The primary goal of Heroes of Might and Magic: Olden Era is to recapture the magic, form, and function of the legendary Heroes of Might and Magic 3. While it borrows certain mechanics from later entries in the franchise, much of the gameplay will feel intimately familiar to long-time fans who haven't played since the late 90s. This revival makes a compelling case for why that specific era remains the gold standard for the series.
Although the game is currently in Early Access and clearly still under construction, Olden Era successfully captures the essence of a unique brand of turn-based strategy that has been largely absent from the gaming landscape for decades.
Classic Turn-Based Strategy Reimagined
If you are new to the franchise, the core loop is straightforward: you and your rivals manage individual heroes and towns on a top-down overworld map. You take turns sending warriors across the land to plunder resources, gather power, and eliminate threats in tactical, grid-based battles.
The overworld map is dense with interactive elements, including:
- Resource Nodes: Gold and building materials essential for expansion.
- Recruitment Points: Troops waiting for any commander with enough coin.
- Magic Items: Powerful artifacts that can provide massive bonuses when collected as sets.
While the map often feels like a buffet of loot waiting to be vacuumed up, the sense of pure "discovery" tends to taper off early in a session. What remains is a relentless barrage of high-stakes decisions. You are constantly weighing whether to spend gold on convenient neutral troops or wait several turns for your specialized faction units. You must also decide if you can risk fighting a crypt guardian now, or if an opponent will swoop in and steal the spoils while you build your strength.
Faction Variety and Tactical Depth
The heart of the experience lies in its six distinct factions. Each cast of soldiers is an expressive joy to field, ranging from lowly tier-one grunts to massive tier-seven juggernauts. Most factions act as creative remixes of old favorites:
- Temple: The spiritual successor to Haven, featuring holy warriors and angels.
- Hive: An insectoid replacement for the demonic Inferno that asks, "What if Hell was worse?"
- Schism: A brand-new icy cult of elves who have summoned extraplanar horrors from the depths.
- Dungeon: A versatile mix of teleporting dark elves, minotaurs, and dragons.
- Grove: A faction centered on expensive units that require significant investment to shine.
In Heroes of Might and Magic: Olden Era, army composition is the most critical strategic pillar. Units are mechanically diverse; for example, a tier-one Hive Parasite deals extra damage to higher-tier creatures, acting as a precision tool, whereas a Necropolis Skeleton serves as a cheap, reliable meat shield.
Combat Mechanics and Upgrades
Battle tactics are further deepened by focus points, which allow players to activate powerful unit abilities during combat. Additionally, every unit can be upgraded into one of two alternative paths. While some choices are stark—such as a Sylvan Faun choosing between archery or melee—others feel less distinct. With over 80 upgrade options, the nuances will likely become second nature with more playtime, though the game could benefit from clearer visual indicators of these consequences.
As an Early Access title, balancing remains a hurdle. Distinguishing between a deliberate design choice and a mechanical imbalance is part of the ongoing journey for this revival.