Compare Star Hammer: The Vanguard Prophecy prices across trusted key stores and find the best deal. Developed by Black Lab Games. Published by Slitherine Ltd.. Released on 6/4/2015. Available on PC, Xbox. Genres: Adventure, Simulation, Strategy. Metacritic score: 69/100.

One genuinely exceptional combat system propping up a campaign that barely deserves it - worth your time if 3D tactical space battles are your thing and you can live without a compelling story.

I have a colour-coded folder of Slitherine releases going back years, and Star Hammer: The Vanguard Prophecy sits in the uncomfortable middle column: games that nail one thing so well you forgive, or at least tolerate, everything else. The one thing here is the WEGO simultaneous-turn combat, and it really is something worth sitting with. During the planning phase you assign movement trajectories and combat orders to a small roster of corvettes, destroyers, frigates, and capital ships; then you hit execute and both your fleet and the enemy AI resolve their commands at the same time, in real-time, before the game pauses again and asks for new orders. That rhythm - plan, commit, watch, adjust - gives every engagement a miniatures-game tension that pure turn-based or pure RTS space titles rarely match. Positioning your destroyer side-on for a broadside while a nimble corvette cuts beneath an enemy formation is the kind of satisfying geometry that keeps strategy players awake. The combat system has genuine depth in the way it handles individual ship management. You can divert power between weapons, shields, and engines on each vessel separately, so a frigate taking heavy fire can go full shield mode while a raider sprints past to flank. Special loadouts are class-locked - the corvette carries missiles, the frigate runs countermeasures - which forces you to treat each ship as a role-player rather than a generic damage dealer. The Nautilid enemies (cephalopod aliens in a war set in 2174) lack conventional shields but compensate with tough organic hulls and bio-missiles, so the threat profile genuinely shifts from the human-on-human skirmish mode. At Normal and Hard difficulty the AI applies enough pressure to make positioning matter; Easy is passive enough to function as a live tutorial. Here is where the honest spreadsheet column goes red. The campaign spanning over 60 branching missions has a structural problem that no amount of good combat fixes: almost every objective eventually collapses into "wipe out everything on the map." Escort and hunt missions are window dressing that the game abandons the moment contact is made. The branching system tags missions as Neutral, Aggressive, or Defensive and theoretically unlocks different routes based on your playstyle, but the mechanics governing that are opaque enough that most players will barely notice the branches. The crew relationship system, which ties a social compatibility graph between named officers to fleet-wide stat buffs, sounds interesting on paper and falls apart in practice because you can respec crew perks at any point with no cost, draining any sense of permanent decision-making from the system. There is no voice acting, no mid-mission save, and the camera in a 3D space environment remains genuinely awkward to wrestle into position under pressure. For newcomers to the genre this is not a bad entry point specifically because the fleet stays small. You will never manage more than around five ships at once, the campaign introduces each class gradually, and the WEGO structure gives you a full stop between every burst of action to reassess. That is a more forgiving on-ramp than most Slitherine titles. The skirmish mode - Mission Simulation, Battle Training, and a randomised Surprise Me option - adds replay value once the campaign wears out its welcome, which it will do earlier than the mission count implies. No mod ecosystem to speak of, no multiplayer of any kind, and a Metacritic sitting at 69 that honestly reflects the split between a brilliant core and an underbaked wrapper. If you are the kind of player who can extract 20 hours of enjoyment from a tight combat loop and treat the campaign as a mission delivery mechanism rather than a narrative, Star Hammer delivers that loop more cleanly than almost anything else in the tactical space-battle niche. Go in with adjusted expectations and the WEGO system alone earns its asking price at a discount. Go in expecting Homeworld-level storytelling or any form of strategic layer beyond the tactical missions and you will be disappointed quickly. Diego, Scout Team

Star Hammer: The Vanguard Prophecy

Star Hammer: The Vanguard Prophecy

Jun 4, 2015Black Lab GamesSlitherine Ltd.
GamerScout Says

One genuinely exceptional combat system propping up a campaign that barely deserves it - worth your time if 3D tactical space battles are your thing and you can live without a compelling story.

PCXbox
ProtonDB Platinum
Best Price Available
€3.87-19%
at G2A
Lowest tracked: €3.87
Track this price

GamerScout Verdict

Buy it for the WEGO combat loop at a discount; skip it if a compelling campaign or multiplayer is non-negotiable for you.

Compare Prices(5 stores)

G2ABest price
StandardGlobalSteam KeyKey
€3.87-19%
Priced in EUR by the store
Buy
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€4.41
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StandardGlobalSteam KeyKey
€4.52-77%
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StandardEurope (EU)Steam KeyKey
€5.85
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€19.50
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StandardGlobalSteam KeyKey
€19.99
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StandardEurope (EU)Steam KeyGift copy
€22.53-13%
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Price History

Lowest tracked
€3.8726 Jul 2026
Current best
€3.87
Lowest since we started tracking
Official storesKeyshops
€3.63€4.45€5.27€6.098 Jun1 Jul23 Jul15 Aug6 Sept
8 Jun — 6 Sept
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Screenshots & Media

