
The Hand of Merlin
Merlin is dead, Arthur is dead, and eldritch horrors are tearing through medieval Europe, your three-knight warband is the last line of defence across an infinite multiverse of doomed timelines. Tighter than XCOM, shorter per run, and more brutal than it looks.
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About The Hand of Merlin
My spreadsheet instincts lit up about twenty minutes into The Hand of Merlin, when I realized that choosing which map nodes to visit, with no backtracking allowed, was already a resource-optimization problem. Supplies drain with every move, gold funds blacksmith upgrades, and a dead knight stays dead until the next run. That permanent-loss pressure, stacked on top of a roguelite structure where each full run clocks in at only a few hours, produces a decision density that punches well above the game's indie budget. The core loop breaks into two distinct phases. On the overworld, you manage a node-based map stretching from Albion to Jerusalem, parsing icon types to decide whether a fight, a merchant, or a narrative event is worth the supply cost to reach it. Then combat drops you onto an isometric grid where each of your three characters, one Warrior, one Ranger, one Mystic, gets two action points per turn. Abilities carry cooldowns, armor regenerates between fights while health does not, and hit percentages mean that a 40% long-range shot is a genuine tactical question, not a panic button. Renown earned from victories levels your knights, and each level-up offers a randomized pick of one from three new abilities; once you have four abilities, upgrades branch further. Relics found on the road and Merlin's own Soulstone-powered spells add a separate resource layer on top, one that can swing a battle entirely if planned around rather than spent reflexively. The ability synergy between a debuff-stacking Ranger shot and a Mystic follow-up is the kind of thing I mapped out on paper after my third failed run. For newcomers worried about the complexity: the help menu covers every mechanic, tooltips fire on the first playthrough, and the short run length means a loss costs ninety minutes, not a whole evening. Roguelite skeptics who resent losing progress should note that Merlin's collected Soulstones and unlocked spells persist across runs, the meta-progression is light but real, and each new knight variant added to the unlockable roster genuinely changes how you build a warband. The narrative layer earns its place too. Story events unfold through a storybook format, with branching choices that shift rewards and occasionally trigger fights; some outcomes depend on a drawn card, which keeps veteran players honest. The friction points are real and worth naming. Steam reviews sit at a mixed 69% positive across roughly 300 reviews, and that split is honest rather than damning. The visuals are functional at best, dark, low-flair environments that reviewers across the board called boring without calling them broken. The UI has a learning-curve steepness that feels designed for mouse-and-keyboard and was clearly not built with controller users in mind first. Variety across multiple runs thins out faster than the synergy system deserves; class count stays at three, enemy types are limited, and biomes look different without feeling different mechanically. Critics at OpenCritic averaged the game at 72 across 11 reviews, with 64% recommending it, a fair reflection of a game that does its core loop well but leaves the surrounding scaffolding underbuilt. For the PC player specifically, this is where the game is most comfortable. Mouse precision makes node planning and ability targeting fluid in a way controller input cannot match, and the density of information on-screen rewards the kind of methodical inventory checking that PC tactics players already do by habit. If your tolerance for austere presentation is reasonable and your appetite for optimizing three-unit synergy builds is genuine, the short-run format makes this an easy game to pick up and iterate on. Approach it the way you would early XCOM, accept that the first two runs are tutorials in disguise, then start planning properly. Diego, Scout Team
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Steam Deck & Linux
Valve rates this game Steam Deck Verified. Runs great on Linux after minor tweaks. Based on 10 ProtonDB community reports.
System Requirements
Minimum
- OS
- Windows 7 SP1 with Platform Update (64 bit)
- Memory
- 4 GB RAM
- DirectX
- Version 11
- Storage
- 5 GB available space
- Graphics
- Nvidia GeForce GT 1030 2GB, AMD Radeon RX 550 2 GB
- Processor
- 3.0 GHz Dual Core
- Sound Card
- DirectX compatible
- Additional Notes
- Requirements are based on 1080p rendering resolution at 60 FPS using Balanced presets. We also have a 3rd party account system that is optional as well as a EULA that accompanies that.
Recommended
- OS
- Windows 10 Creators Update (64 bit)
- Memory
- 8 GB RAM
- DirectX
- Version 12
- Storage
- 5 GB available space
- Graphics
- Nvidia GeForce GTX 1080, AMD Radeon RX Vega 64
- Processor
- 3.0 GHz Quad Core
- Sound Card
- DirectX compatible
- Additional Notes
- Requirements are based on 2160p rendering resolution at 60 FPS using High Quality presets.We also have a 3rd party account system that is optional as well as a EULA that accompanies that.
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Game Info
- Developer
- Room-C Games
- Publisher
- Versus Evil
- Release Date
- Jun 14, 2022