
A Broken Land, shattered by the Wizards of old, the Fragments of the Old World are adrift in the Void. You must visit and restore each Fragment of the Void, only then can the World be rebuilt. However you are trapped in a crystal body, unable to act alone. Heroes of a Broken Land is a turn-based, dungeon crawling, town management RPG.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Sep 14 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Cute, cool, but the gameplay is too simple. It's boring.
grind, micromanage, profit.
If you want amazing graphics, move along. If you want a party based dungeon crawler with a retro feel, you'll dig it. I'm still discovering all the classes which can be sub-classed if you find or build the buildings they require, or unlock via rng quest, dungeon item, or at an inn. You start with one town with limited building slots that can't be changed so choose wisely, and you can get rep with other towns that after some rep building will let you build some near them. You can build multiple parties and manage them separately and some quests require more than one party. I'm not a fan of that and would say it's my biggest gripe as I already am not a fan of managing a party but a party is required for this type of game. So far, every class can learn various spells from other classes if you buy or find the spell book for them, along with melee books or training, so it doesn't feel like you're locked into a class which is nice. If you learn a lot of spells / skills on a toon though it will make your spell book rather tedious to get to spells not at the top of the list. It would be nice to be able to sort for the property you want such as mp cost, tier, name, etc. but they do have hotkeys next to the spells so you can use those if you remember them. I'd get it again.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
certified banger of a game, looking forward to play this more, and seeing how progress on the 2nd one goes
Fun proc-gen dungeon crawler where you can have multiple parties roaming the land.
A decent dungeon crawler with simple, yet solid mechanics. It gets very grindy and somewhat repetitive, but if that's your cup of tea, then go for it.
It's a neat cross between Heroes of Might and Magic and a dungeon crawler. You make up to 6 groups of 6 heroes each, and send them out to explore, gather resources, liberate other towns, and clear dungeons, while also having limited space in your town (and a little space for each extra town you conquer) for buildings, meaning you won't be able to have them all, at least not right away. It gets a bit grindy and some of the dungeons require up to 4 parties at once, though that part feels a bit gimmicky rather than meaningful, as they each fight separately and just press buttons to open stairs for each other, it kind of forces you to level extra groups of heroes fairly high that you otherwise wouldn't need to without really adding anything to the game. Still, overall it's a lot of fun. I recommend reading a guide for how to build heroes as they will suck if they aren't built properly. Not enough to brick your game as you can always train new ones, but there are a lot of things that aren't explained, like when you level up, you get certain skills at certain levels, and some of those skills can be bought in your buildings or other places on the map, and some of them can only be learned, or possibly (rarely) found in chests in dungeons. All weapons other than spears are garbage for melees due to defense penetration and scaling of defense on high level enemies.
gg
Muuuuy bueno. Me cuesta mucho que me guste cualquier juego, porque tengo gustos muy específicos, pero la verdad es que este es muy bueno, muy del tipo de nicho que me gusta: - Tiene generación procedural - RPG clásico tipo batalla en grupo por turnos - Mazmorras aleatorias - Balanceado - Sorpresas y eventos cada x turnos Lo instalé ayer y hoy he jugado 8 horas, y mira que yo soy de cansarme al cabo de 2 horas... llevo todo el puto día y espero jugarlo mucho más. Cómpralo si algo de esto te suena bien. UPDATE: Después de unas 15 horas de juego, lo he dejado de jugar porque al final el sistema es muy repetitivo y aburre. A pesar de que aún van apareciendo nuevos monstruos de vez en cuando, el juego llegado a este punto ya aburre. Es una pena, pero es la verdad.
