Compare SpellForce 3 prices across 50+ stores and find the best deal. Developed by Grimlore Games. Published by THQ Nordic. Released on 12/7/2017. Available on PC. Genres: RPG, Strategy.

SpellForce 3 blends real-time strategy base-building with party-based RPG combat in a prequel story that takes itself seriously, for better and worse.

SpellForce 3 occupies a genuinely weird niche: it is part RTS, part RPG, and it commits to both halves with stubborn sincerity. You start as a customisable protagonist during a period of political unrest in Eo, before the catastrophic events that define the wider SpellForce timeline. The premise involves a purge of magic users, a conspiracy that runs deeper than it first appears, and a cast of companions who have actual opinions about what you do. For a game straddling two genres, that narrative ambition alone is worth noting. The RPG layer is where the game earns its most patient players. Your hero is built from three skill columns drawn from archetypes like Psionics, Ranger, and Warrior, and the combinations have real mechanical identity rather than just stat shuffling. Your four-person party each has their own skill trees, and keeping everyone levelled and geared across a long campaign means there is always something to tweak. Companion writing varies - some characters land with genuine personality, others exist mainly to fill a role in your formation - but the better ones give you the kind of banter that makes long travel segments feel less like filler. The RTS sections arrive mid-campaign and change the texture of the game considerably. You are suddenly managing resource nodes, building barracks, fielding armies, and timing attacks around your hero squad. If you came purely for the RPG experience, this pivot can feel abrupt and slightly unwelcome. If you actually like RTS games, it clicks into a satisfying loop where your hero and army complement each other in sieges and open-field battles. The hybrid is not always elegant but it is not halfhearted either. Grimlore clearly wanted both modes to matter, and they do, just unevenly. The rougher edges are real. Performance at launch was a mess, and the user review score reflects that history. Patching improved things considerably, but the game still carries a certain late-development crunch energy in spots - some quest chains feel padded, a few maps overstay their welcome, and the UI has the kind of quirks that suggest two separate teams that did not always talk to each other. The writing dips into generic fantasy register more often than you would want from a game that opens with class-based persecution and political violence. It sets up thematic weight it does not always cash out. For the right player - someone who enjoyed older hybrid titles, who does not mind reading skill tooltips for twenty minutes, and who wants a chunky fantasy RPG with strategic combat that does not hold your hand - SpellForce 3 delivers a lot of hours with genuine replay incentive across different builds. It is not a lean, modern experience, and it asks for patience. But the world has history, the build system has depth past hour 40, and the campaign has actual stakes once it finds its footing. Monika, Scout Team

SpellForce 3
RPGStrategy

SpellForce 3

Dec 7, 2017Grimlore GamesTHQ Nordic
GamerScout Says

SpellForce 3 blends real-time strategy base-building with party-based RPG combat in a prequel story that takes itself seriously, for better and worse.

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About SpellForce 3

SpellForce 3 occupies a genuinely weird niche: it is part RTS, part RPG, and it commits to both halves with stubborn sincerity. You start as a customisable protagonist during a period of political unrest in Eo, before the catastrophic events that define the wider SpellForce timeline. The premise involves a purge of magic users, a conspiracy that runs deeper than it first appears, and a cast of companions who have actual opinions about what you do. For a game straddling two genres, that narrative ambition alone is worth noting. The RPG layer is where the game earns its most patient players. Your hero is built from three skill columns drawn from archetypes like Psionics, Ranger, and Warrior, and the combinations have real mechanical identity rather than just stat shuffling. Your four-person party each has their own skill trees, and keeping everyone levelled and geared across a long campaign means there is always something to tweak. Companion writing varies - some characters land with genuine personality, others exist mainly to fill a role in your formation - but the better ones give you the kind of banter that makes long travel segments feel less like filler. The RTS sections arrive mid-campaign and change the texture of the game considerably. You are suddenly managing resource nodes, building barracks, fielding armies, and timing attacks around your hero squad. If you came purely for the RPG experience, this pivot can feel abrupt and slightly unwelcome. If you actually like RTS games, it clicks into a satisfying loop where your hero and army complement each other in sieges and open-field battles. The hybrid is not always elegant but it is not halfhearted either. Grimlore clearly wanted both modes to matter, and they do, just unevenly. The rougher edges are real. Performance at launch was a mess, and the user review score reflects that history. Patching improved things considerably, but the game still carries a certain late-development crunch energy in spots - some quest chains feel padded, a few maps overstay their welcome, and the UI has the kind of quirks that suggest two separate teams that did not always talk to each other. The writing dips into generic fantasy register more often than you would want from a game that opens with class-based persecution and political violence. It sets up thematic weight it does not always cash out. For the right player - someone who enjoyed older hybrid titles, who does not mind reading skill tooltips for twenty minutes, and who wants a chunky fantasy RPG with strategic combat that does not hold your hand - SpellForce 3 delivers a lot of hours with genuine replay incentive across different builds. It is not a lean, modern experience, and it asks for patience. But the world has history, the build system has depth past hour 40, and the campaign has actual stakes once it finds its footing. Monika, Scout Team

Tags

steamRPG-RTS HybridParty-Based CombatSkill Tree DepthBase BuildingFantasy World-BuildingCompanion SystemPrequel StoryLong Campaign

System Requirements

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Reviews & Ratings

Steam
77%(7,859)

Game Info

Developer
Grimlore Games
Publisher
THQ Nordic
Release Date
Dec 7, 2017

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