
A turn-based sci-fi strategy that combines exploration and exciting clashes on the battlefield. Take control over several different species, raise powerful armies for your heroes and destroy your opponents! This HoMM-like is set in a scifi universe, with new mechanics on top of the classic formula.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 0.29/day in the week to Sep 12 → 0.4/day in the week after.
About
Heroes of Science and Fiction (formerly known as Silence of the Siren) is a turn-based strategy game where several different space-faring civilizations fight over control of a distant star system. Explore what’s left on the planets and secure resources to build mighty cities. Raise powerful armies and defeat your opponents on the battlefield!
Content in the full game
Heroes of Science and Fiction contains 5 playable factions, four campaigns with 4 levels each and 30+ skirmish maps set in colorful environments.
Each faction brings its own base, 7 upgradeable unit types, a special skill and a set of commanders to choose from. There are 24 skills, 54 active commander abilities and various pieces of equipment, consumables and artifacts.

The Siren star system, birthplace of a galactic alliance, and the homeworld of a lost Primals civilization, has been cut from the rest of the galaxy. As a result, the carefully built alliance split into bickering factions and secluded colonies. These days, hardly anyone pays attention to the ruins scattered all over the few habitable planets of a freshly isolated system. The deeper you venture into the uncharted regions, the stronger the feeling of endangerment grows. There is something else. An entity, a shade, an echo of whispers from below.

Explore what's left on the planets and secure important resources. Use them to upgrade your bases with advanced technology and to hire massive armies. Play as several different factions, recruit skilled commanders, teach them new skills and lead them into battle. Overcome obstacles on the map to gather powerful equipment and ancient artifacts.

Encounter a wide range of enemies in turn-based combat, use your tactical thinking to gain advantage on the battlefield. Learn the unique moves of your units, deploy your commander's special abilities and outsmart even much stronger opponents.