About Star Hammer: The Vanguard Prophecy

I have a colour-coded folder of Slitherine releases going back years, and Star Hammer: The Vanguard Prophecy sits in the uncomfortable middle column: games that nail one thing so well you forgive, or at least tolerate, everything else. The one thing here is the WEGO simultaneous-turn combat, and it really is something worth sitting with. During the planning phase you assign movement trajectories and combat orders to a small roster of corvettes, destroyers, frigates, and capital ships; then you hit execute and both your fleet and the enemy AI resolve their commands at the same time, in real-time, before the game pauses again and asks for new orders. That rhythm - plan, commit, watch, adjust - gives every engagement a miniatures-game tension that pure turn-based or pure RTS space titles rarely match. Positioning your destroyer side-on for a broadside while a nimble corvette cuts beneath an enemy formation is the kind of satisfying geometry that keeps strategy players awake. The combat system has genuine depth in the way it handles individual ship management. You can divert power between weapons, shields, and engines on each vessel separately, so a frigate taking heavy fire can go full shield mode while a raider sprints past to flank. Special loadouts are class-locked - the corvette carries missiles, the frigate runs countermeasures - which forces you to treat each ship as a role-player rather than a generic damage dealer. The Nautilid enemies (cephalopod aliens in a war set in 2174) lack conventional shields but compensate with tough organic hulls and bio-missiles, so the threat profile genuinely shifts from the human-on-human skirmish mode. At Normal and Hard difficulty the AI applies enough pressure to make positioning matter; Easy is passive enough to function as a live tutorial. Here is where the honest spreadsheet column goes red. The campaign spanning over 60 branching missions has a structural problem that no amount of good combat fixes: almost every objective eventually collapses into "wipe out everything on the map." Escort and hunt missions are window dressing that the game abandons the moment contact is made. The branching system tags missions as Neutral, Aggressive, or Defensive and theoretically unlocks different routes based on your playstyle, but the mechanics governing that are opaque enough that most players will barely notice the branches. The crew relationship system, which ties a social compatibility graph between named officers to fleet-wide stat buffs, sounds interesting on paper and falls apart in practice because you can respec crew perks at any point with no cost, draining any sense of permanent decision-making from the system. There is no voice acting, no mid-mission save, and the camera in a 3D space environment remains genuinely awkward to wrestle into position under pressure. For newcomers to the genre this is not a bad entry point specifically because the fleet stays small. You will never manage more than around five ships at once, the campaign introduces each class gradually, and the WEGO structure gives you a full stop between every burst of action to reassess. That is a more forgiving on-ramp than most Slitherine titles. The skirmish mode - Mission Simulation, Battle Training, and a randomised Surprise Me option - adds replay value once the campaign wears out its welcome, which it will do earlier than the mission count implies. No mod ecosystem to speak of, no multiplayer of any kind, and a Metacritic sitting at 69 that honestly reflects the split between a brilliant core and an underbaked wrapper. If you are the kind of player who can extract 20 hours of enjoyment from a tight combat loop and treat the campaign as a mission delivery mechanism rather than a narrative, Star Hammer delivers that loop more cleanly than almost anything else in the tactical space-battle niche. Go in with adjusted expectations and the WEGO system alone earns its asking price at a discount. Go in expecting Homeworld-level storytelling or any form of strategic layer beyond the tactical missions and you will be disappointed quickly.

Diego
Diego · Scout Team

Strategy & simulation

Tags

singleplayerachievementstrading-cardscloud-savestier:indieWEGO CombatSmall Fleet Tactics3D PositioningSimultaneous ResolutionBranching CampaignPower ManagementClass-Locked LoadoutsSkirmish ModeNo Multiplayer

System Requirements

Minimum

OS
Vista, 7, 8, 10
Memory
1 GB RAM
DirectX
Version 9.0
Network
Broadband Internet connection
Graphics
256Mb DirectX 9 Compatible Graphics Card
Processor
2.0Ghz or higher
Sound Card
DirectX Compatible Sound Card

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Reviews & Ratings

Metacritic
69

Game Info

Developer
Black Lab Games
Publisher
Slitherine Ltd.
Release Date
Jun 4, 2015

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Frequently asked questions about Star Hammer: The Vanguard Prophecy

How much does Star Hammer: The Vanguard Prophecy cost?

As of 6 September 2026, the cheapest in-stock offer for Star Hammer: The Vanguard Prophecy is €3.87 at G2A, out of 7 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Star Hammer: The Vanguard Prophecy cheapest?

The lowest in-stock price we track for Star Hammer: The Vanguard Prophecy is €3.87 at G2A (6 September 2026). We compare 7 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Star Hammer: The Vanguard Prophecy available on?

Star Hammer: The Vanguard Prophecy is available on PC, Xbox.

When was Star Hammer: The Vanguard Prophecy released?

Star Hammer: The Vanguard Prophecy was released on 4 June 2015.

Who developed Star Hammer: The Vanguard Prophecy?

Star Hammer: The Vanguard Prophecy was developed by Black Lab Games and published by Slitherine Ltd..

Is Star Hammer: The Vanguard Prophecy worth buying?

Star Hammer: The Vanguard Prophecy holds a Metacritic score of 69/100, making it one of the standout Adventure titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.