Heroes of Might and Magic: Olden Era early access review – is nostalgia enough?

Heroes of Might and Magic: Olden Era captures the essence of Heroes 3 while adding fresh takes, but its early access version still has areas needing polish.
The Heroes of Might and Magic franchise holds a storied place in turn-based strategy gaming history, with its third installment frequently cited as the pinnacle of the series. Heroes of Might and Magic: Olden Era aims to recapture that glory with a revival steeped in nostalgia, while introducing modern flourishes to the formula. Now available in early access, does it successfully balance the old with the new? The answers are nuanced.
A Familiar Yet Updated Strategy Formula
Olden Era is first and foremost a tribute to Heroes of Might and Magic III, widely regarded as the series’ high water mark. The gameplay loop remains satisfyingly familiar: you manage heroes and towns, explore vibrant top-down maps dotted with treasures and resources, and engage in grid-based tactical combat with enemy forces. It’s a mix of logistical decision-making, exploration, and battle that has engaged fans for decades.
From the outset, Olden Era emphasizes accessibility for newcomers while remaining a love letter to die-hard fans. Turn-based exploration across resource-rich maps and tactical combat create a thoughtful pace. Players must prioritize decisions like whether to spend gold recruiting nearby troops or wait several turns to collect stronger units from home. Meanwhile, the grid-based battles ensure that movement, positioning, and timing carry the weight they always have.
Factions, Units, and Their Strategic Identities
One of the standout strengths of Olden Era is its range of distinct factions and the robust variety of units they bring to the field. Familiar groups, like the Temple faction (a modern twist on the Haven Knights), make an appearance, alongside new factions. The Schism stands out as the most inventive addition, representing an icy cult of elves who’ve brought malevolent extra-dimensional horrors back to their domain. By contrast, the Hive faction replaces the traditional demonic Inferno with overwhelming insectoid swarms—turning up the chaos with molten melee bugs.
Each faction features a mix of units across seven tiers, ranging from humble grunts to imposing heavy hitters. In early access, unit balancing feels like a work in progress. For example, factions like the Grove require significant investment to unleash their potential, while others like the Hive deliver immediate impact. Each faction also employs unique mechanics—for instance, the Schism can grow its armies passively, though this only occurs after winning battles.
Combat introduces strategic layers through initiative systems and unit abilities. Heroes can deploy focus points to unlock special unit abilities, adding diversity to engagements. Tier one Hive parasites deal surprising damage to stronger foes, exemplifying the situational utility of strategic unit selection.
Unit upgrades offer additional flexibility, but their impact can feel inconsistent. Some upgrades, such as turning fawn archers into either melee glass cannons or stronger archers, present interesting choices. On the other hand, not all tier upgrades offer options that feel meaningfully distinct. For players diving into this system for the first time, earlier clarity on the trade-offs for upgrades would be welcome.
Heroes, Settlements, and Room to Grow
While the faction units shine, the titular heroes feel somewhat underwhelming at this stage. Players can level up heroes and develop subclasses with passive abilities to sway battles or cast powerful spells. However, hero progression is tethered to randomization, which can make progressing to advanced subclasses frustrating. Only twice, in 25 hours of testing, did the reviewer manage to activate these advanced subclasses, due to poor skill draws.
Settlement management is similarly an area seeking improvement. On the surface, settlements are wonderfully detailed, with each faction putting its stamp on visual design. Functionally, however, factions share fairly homogenous building structures, limiting the meaningful differences in strategy. Some unique buildings, such as the Grove’s insta-teleportation ability, do stand out, making the asymmetry feel sporadic rather than intentional. The law system—a research mechanic that awards bonuses—is a solid addition, but its lack of faction-specific identity keeps it from reaching its full potential.
Campaign Mode and Other Game Types
Game modes are another area where Olden Era experiments with new ideas. Its campaign mode aims to introduce narrative depth, alongside choices that influence how maps progress. But cutscenes are unskippable, and the mode restricts many advanced systems, such as advanced subclasses and law mechanics. While these restrictions may simplify progression for story-first players, they also limit the most interesting tactical elements that make the game shine.
By contrast, Arena mode is a highlight for competitive players. Here, you draft heroes, units, skills, and spells, then square off in focused tactical duels. It’s a crash course in the game's core systems, offering opportunities for quick experimentation without the time commitment of full-length scenarios. Classic mode delivers the traditional sandbox experience, pitting players in battles of resource management and wits. For newcomers, the single hero mode—where one lone hero leads their entire army—provides an excellent introduction.
Fine-Tuning Balance and Systems in Early Access
As with most early access titles, there are areas where Olden Era needs tightening. The user interface (UI), while functional, could be more intuitive, with fewer layers of clicks required to access critical information. Tactical balance, especially among ranged units versus melee compositions, might also benefit from careful recalibration. Ranged units frequently emerge as dominant due to lower risk, placing melee troops in a less appealing role.
The game’s combat mechanics stand as a clear strength, with initiative manipulation and spellcasting creating engaging tactical opportunities. Yet, battlefield variety feels underwhelming. Adding more diverse terrain or unique combat scenarios could make each battle distinct and reduce any sense of repetition during extended sessions.
Final Thoughts on Olden Era’s Early Access
Heroes of Might and Magic: Olden Era is not a mere remake of Heroes III, but rather an inspired evolutionary step that preserves the series’ DNA. The vibrant faction designs and strategic combat shine, paying homage to the golden age of turn-based strategy. Even in early access, it manages to channel the charm and depth that made its predecessors iconic while serving as an invitation for new players to experience this often-overlooked genre.
Still, areas like hero depth, settlement variety, and UI usability are ripe for improvement as the game progresses toward full release. If the developers manage to refine these systems, Olden Era is well-positioned to satisfy both veterans yearning for the good old days and newcomers looking to understand why this series matters. In its current state, Olden Era’s foundation is solid, but you’ll want to keep an eye on how it matures—and maybe revisit in 1.0 for the full experience.
Staff Writer
Zoe writes about game releases, indie titles, and gaming culture.
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