Heroes of a Broken Land is a deeply old-school fantasy RPG that combines dungeon crawling, kingdom management, procedural exploration, and party-building into a surprisingly massive and addictive experience. At first glance, the game appears rough and visually outdated, almost resembling a forgotten PC RPG from decades ago. However, once its systems begin unfolding, it quickly becomes clear that the game offers an impressive amount of depth beneath its simple presentation. It is the kind of RPG designed for players who enjoy slowly building powerful adventuring parties, managing resources carefully, and losing themselves in long campaigns filled with exploration and strategic planning rather than cinematic storytelling or flashy visuals. The game takes place in a shattered fantasy world where civilization has collapsed under the threat of monsters and dark forces. Players are tasked with rebuilding humanity’s presence by establishing towns, recruiting adventurers, and exploring dangerous dungeons scattered across a procedurally generated world. Instead of focusing on a single hero, the game allows players to manage multiple adventuring groups simultaneously, each with unique classes, skills, equipment, and specialties. This larger strategic structure immediately makes the experience feel more ambitious than a traditional dungeon crawler because progression depends just as much on long-term planning and economic management as it does on combat itself. Dungeon exploration forms the core of the gameplay and is heavily inspired by classic first-person RPGs. Players navigate grid-based labyrinths filled with traps, monsters, treasure, and hidden secrets while carefully managing supplies and party survival. Combat is turn-based and requires thoughtful preparation because enemies become increasingly dangerous deeper inside dungeons. Resource management plays a major role throughout exploration since careless decisions can leave entire parties stranded or overwhelmed far from safety. The game constantly creates tension during longer expeditions because every floor introduces greater risks while tempting players with stronger loot and more valuable rewards. One of the game’s strongest features is its class and progression system. There is a huge variety of classes available, ranging from familiar fantasy archetypes like warriors, rogues, and spellcasters to more specialized roles that encourage experimentation. Characters can eventually multiclass and develop into highly customized builds depending on player preference. Building balanced and effective parties becomes one of the most rewarding aspects of the experience because class synergies matter heavily during difficult encounters. Some teams excel through durability and melee strength, while others rely on magical abilities, ranged combat, or support-focused strategies to survive dangerous battles. The town-building systems add another surprisingly deep layer to the game. Settlements generate resources, recruit new adventurers, provide equipment, and unlock upgrades that strengthen future expeditions. Managing towns efficiently becomes just as important as succeeding in combat because poorly developed settlements can cripple long-term progression. Watching weak villages slowly transform into thriving centers of civilization creates a satisfying sense of growth throughout the campaign. The game constantly reinforces the feeling that players are rebuilding an entire world rather than simply completing isolated dungeon runs. Procedural generation also gives the game impressive replay value. Dungeons, enemy placements, quests, and world layouts change with every campaign, ensuring that exploration rarely feels completely predictable. There is always another dangerous ruin to investigate or another mysterious region waiting to be uncovered. This unpredictability helps maintain the sense of adventure throughout long play sessions, especially since players never fully know what kind of enemies, loot, or disasters may appear next. Another major strength is the sheer amount of content available. Heroes of a Broken Land is an enormous game capable of lasting dozens of hours across a single campaign. There are constantly new dungeons to explore, stronger enemies to defeat, towns to improve, and parties to develop. Players who enjoy slow and methodical RPG progression will likely become absorbed by the endless cycle of exploration, upgrading, and strategic expansion. However, the game’s biggest weakness is easily its presentation. Visually, Heroes of a Broken Land looks extremely outdated even compared to many indie RPGs released around the same period. Character art, dungeon environments, animations, and interface design all feel simplistic and low-budget. While the visuals are functional enough to support gameplay, they lack the polish and atmosphere necessary to make the world feel visually memorable. Players expecting modern production values will probably struggle to look past the rough appearance. The interface can also feel overwhelming, especially during the early hours. Managing multiple parties, towns, inventories, skills, quests, and resources creates a huge amount of information to process simultaneously. While the game explains its basic systems reasonably well, many advanced mechanics require experimentation and patience to fully understand. The complexity becomes rewarding over time, but the learning curve can initially feel intimidating for newer players unfamiliar with old-school RPG design. Pacing may also divide players significantly. The game is intentionally slow and heavily focused on long-term progression. Large portions of gameplay involve careful preparation, repetitive dungeon exploration, and strategic resource management rather than constant excitement or narrative progression. Some players will find this deeply immersive and rewarding, while others may become frustrated by the slower and grind-heavy structure. Combat, although strategically satisfying, can also become repetitive during extremely long campaigns. Random encounters occur frequently, and some dungeon expeditions begin feeling exhausting due to repeated fights against similar enemies. The game’s huge scale occasionally works against it because progression can slow down considerably during later stages. Despite these flaws, Heroes of a Broken Land succeeds because of how ambitious and mechanically rich it is. It combines multiple genres and systems into a surprisingly cohesive experience that constantly rewards patience, experimentation, and long-term strategic thinking. Beneath the rough visuals lies an incredibly deep RPG filled with meaningful progression and endless opportunities for customization and exploration. For players who enjoy classic dungeon crawlers, strategic RPG systems, and large-scale fantasy progression, Heroes of a Broken Land offers a rewarding and highly replayable adventure. It demands patience and tolerance for outdated presentation, but players willing to invest the time will discover one of the more impressive and content-rich indie RPG experiences available. Rating: 8/10
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