SpellForce 3: Soul Harvest
SpellForce 3: Soul Harvest blends real-time strategy base-building with party-based RPG combat in a dark fantasy world, and mostly pulls it off.
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About SpellForce 3: Soul Harvest
SpellForce 3: Soul Harvest is a standalone expansion to SpellForce 3, set three years after the Purity Wars in the continent of Nortander. It sits in a genuinely odd genre corner: part CRPG, part real-time strategy, asking you to care about your hero's skill tree one minute and then zoom out to manage lumber yards and troop formations the next. That hybrid identity is still the most polarizing thing about the series, and Soul Harvest does not smooth all the rough edges. But if you can get on its wavelength, there is a lot to like here. The campaign introduces two new factions, the Dwarves and the Dark Elves, each with distinct playstyles that hold up well past the early hours. The Dwarves lean into heavily fortified, technology-assisted warfare with siege equipment and defensive chokepoint strategies. The Dark Elves are built around sacrifice mechanics and soul-harvesting (yes, the title is literal), which means you are constantly making tactical trade-offs about spending your own units for power spikes. These are not cosmetic differences. The faction design filters into both the RTS layer and the RPG layer in ways that feel considered, not bolted on. On the RPG side, your hero party gets a reworked skill and ability system compared to the base SpellForce 3. Build variety is real. A melee-focused character with crowd control support options plays very differently from a glass-cannon caster, and the companion interactions add enough personality to keep the downtime between battles from feeling like dead air. The writing is not Disco Elysium, but it is competent and occasionally clever. Some of the companion banter rewards attention. The main narrative has genuine stakes around loyalty and power, even if a few side quests exist purely to pad your playtime with fetch objectives that go nowhere interesting. Those are the filler quests I mentioned. You will recognize them immediately. Skip the guilt and use a guide. The RTS segments are where opinions tend to split. Veterans of the genre will find the base-building fairly shallow compared to dedicated RTS titles. Newcomers to strategy games might find those same segments a jarring gear-shift mid-narrative. Soul Harvest does not fully resolve this tension, but it adds enough tactical nuance through its faction mechanics that the strategy layer feels more purposeful than in earlier entries. The campaign is substantial, clocking in at 20-plus hours, and the new factions give it genuine replay incentive if you want to approach the story from a different strategic angle. Performance on modern hardware is stable. The interface has some dated quirks, particularly around army control and camera handling, and anyone coming from a pure CRPG background will need patience in the early hours while the dual-system tutorial does its work. The game does not hold your hand gently, which I respect, but it can also feel abrupt when it drops you into a base-management crisis while your RPG brain is still processing a plot reveal. Soul Harvest is the kind of game that rewards players willing to meet it halfway. If you have zero tolerance for RTS mechanics, this is not your entry point into the series. If you are burned out on pure strategy games and want narrative texture wrapped around your troop management, this scratches a niche that almost nothing else on PC does. It is imperfect, occasionally padded, and the UI could use another pass, but the faction design is genuinely smart and the campaign has enough character moments to keep a story-focused player invested. Monika, Scout Team
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Game Info
- Developer
- Grimlore Games
- Publisher
- THQ Nordic
- Release Date
- May 28, 2019