Compare Songs of Silence prices across trusted key stores and find the best deal. Developed by Chimera Entertainment. Published by Chimera Entertainment. Released on 11/13/2024. Available on PC, Xbox. Genres: Adventure, Indie, RPG, Simulation, Strategy. Metacritic score: 81/100.

If Heroes of Might and Magic had a child with an autobattler and dressed it in Art Nouveau, you'd get this. A Metacritic 81 that earns its score on style and hooks you with surprisingly decent faction depth.

My first session with Songs of Silence lasted longer than I planned, and I attribute exactly half of that to discipline failure and half to the game genuinely keeping me curious. Chimera Entertainment built what is best described as a 4X kingdom-management game with turn-based map movement and real-time autobattled combat, glued together by a card-ability system that sits somewhere between a cooldown bar and a hand of spells. The overworld loop will feel immediately legible to anyone who has spent time with the Heroes of Might and Magic series: march heroes across a hex-tiled map, claim settlements, level up, recruit units, pick fights. The map movement system even adds an ambush layer that rewards careful positioning, with armies exposed to counter-attack if they burn more than half their movement points in a single turn. Hiding in forests to spring ambushes on enemy stacks is a small but satisfying wrinkle that keeps the traversal from feeling purely administrative. The three base factions, the Thousand Kingdoms (cavalry and faith-based units), the Old Race Firstborn, and the Crusade with their roaming capital mechanic that literally silences tiles it vacates, each play differently enough to warrant separate playthroughs. Hero classes like the Hochmeister, a mounted warrior who can solo smaller armies, the Hierophant who stacks summons and heals but needs bodyguards, and the Firstborn Konstruktor, a body-fused artificer, give the roster real identity. Cards are not a deck-builder in any meaningful sense; they are hero abilities on timers, some deployed on the world map to build structures or recruit units, others triggered mid-battle to redirect cavalry charges or detonate area damage. That distinction matters because newcomers often bounce off the UI thinking they are building a deck when they are actually queuing cooldowns. Once that clicks, the combat layer is accessible without being trivial. The criticism the game earns honestly: the campaign AI runs faster and more aggressively than your own economy can match in the mid-to-late chapters, and certain mission structures force progress resets that make hard-won cities feel pointless to capture. Some stealth-themed campaign segments slow the pace to a crawl and feel borrowed from a completely different game. The unit stack cap frustrates players hoping to snowball a dominant army type, particularly anyone arriving from Heroes 3 expecting to pile skeletons sky-high. Faction variety is also a genuine concern at the base game level: three factions is thin for a genre where replay depth hinges on roster asymmetry. The Lighteaters DLC added a fourth faction with its own Nexus Capital mechanics and new battle cards like Abyssal Maw and Mind Control, which broadens the skirmish and multiplayer pool considerably. Multiplayer supports up to six players and includes a Friend's Pass, which is worth knowing if co-op is the draw. Visually, it is hard to overstate how distinctive this thing looks. The Art Nouveau art direction, cited among the best in its release year, runs consistently from character portraits to UI chrome to unit animations. The soundtrack was composed with clear intention and holds up across long sessions. Neither of those qualities is a substitute for mechanical depth, and the harder-edged critics are right that the gameplay borrows from several genres without fully committing to any single one. What it does commit to is being a complete, focused experience with a roughly 15-20 hour campaign and a skirmish and multiplayer mode that extends the value, rather than a 300-hour system-layered sandbox. For strategy players who want something polished, story-contextualised, and visually unlike everything else in the genre, that trade-off works. For players who want late-game faction asymmetry on par with Age of Wonders or the unit stacking options of older HoMM entries, the depth ceiling will feel low. Diego, Scout Team

Songs of Silence

Songs of Silence

Nov 13, 2024Chimera Entertainment
GamerScout Says

If Heroes of Might and Magic had a child with an autobattler and dressed it in Art Nouveau, you'd get this. A Metacritic 81 that earns its score on style and hooks you with surprisingly decent faction depth.

PCXbox
Steam Deck VerifiedProtonDB Gold
Best Price Available
€5.99-80%
at Eneba
Lowest tracked: €5.09
Track this price

GamerScout Verdict

Best for 4X fans who want a story-focused campaign with striking visuals and can accept a low faction count and an AI that fights dirty.

Compare Prices(8 stores)

EnebaBest price
StandardGlobalSteam KeyKey
€5.99-80%
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€6.12
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€6.51
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€7.82-18%
Priced in EUR by the store
Buy
StandardEurope (EU)Steam KeyKey
€9.64-17%
Priced in EUR by the store
Buy
StandardEU (Without DE/NL/PL/AT)Steam KeyKey
€9.77
Priced in EUR by the store
Buy
StandardNorth AmericaSteam KeyGift copy
€13.01-13%
Priced in EUR by the store
Buy

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Price History

Lowest tracked
€5.0922 Jul 2026
Current best
€5.99
Keyshops
€4.97€5.39€5.80€6.228 Jun1 Jul24 Jul15 Aug7 Sept
8 Jun — 7 Sept
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Screenshots & Media

