Game review
HeroIsVeryArrogant
6.3 / 10
- Developer
- Wondarabyte
- Publisher
- Wondarabyte
- Released
- 9 April 2026
- Platforms
- Windows
- Genre
- Strategy
- Monetisation
- One-time purchase ($4.99)
- Players
- Single-player only
The short version
HeroIsVeryArrogant is an auto-battler roguelike: recruit heroes, merge warrior units, and build a defensive army against escalating enemy waves. This review's research found a "Positive" reception (13 of 13 reviews checked, entirely in Chinese) that praised its combination-heavy item and talent systems, tempered by a specific, recurring complaint about an unclear tutorial and a cheap-feeling presentation.
Biggest strengths
- This review's research found consistent praise for the game's item and merge systems, with reviewers specifically highlighting a large card-based item pool and a mechanic where two matching units combine into a stronger one, enabling many distinct army-building strategies
- A detailed, structured review called the balance between in-match gold spending and out-of-match diamond-funded permanent hero upgrades "well-integrated," praising how progression and combat reinforce each other
- The developer directly and personally responded to at least one detailed critical review, thanking the player for specific, valuable feedback rather than staying silent
Biggest weaknesses
- This review's research found a recurring, specific complaint that the new-player tutorial is difficult to understand and fails to properly explain core mechanics, leaving several reviewers to guess at what many items actually do during play
- One detailed review specifically criticized the combat UI and overall visual presentation as feeling cheap, comparing the art style unfavorably to modern genre peers despite finding the underlying systems enjoyable
- A veteran player reported that late-game enemies can kill player units in a single hit, calling the difficulty curve unfair and specifically judging this release as a step down in quality from the developer's previous game
Who it's for: Fans of auto-chess and merge-based strategy games who don't mind a rough new-player onboarding and a dated visual presentation, rather than players seeking polish or narrative.
Our recommendation: A cautious recommendation for genre veterans specifically; newcomers to auto-chess should expect to lean on outside guides or trial-and-error before the game's systems click.
6.3 / 10
HeroIsVeryArrogant is an auto-battler roguelike: recruit a roster of heroes, merge matching warrior units into stronger versions, and hold the line against progressively tougher enemy waves along a horizontal battlefield. Released 9 April 2026 for $4.99 on Windows by small studio Wondarabyte, it strips out traditional narrative in favor of dropping players straight into formation-building and combat. This review's research found a genuinely "Positive" reception (13 of 13 reviews checked, all written in Chinese) built on the depth of its item and progression systems, weighed down by a specific and recurring complaint about how the game introduces itself to new players.
Deep, combination-heavy systems earn the strongest praise
The most detailed review found in this research described HeroIsVeryArrogant as retaining classic auto-chess mechanics while simplifying the overall structure: no elaborate plot, just hero selection followed directly by formation battles. That same reviewer specifically praised the sheer number of card-style items and unit combinations available, along with a merge system where two matching units of the same type and level combine into something stronger, and called the accompanying diamond-funded talent tree "enormous," with steady positive feedback throughout. Another reviewer summarized the experience simply as "great — rich items, a satisfying gacha-merge system, immediate reward feedback," specifically praising how over a dozen heroes could be freely combined with a huge item pool to create many distinct playstyles.
A well-integrated loop between in-match spending and long-term hero growth
This review's research found specific praise for how the game separates its two currencies: gold spent during a run to adjust tactics on the fly, and diamonds collected to permanently strengthen heroes between runs. One reviewer called this split "well-integrated," noting that the connection between short-term in-match decisions and longer-term account progression gave repeated playthroughs real weight rather than starting each run from a flat baseline.
A specific, recurring complaint: the tutorial doesn't teach the game
Set against that praise, this review's research found the tutorial and onboarding experience as the most consistent point of friction. One detailed, structured review put it plainly: the new-player tutorial is "obscure and hard to understand," with many of the game's core mechanics left unexplained, forcing players to "blindly guess" what many items actually do. A separate, shorter review echoed the same concern more briefly, simply asking that "the tutorial could be improved." For a game built around dozens of items and interacting systems, this review's research found this a legitimate barrier to entry rather than a minor nitpick.
