Compare The Warhorn prices across 50+ stores and find the best deal. Developed by Pigeons Interactive. Published by Pigeons Interactive. Released on 1/29/2019. Available on PC. Genres: Action, Adventure, Indie, RPG, Early Access.

Stuck in Early Access since 2019 with a dead developer update cycle, this one is for ultra-patient survival-RPG fans who want to build a medieval village and don't mind rough edges everywhere they look.

My honest reaction when I dug into The Warhorn: this thing is still tagged Early Access, the last developer update is years old, and the Steam score sits right at the coin-flip line. That is the context you need before anything else. Coming at this as someone who cares about whether multiplayer actually functions, I want to be upfront that the co-op and PvP hooks here are largely theoretical at this point. The player base is thin enough that finding a live session is more luck than matchmaking. What the game is actually trying to do is interesting on paper. You drop onto an archipelago, settle an island, and juggle three distinct loops at once: action-RPG combat with swords, bows, magic runes, and war machines; a full village-building and crafting layer where you construct functional buildings, recruit NPCs, and gear up with crafted armor and weapons; and an open-world exploration side with five themed biomes, ranging from snowy winter zones to desert and jungle, each carrying unique enemies and resources. A main storyline threads through all of it, involving the titular relic. On the solo side, that structure can produce a few hours of genuine tinkering, and early players noted the islands have puzzles, PvE bosses, and dungeons that keep the content varied. The problems are real and they compound each other. Combat feels built around co-op puzzle solving more than head-to-head PvP, which makes the online PvP mode feel unfinished and unsatisfying for anyone who came for the player-versus-player angle. The building menu is unintuitive, keybinding options were reportedly absent at launch, and weapon and armor variety is limited relative to what a full crafting RPG needs to sustain long sessions. The game barely tutorialises itself beyond NPC dialogue, which is fine if you enjoy experimenting but frustrating if you want forward momentum. The survival loop, cooking, drinking, looting, is functional but thin. The bigger issue sitting over all of this is development velocity, or the lack of it. Community posts describe a cycle of occasional promising updates followed by long silences. For a game still carrying an Early Access label, that track record matters. Promises of more dungeons, deeper storylines, expanded weapon and rune crafting, and a more populated world are all still listed as future work. Whether that future work ever arrives is genuinely uncertain. If you are a solo player who enjoys survival-crafting loops with a medieval skin and you keep your expectations calibrated to a budget indie in a permanently unfinished state, there are a few sessions of value here. If you came because the co-op or PvP features caught your eye, the sparse player population means those modes are close to non-functional in practice. Pick this up knowing it may never leave Early Access, and you will at least avoid the disappointment that shows up in half the user reviews. Fred, Scout Team

The Warhorn
ActionAdventureIndieRPGEarly Access

The Warhorn

Jan 29, 2019Pigeons Interactive
GamerScout Says

Stuck in Early Access since 2019 with a dead developer update cycle, this one is for ultra-patient survival-RPG fans who want to build a medieval village and don't mind rough edges everywhere they look.

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About The Warhorn

My honest reaction when I dug into The Warhorn: this thing is still tagged Early Access, the last developer update is years old, and the Steam score sits right at the coin-flip line. That is the context you need before anything else. Coming at this as someone who cares about whether multiplayer actually functions, I want to be upfront that the co-op and PvP hooks here are largely theoretical at this point. The player base is thin enough that finding a live session is more luck than matchmaking. What the game is actually trying to do is interesting on paper. You drop onto an archipelago, settle an island, and juggle three distinct loops at once: action-RPG combat with swords, bows, magic runes, and war machines; a full village-building and crafting layer where you construct functional buildings, recruit NPCs, and gear up with crafted armor and weapons; and an open-world exploration side with five themed biomes, ranging from snowy winter zones to desert and jungle, each carrying unique enemies and resources. A main storyline threads through all of it, involving the titular relic. On the solo side, that structure can produce a few hours of genuine tinkering, and early players noted the islands have puzzles, PvE bosses, and dungeons that keep the content varied. The problems are real and they compound each other. Combat feels built around co-op puzzle solving more than head-to-head PvP, which makes the online PvP mode feel unfinished and unsatisfying for anyone who came for the player-versus-player angle. The building menu is unintuitive, keybinding options were reportedly absent at launch, and weapon and armor variety is limited relative to what a full crafting RPG needs to sustain long sessions. The game barely tutorialises itself beyond NPC dialogue, which is fine if you enjoy experimenting but frustrating if you want forward momentum. The survival loop, cooking, drinking, looting, is functional but thin. The bigger issue sitting over all of this is development velocity, or the lack of it. Community posts describe a cycle of occasional promising updates followed by long silences. For a game still carrying an Early Access label, that track record matters. Promises of more dungeons, deeper storylines, expanded weapon and rune crafting, and a more populated world are all still listed as future work. Whether that future work ever arrives is genuinely uncertain. If you are a solo player who enjoys survival-crafting loops with a medieval skin and you keep your expectations calibrated to a budget indie in a permanently unfinished state, there are a few sessions of value here. If you came because the co-op or PvP features caught your eye, the sparse player population means those modes are close to non-functional in practice. Pick this up knowing it may never leave Early Access, and you will at least avoid the disappointment that shows up in half the user reviews. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvpcooponline-coopachievementstrading-cardstier:sub-5Abandoned Early Access RiskVillage BuilderSurvival CraftingMedieval CombatWar MachinesCo-op Puzzle ElementsArchipelago ExplorationRune MagicBoss EncountersSparse Multiplayer

System Requirements

Minimum

OS
64-bit Windows 7
Memory
6 GB RAM
DirectX
Version 10
Storage
11 GB available space
Graphics
NVIDIA GTX 660 2GB or AMD HD7770
Processor
Intel Core i5-3330 or AMD FX 8320

Recommended

OS
64-bit Windows 7
Memory
8 GB RAM
DirectX
Version 11
Storage
11 GB available space
Graphics
Nvidia GeForce GTX 970 4GB or AMD Radeon R9 280 3GB
Processor
Intel Core i5-4590 or AMD FX 9590

Reviews & Ratings

No ratings available

Game Info

Developer
Pigeons Interactive
Publisher
Pigeons Interactive
Release Date
Jan 29, 2019

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