Game review
Hero's Hour
6.5 / 10
- Developer
- Benjamin Hauer (ThingOnItsOwn)
- Publisher
- Goblinz Publishing, Maple Whispering Limited
- Released
- 1 March 2022
- Platforms
- Windows
- Genre
- Fantasy Turn-Based Strategy RPG
- Monetisation
- One-time purchase at NZ$22.79. Two optional paid DLC -- a cosmetic Supporter Pack (NZ$7.59) and a Rogue Realms content expansion adding a roguelike campaign mode (NZ$11.79) -- neither required for the base game.
- Players
- Local PvP and co-op, plus Remote Play Together. No dedicated online multiplayer -- several reviewers report Remote Play Together itself working inconsistently.
The short version
Hero's Hour builds cities, recruits armies and levels up heroes across procedurally generated fantasy maps, following the Heroes of Might and Magic 3 template closely enough that reviewers describe it outright as a spiritual clone -- with one key difference: combat plays out in real time rather than turns, which reviewers are split on but a real slice consider an improvement. It's built and maintained largely by one developer, has real Steam Workshop mod support and a built-in map editor, and sits at Mostly Positive, 79.3% of 4,628 reviews.
The negative sample keeps returning to two specific, well-documented problems rather than vague dissatisfaction: an AI that a striking number of reviewers, including some who otherwise love the game, describe as unfairly aggressive or outright cheating on several maps, and the absence of proper online multiplayer for a game that lists PvP among its features. A smaller but notable thread from veteran players adds a third, more unusual complaint -- that years of balance patches have streamlined away some of the chaotic "Heroes" feeling the game originally captured.
Biggest strengths
- A genuinely distinctive real-time-combat take on the Heroes of Might and Magic formula that a dedicated portion of its audience considers a real improvement on the turn-based original
- Active, ongoing development from a small team -- Steam Workshop mod support, a built-in map editor, and years of substantive balance and content updates since launch
- Real long-term depth for players who want it: 61 achievements with a steep completion curve, and reported playtimes running into the thousands of hours among its most dedicated fans
Biggest weaknesses
- AI difficulty is a persistent, specific complaint across years of reviews, with several players describing sudden, unwinnable power spikes and at least one describing outright perceived cheating on certain maps -- the game's own "First Win" achievement sits at just 40.6% completion
- No proper online multiplayer despite PvP being a listed feature -- only local play and Remote Play Together, which a cluster of reviewers report as unreliable or non-functional
- A meaningful minority of veteran players with very high playtimes feel post-launch balance updates have "streamlined" away some of the original chaotic charm that first drew them in
Who it's for: Heroes of Might and Magic fans looking for an actively developed, real-time-combat spin on the formula, and strategy players who enjoy a steep, unforgiving AI as a feature rather than a bug. Less suited to anyone who wants to play primarily online with friends, or who wants a gentle difficulty curve and a clear campaign to follow.
Our recommendation: A strong pick for HOMM veterans specifically, especially at a discount given several reviewers' own advice not to pay full price -- but go in accepting the AI difficulty as part of the design rather than a bug to be patched away, and don't buy it expecting reliable online multiplayer with friends.
6.5 / 10
Hero's Hour doesn't hide what it's aiming for. Build cities, recruit growing stacks of fantasy units, send heroes out to level up and collect artifacts across a procedurally generated map, and try to out-develop your rivals before they crush you -- it's the Heroes of Might and Magic 3 formula, closely enough followed that one reviewer jokes they "don't get how they were able to go this far without being sued for plagiarism." The one real structural swap is combat: instead of turn-based battles, fights play out in real time, with limited direct control over your units once the clash begins. It's a genre built almost entirely on nostalgia for a specific late-90s game, made by essentially one developer, and reviewers are split on whether the real-time twist honours that legacy or undermines it.
The fight over the AI
The single most consistent complaint across four years of reviews isn't about the real-time combat concept itself -- it's about the opponents you're fighting. "AI cheats, AI has impossible level armies before you can even develop anything reasonable," reads a representative June 2026 review. Another, with over 1,000 hours logged, is more measured but reaches a similar verdict: "If the game decides not to cheat or glitch, then you win every time and there's nothing the AI can do about it. If the game decides to cheat or glitch, then you lose every time." The game's own achievement data backs up how widespread the frustration is -- "First Win," an achievement that in most strategy games sits comfortably above 60-70% completion, is unlocked by only 40.6% of players here, meaning a genuinely large share of people who own Hero's Hour have never actually beaten it once.
It's worth noting this isn't a universal read. A detailed July 2026 review pushes back directly, arguing the AI "cheats" complaint misunderstands specific intentional design: certain named maps include deliberately lopsided scenarios tied to their own achievements, and outside of those the reviewer found the AI "well done with neither excessive cheating nor it being too easy." That split -- a real, evidence-backed complaint on one side, and equally sincere veteran players defending the difficulty as intentional and fair on the other -- is probably the most honest way to describe where this game's reputation actually sits.