A specific complaint about cheap-feeling visuals and combat UI
The same detailed review that criticized the tutorial also called out the game's presentation directly, describing the retro-styled art as reminiscent of "old World of Warcraft" visual quality and specifically criticizing the combat UI as feeling cheap. Notably, that reviewer still recommended the game overall, framing it as better suited to auto-chess fans who prioritize systems depth over visual polish than to players expecting a more contemporary presentation — and the developer directly thanked them by name for the detailed, "very valuable" feedback in a reply.
A dissenting voice: a veteran player found the late game unfairly punishing
Not every review in this research was straightforwardly positive. One player with over 780 minutes logged reported that late-game enemies can kill their units in a single hit, describing the difficulty curve as unbalanced and — notably — judging this release as offering less fun and less skill expression than what they recalled from the developer's previous game. That comparison is worth flagging honestly: it suggests at least one experienced player saw this as a step back rather than a step forward for the studio, even while still voting the review as a recommendation overall.
Achievement data reflects a long, steep engagement curve
Global achievement percentages support the picture of a genre built around deep, long-term investment. The most commonly earned achievement sits at 86.6%, but the curve falls off sharply and steadily from there, with the rarest sitting at exactly 0.0% completion among trackable players. That's consistent with a fifty-achievement structure that rewards sustained, specific playstyles over simple completion, matching reviewer comments about grinding runs repeatedly to chase specific builds and unlocks.
No visible post-launch communication found in this review's research
Unlike several other small-developer releases covered in this review's research, no official Steam news posts or patch notes were found for HeroIsVeryArrogant at the time of writing. That's worth noting plainly rather than assuming silence means neglect — but it does mean the tutorial and balance complaints raised by reviewers have no visible, documented developer response beyond the single personal reply quoted above, unlike titles where patch-note histories corroborate active post-launch support.
Enemy counter-types add a layer most casual reviews skipped past
One more detailed review in this research described a specific tactical layer worth calling out: enemy waves arrive with distinct attack types and unit classes that counter certain hero compositions, forcing players to actually read and react to what's coming rather than simply building the single strongest army possible and repeating it every run. That same reviewer noted the game rewards players who study these counter-relationships and adjust their formations accordingly, framing the added complexity as the payoff for pushing past the rough tutorial — a detail that supports treating the onboarding complaints as a real barrier to an otherwise more tactical game than its "arrogant" title suggests.
HeroIsVeryArrogant succeeds as a systems-deep auto-chess roguelike for players willing to push through a rough, under-explained opening, hampered by a presentation and onboarding experience that this review's research found real reviewers repeatedly asking the developer to improve. Genre veterans who prize item combinations and long-term progression over visual polish should find plenty to dig into here, while newcomers unfamiliar with auto-chess conventions should go in expecting to lean on outside guides rather than the game's own tutorial.
Pros and cons
Pros
- This review's research found consistent praise for the game's item and merge systems, with reviewers specifically highlighting a large card-based item pool and a mechanic where two matching units combine into a stronger one, enabling many distinct army-building strategies
- A detailed, structured review called the balance between in-match gold spending and out-of-match diamond-funded permanent hero upgrades "well-integrated," praising how progression and combat reinforce each other
- The developer directly and personally responded to at least one detailed critical review, thanking the player for specific, valuable feedback rather than staying silent
- Reviewers specifically praised the game's replayability, describing repeated runs as something they "couldn't stop" doing despite the game's rough edges
Cons
- This review's research found a recurring, specific complaint that the new-player tutorial is difficult to understand and fails to properly explain core mechanics, leaving several reviewers to guess at what many items actually do during play
- One detailed review specifically criticized the combat UI and overall visual presentation as feeling cheap, comparing the art style unfavorably to modern genre peers despite finding the underlying systems enjoyable
- A veteran player reported that late-game enemies can kill player units in a single hit, calling the difficulty curve unfair and specifically judging this release as a step down in quality from the developer's previous game
- No official patch notes or developer news posts were found in this review's research, leaving no visible record of post-launch support or fixes to the onboarding and balance issues reviewers raised