About Songs of Silence

My first session with Songs of Silence lasted longer than I planned, and I attribute exactly half of that to discipline failure and half to the game genuinely keeping me curious. Chimera Entertainment built what is best described as a 4X kingdom-management game with turn-based map movement and real-time autobattled combat, glued together by a card-ability system that sits somewhere between a cooldown bar and a hand of spells. The overworld loop will feel immediately legible to anyone who has spent time with the Heroes of Might and Magic series: march heroes across a hex-tiled map, claim settlements, level up, recruit units, pick fights. The map movement system even adds an ambush layer that rewards careful positioning, with armies exposed to counter-attack if they burn more than half their movement points in a single turn. Hiding in forests to spring ambushes on enemy stacks is a small but satisfying wrinkle that keeps the traversal from feeling purely administrative. The three base factions, the Thousand Kingdoms (cavalry and faith-based units), the Old Race Firstborn, and the Crusade with their roaming capital mechanic that literally silences tiles it vacates, each play differently enough to warrant separate playthroughs. Hero classes like the Hochmeister, a mounted warrior who can solo smaller armies, the Hierophant who stacks summons and heals but needs bodyguards, and the Firstborn Konstruktor, a body-fused artificer, give the roster real identity. Cards are not a deck-builder in any meaningful sense; they are hero abilities on timers, some deployed on the world map to build structures or recruit units, others triggered mid-battle to redirect cavalry charges or detonate area damage. That distinction matters because newcomers often bounce off the UI thinking they are building a deck when they are actually queuing cooldowns. Once that clicks, the combat layer is accessible without being trivial. The criticism the game earns honestly: the campaign AI runs faster and more aggressively than your own economy can match in the mid-to-late chapters, and certain mission structures force progress resets that make hard-won cities feel pointless to capture. Some stealth-themed campaign segments slow the pace to a crawl and feel borrowed from a completely different game. The unit stack cap frustrates players hoping to snowball a dominant army type, particularly anyone arriving from Heroes 3 expecting to pile skeletons sky-high. Faction variety is also a genuine concern at the base game level: three factions is thin for a genre where replay depth hinges on roster asymmetry. The Lighteaters DLC added a fourth faction with its own Nexus Capital mechanics and new battle cards like Abyssal Maw and Mind Control, which broadens the skirmish and multiplayer pool considerably. Multiplayer supports up to six players and includes a Friend's Pass, which is worth knowing if co-op is the draw. Visually, it is hard to overstate how distinctive this thing looks. The Art Nouveau art direction, cited among the best in its release year, runs consistently from character portraits to UI chrome to unit animations. The soundtrack was composed with clear intention and holds up across long sessions. Neither of those qualities is a substitute for mechanical depth, and the harder-edged critics are right that the gameplay borrows from several genres without fully committing to any single one. What it does commit to is being a complete, focused experience with a roughly 15-20 hour campaign and a skirmish and multiplayer mode that extends the value, rather than a 300-hour system-layered sandbox. For strategy players who want something polished, story-contextualised, and visually unlike everything else in the genre, that trade-off works. For players who want late-game faction asymmetry on par with Age of Wonders or the unit stacking options of older HoMM entries, the depth ceiling will feel low.

Diego
Diego · Scout Team

Strategy & simulation

Tags

singleplayermultiplayerpvponline-pvpcooponline-coopachievementscontroller-supporttrading-cardscloud-savestier:aaaAuto-BattlerCard AbilitiesHero ProgressionFaction AsymmetryAmbush MechanicsKingdom ManagementRoguelite UnlocksOnline Multiplayer 6-PlayerArt Nouveau

System Requirements

Minimum

OS
64-bit Windows 7 or newer
Memory
8 GB RAM
DirectX
Version 10
Storage
10 GB available space
Graphics
NVIDIA GTX 1050
Processor
Intel® Core™ i5-8400T CPU @ 1.70GHz

Recommended

OS
64-bit Windows 10
Memory
16 GB RAM
DirectX
Version 11
Storage
10 GB available space
Graphics
NVIDIA GTX 1070
Processor
Intel® Core™ i7-7700T CPU @ 2.90GHz

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Reviews & Ratings

Metacritic
81

Game Info

Developer
Chimera Entertainment
Publisher
Chimera Entertainment
Release Date
Nov 13, 2024

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Frequently asked questions about Songs of Silence

How much does Songs of Silence cost?

As of 7 September 2026, the cheapest in-stock offer for Songs of Silence is €5.99 at Eneba, out of 12 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Songs of Silence cheapest?

The lowest in-stock price we track for Songs of Silence is €5.99 at Eneba (7 September 2026). We compare 12 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Songs of Silence available on?

Songs of Silence is available on PC, Xbox.

When was Songs of Silence released?

Songs of Silence was released on 13 November 2024.

Who developed Songs of Silence?

Songs of Silence was developed by Chimera Entertainment.

Is Songs of Silence worth buying?

Songs of Silence holds a Metacritic score of 81/100, making it one of the standout Adventure titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.