A missing piece: proper online play
Less contested is the multiplayer situation. Hero's Hour lists PvP among its features, but that means local and split-screen play plus Remote Play Together -- there's no dedicated online matchmaking or direct-connect multiplayer for players who don't share a couch. Several reviewers consider this a serious gap on its own terms: "This game does not have proper online co-op multiplayer. Also, Remote Play together does not work," reads one blunt January 2026 review, and another calls it "completely unacceptable for a game from 2022." For a strategy genre where online PvP is often a major draw, that's a real and reasonable complaint, not a minor missing feature -- and it's one that's persisted, unaddressed, across the game's entire lifespan so far.
When years of updates change what people fell in love with
A smaller, more unusual thread comes from a handful of very long-term players -- reviewers with tens of thousands of minutes logged -- who make an unusual complaint: that the game has actually gotten worse for them specifically because of how much it's been patched. "It was good but there are just too many updates to the game. It was good the way it was and now it's just a bit too streamlined and 'automatic'," reads one review from a player with over 8,500 hours -- sorry, minutes -- logged. Another, at nearly 700 hours, writes: "I came back to this game again, and every good thing has changed -- from a funny game to a boring one... I was looking for a game that is wild and unconstrained." This is a genuinely rare kind of complaint to see documented at scale: not that a game stopped receiving support, but that a small, sustained development effort kept iterating on balance in a direction some of its earliest and most devoted fans feel sanded down the game's original personality. It's a useful reminder that "actively updated" isn't automatically a synonym for "getting better" in every player's eyes.
Where it sits against its genre peers
Hero's Hour arrives into a genre that's been unusually well served lately -- King's Bounty II, the ongoing HOMM3 fan-remake scene, and especially Songs of Conquest, a similarly nostalgia-driven turn-based strategy game that launched into Early Access the same year, all compete for the same audience of players who grew up on the Might and Magic series. Against that field, Hero's Hour's real differentiator is genuinely its real-time combat layer and the speed of a typical match -- several reviewers describe sessions completing in under an hour, considerably faster than a full HOMM3 campaign map, which makes it a better fit for "one match before bed" play than most of its rivals. That's a real, defensible niche rather than a compromise, and it's the strongest answer to the "why not just play the original" question the game invites by wearing its influences so openly.
Where it's more clearly behind the pack is production polish and structure. Songs of Conquest and King's Bounty II both ship with authored campaigns and narrative framing that give new players a guided path in; Hero's Hour's tutorial is repeatedly singled out as weak or actively misleading, and the base game leans much more heavily on procedurally generated skirmish maps than any hand-built story. The optional Rogue Realms DLC addresses some of that gap by wrapping the sandbox in a structured roguelike campaign with clearer goals and permanent progression between attempts, and it's worth treating as close to essential for anyone who bounces off the base game's open-endedness rather than as a purely optional add-on.
Final verdict
Hero's Hour earns real credit for what it's attempting: a distinctive, one-developer-driven spin on a beloved and under-served genre, with genuine ongoing support, mod tools and enough depth to hold thousands of hours for its most dedicated fans. But its two biggest documented weaknesses -- an AI difficulty curve a meaningful share of players experience as unfair, and the total absence of proper online multiplayer for a game that markets PvP as a feature -- are real, specific and long-standing rather than launch-week rough patches that got fixed.
6.5 out of 10. Recommended for Heroes of Might and Magic fans specifically, and best approached at a discount given how many of the game's own reviewers volunteer that advice unprompted. Go in ready to lose a lot of early games while you learn its particular rhythms, and don't buy it expecting to play online with a friend easily.
Pros and cons
Pros
- A genuinely distinctive real-time-combat take on the Heroes of Might and Magic formula that a dedicated portion of its audience considers a real improvement on the turn-based original
- Active, ongoing development from a small team -- Steam Workshop mod support, a built-in map editor, and years of substantive balance and content updates since launch
- Real long-term depth for players who want it: 61 achievements with a steep completion curve, and reported playtimes running into the thousands of hours among its most dedicated fans
- Optional Rogue Realms DLC adds a genuinely different roguelike campaign mode for players who want more structure than the open sandbox offers
Cons
- AI difficulty is a persistent, specific complaint across years of reviews, with several players describing sudden, unwinnable power spikes and at least one describing outright perceived cheating on certain maps -- the game's own "First Win" achievement sits at just 40.6% completion
- No proper online multiplayer despite PvP being a listed feature -- only local play and Remote Play Together, which a cluster of reviewers report as unreliable or non-functional
- A meaningful minority of veteran players with very high playtimes feel post-launch balance updates have "streamlined" away some of the original chaotic charm that first drew them in
- Reported crashes and occasional save corruption, and Steam Deck Verified status that several reviewers say doesn't match their actual controller experience