and sometimes it is, but it also forces aggressive, forward-committed thinking that actually differentiates the combat from standard hex-tactics fare. The overworld runs in real time with a space-bar pause function and a day-night cycle that affects which quests open up. You manage castles, collect taxes by physically visiting every settlement you hold, recruit soldiers from inns, and gather rumors at taverns that unlock side content. The economic layer is simple but functional: gold funds your unit cap, your unit cap determines whether you can hold territory, and the early chapters are deliberately tight on both. The difficulty curve is front-loaded and unforgiving, then loosens considerably past the midpoint of each scenario, which creates an odd pacing rhythm. Gear does not carry between chapters, which will frustrate anyone who spent time optimizing equipment loadouts. Inventory management is present but shallow, and loot lacks the dopamine hit you get in high-fantasy equivalents, because there are no wands of fireballs here. The campaign runs eight chapters plus two standalone scenarios, The Masquerade and Cursed Castle, adding up to around 50 hours of content. A scenario editor ships with the full developer toolset, and Steam Workshop support means community maps exist if the base content runs dry. The storytelling is earnest, full of feudal intrigue and morally grey NPC choices, though the plot is largely linear with limited branching. Quest instructions can be vague enough that community guides become genuinely useful rather than optional. For the newcomer to this sub-genre, there is a tutorial present, and the game's overall complexity is nowhere near a Paradox title. The decision-making depth is army composition and routing, not diplomatic trees. That is both what makes it approachable and what makes it feel limited compared to what the genre can offer at its ceiling. Sit with its constraints rather than fighting them, and Eisenwald offers a cohesive, atmospheric run through a setting that almost no other tactical RPG bothers to explore. Diego, Scout Team

Legends of Eisenwald
AdventureIndieRPGStrategy

Legends of Eisenwald

Jul 2, 2015Aterdux Entertainment
GamerScout Says

King's Bounty meets low-fantasy medieval Germany, and it respects your time less than you'd hope. Worth it for the setting alone, if you can tolerate its rigid rails.

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About Legends of Eisenwald

My first hour with Legends of Eisenwald felt like rediscovering a genre I had half-forgotten: one army, one hero, a hex grid, and a map full of bandits who think they own the road. The DNA here points straight at King's Bounty and Disciples 2, and if those names spark any nostalgia, the setting alone will pull you in. Aterdux Entertainment set this in a fictitious medieval Germany under the Holy Roman Empire, and the restraint they showed with the fantasy toolkit is genuinely interesting. Forget fireball-slinging mages and dragon hordes. Magic in Eisenwald means Catholic priests casting healing prayers, pagan mystics hurling curses, and undead things wandering cemeteries you should only visit after dark. The world is built on superstition made real, which gives the whole campaign a grim, grounded texture you rarely find in the genre. The three hero classes, Knight, Baroness, and Mystic, each steer the experience differently. The Knight is the obvious front-runner, tanky from the start and able to equip the heaviest armor in the game. The Baroness plays closer to a ranged specialist, choosing between bows and crossbows with a notable initiative advantage. The Mystic is the rough road: one offensive spell per battle early on, then mostly buffs and debuffs until the mid-game. Class balance is notably uneven, and anyone picking Mystic for a first run should know the early hours will punish that choice harder than the others. Tactically, battles take place on a hex grid where your units act by initiative order, with the strict constraint that you cannot reposition without attacking the character in an adjacent hex, even if that character cannot be harmed, such as a ghost your swords pass straight through. It sounds like a flaw, and sometimes it is, but it also forces aggressive, forward-committed thinking that actually differentiates the combat from standard hex-tactics fare. The overworld runs in real time with a space-bar pause function and a day-night cycle that affects which quests open up. You manage castles, collect taxes by physically visiting every settlement you hold, recruit soldiers from inns, and gather rumors at taverns that unlock side content. The economic layer is simple but functional: gold funds your unit cap, your unit cap determines whether you can hold territory, and the early chapters are deliberately tight on both. The difficulty curve is front-loaded and unforgiving, then loosens considerably past the midpoint of each scenario, which creates an odd pacing rhythm. Gear does not carry between chapters, which will frustrate anyone who spent time optimizing equipment loadouts. Inventory management is present but shallow, and loot lacks the dopamine hit you get in high-fantasy equivalents, because there are no wands of fireballs here. The campaign runs eight chapters plus two standalone scenarios, The Masquerade and Cursed Castle, adding up to around 50 hours of content. A scenario editor ships with the full developer toolset, and Steam Workshop support means community maps exist if the base content runs dry. The storytelling is earnest, full of feudal intrigue and morally grey NPC choices, though the plot is largely linear with limited branching. Quest instructions can be vague enough that community guides become genuinely useful rather than optional. For the newcomer to this sub-genre, there is a tutorial present, and the game's overall complexity is nowhere near a Paradox title. The decision-making depth is army composition and routing, not diplomatic trees. That is both what makes it approachable and what makes it feel limited compared to what the genre can offer at its ceiling. Sit with its constraints rather than fighting them, and Eisenwald offers a cohesive, atmospheric run through a setting that almost no other tactical RPG bothers to explore. Diego, Scout Team

Tags

singleplayerachievementstrading-cardsworkshopcloud-savestier:aaaLow-FantasyHex-Grid CombatArmy ManagementScenario EditorDay-Night CycleLinear CampaignInitiative-Based CombatClass SelectionFeudal Setting

Steam Deck & Linux

Steam Deck PlayableProtonDB Silver

Valve rates this game Steam Deck Playable. Playable on Linux with some workarounds. Based on 10 ProtonDB community reports.

System Requirements

Minimum

OS
х64: XP, Vista, 7, 8, 10
Memory
4 GB RAM
DirectX
Version 9.0c
Storage
2 GB available space
Graphics
1024 MB graphics memory, shader model 3 (Radeon HD 6670, GeForce GT 630)
Processor
2 GHz dual-core CPU
Additional Notes
Screen resolution 1280x1024; Dedicated video card required

Recommended

OS
х64: XP, Vista, 7, 8, 10
Memory
6 GB RAM
DirectX
Version 9.0c
Storage
2 GB available space
Graphics
1024 MB graphics memory, shader model 3 (NVIDIA GeForce GTX 560 / AMD Radeon HD 6950 or better)
Processor
3 GHz quad-core CPU
Additional Notes
Screen resolution 1680x1050 or higher; Dedicated video card required

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Community Discussion

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Reviews & Ratings

Metacritic
71

Game Info

Developer
Aterdux Entertainment
Publisher
Aterdux Entertainment
Release Date
Jul 2, 2015

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What platforms is Legends of Eisenwald available on?

Legends of Eisenwald is available on PC.

When was Legends of Eisenwald released?

Legends of Eisenwald was released on 2 July 2015.

Who developed Legends of Eisenwald?

Legends of Eisenwald was developed by Aterdux Entertainment.

Is Legends of Eisenwald worth buying?

Legends of Eisenwald holds a Metacritic score of 71/100, making it one of the standout Adventure titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.