Explore a rich sci-fi world and discover secrets of a lost civilization
Collect powerful artifacts, secure important resources, upgrade your bases and hire the strongest units
Level-up your commanders and crush your opponents in exciting turn-based battles
Take control over several different species and factions
Old-school strategy game with modern controls and intuitive UI
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
Engagement
Reviews
Themes across 79 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I've played other Homm type games including the recent release of Olden era. I like them all but this is my favorite out of them. I love the art style, animation, character quirks, and especially the pacing for both the world and combat maps. It's a seriously fun game that doesn't take itself too seriously. I hope the developers get more attention and more opportunity for continued development.
Very good Sci-Fi-HOMM game which seem to used HOMM 3 as blueprint and added some modern QOL. Every tribe has a building to teleport to every base. One time use items can be stored and used later. You can build some small structures on the map, e.g. to farm extra resources or stop the movement of an enemy hero. There is only one upgrade choice for the troops, which i personally like better than the variants because most of the time i always pick the same upgrade anyway. They simplified the attributes: 1 attribute for damage+def for troops, 1 attribute for more movement points on the map and 1 attribute for magic dam+mana The only part i did not like was the magic system. There are 4 schools and to learn the spells you need the skill for it. Skills are limited so i usually always picked the same 2 schools. One for movement spells on the map and one for direct damage spells. I played through all four campaings and enjoyed them. The story was good with some good jokes here and there. A lot of scripted events with some turn twists, which force you to adapt to a new situation. You always get some units at the beginning to immediately start exploring and the maps are not too big
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Reviews, worldwide (the counter carries no country): 0.89/day in the week to Aug 4 → 0.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Czech, Polish, Simplified Chinese, Hungarian, Portuguese - Brazil, Russian
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Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 79 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Could be a funny heroes like game, but it still needs work, especially the AI. Explained by example The enemy has a huge army. Still, you just walk in his territory through the backdoor entrance. He will almost ignore you, just continuing capturing mines and stuff. You can just conquer his cities, because they are almost unprotected - his huge army is with his king and another hero. Then, he combines his whole army in the secondary hero to hunt one of your heroes (instead of taking back cities maybe?). Leaving his king unprotected with three lower tier units (what?). And, his hero is too slow to catch his hero of choice (he could have caught others in range, but ..). I could kill his unprotected king. However, I thought, let's play this map to the end, exploring a bit. But the king hero decides to go back to his previous capital (?) city, which is mine now, practically committing suicide on the turrets. The AI is too buggy or non-functional, breaks any immersion. Similar things happened on every map. There are also some other issues like being stuck in map during a campaign (final conquer mission just doesn't trigger). Or balancing issues. Like artifacts, that increase an attribute by 1 per cycle. If you find such an artifact, you can just delay the final battle until you brought this attribute to 30 (maximum). However, this I would not mind, could be funny. I'll change my review if the AI opponents become a little bit functional. Also, would be nice to be able to finish all campaigns. So, I will give it a try again in the future.
Is this game fun? YES! This has the potential to become a great HOMM spinoff or clone as it was intended without breaking the IP. Can i recommend it currently as of July 2026? NO! There are so many bugs in a full release. Some are game breaking. CON: AI isn't really smart. Some maps have objective that it can not do. (example: gather key to open gateway). CON: Usable items are not that diverse. Ending up with multiple of the same. Which can't be stacked. CON: Multiplayer is.. still in beta? why release as complete? Multiplayer is for most THE reason to play this.. PRO: If you have no friends and intend to play this solo then get it now!
Игра постоянно приятно удивляет меня. Главный минус: она всё ещё не доделана. Много шероховатостей. Общаюсь с создателями по поводу багов и исправлений дизайна. Чувствуется недостаток ресурсов в команде. У меня игра постоянно вылетает, да и внутри игры баги есть. Плюсы: 1. Много юнитов с принципиально новыми абилками по сравнению с HoMM3, Olden Era, Braveland, King's Bounty и Songs of Conquest. Об этом ниже. 2. Графика очень приятная, даже приятнее, чем на превью. Правда, от некоторых карт впечатление, что играешь как будто в Герои 3, происходящем на помойке. Тут хочется либо в более мрачное и реалистичное, либо в ещё более мультяшное направление. Компромисс, который между этими стилями сделали, выглядит аляповато. 3. Если сравнивать с Героями 3 или Олден Эрой, то в первых был примерно один дальнобойный юнит со сплэшом, который вместе со всей его фракцией (Некрополис) про-игроки постоянно банят на турнирах для баланса. В результате в Олден Эре вообще нет дальнобойного сплэша, а про-игроки играют единичками (что выглядит противоестественно в плане погружения в мир игры). А тут у каждой фракции есть один милишный сплэш и один дальнобойный сплэш. При этом они разные по свойствам сплэша у каждой фракции. Более того, есть ещё несколько мер, принятых против игры единичками. Плюс за погружение. 4. Опять же, если сравнивать с Олден Эрой или Героями 3, там юнит состоит из стандартных атаки и движения, плюс абилка (и баланс достигается модификацией параметров по типу камень-ножницы-бумага). А тут даже не у всех юнитов есть атака. Способ атаки очень отличается от юнита к юниту. Сплэш разных типов, генерация новых юнитов прямо на поле боя, различие стрелковых юнитов на 2 типа (типа HoMM3/Olden Era, где можно либо ходить, либо стрелять, и типа King's Bounty/Braveland/Songs of Conquest, где можно походить, а потом пострелять) - у тактической фазы очень разнообразная геометрия, что делает ее более похожей на шахматы. ИИ из-за этого не умеет хорошо играть всеми юнитами, но мы-то играем ради мультиплеера. 5. Есть немножко терраформирования: можно кое-что строить на карте, плюс по карте перемещаются некоторые нейтралы. До уровня Age of Wonders 1 эта функция не дотягивает (нету здесь возможности скастовать лед на реке, да и рек тут почти нету), но она здорово оживляет игру и обеспечивает дополнительный эффект погружения. 6. Сюжет хороший, с постоянными (пусть и слегка предсказуемыми) сюжетными поворотами, неплохим юмором и загадками. Впрочем, я пока не доиграл. 7. Музыка хороша. Слушать некоторые темы доставляет удовольствие. Почему они не продают саундтрек? 8. Арты внутри игры лучше, чем на обложке. Вполне можно продавать и концепт арт за отдельную цену. Словом, я бы хотел, чтобы на эту игру обратили внимание популярные обзорщики и стримеры. Создателям нужно отполировать игру в самом скором времени, чтобы презентовать ее сообществу фанатов героев 3.
Played a ton of games like this, going back to the original King's Bounty on release (yeah, I'm old lol). This one is just uninspiring. The units, AI, base building (which is really boring/lacking), combat, no sense of urgency, etc. just makes it....boring to me. I'm thinking when they changed the name from Silence of the Siren to something that players may mistake to be part of the Heroes of Might & Magic series, they knew the game was lacking. I did like the dialog and little quips in it though and the overland maps were cool.
I wanted to like this and I enjoyed the hours I played but there's just too many things wrong with this game. I quit after I started the 4th campaign and could not proceed any further. I wrote the review after being frustrated for not being able to continue the game, which I fairly enjoyed for 40 hours. But in the 1st map in the 4th campaign I'm up against enemies way stronger than I am who can cross half the map in a single turn and annihalate either of my heroes within 3 turns. I just received a level 1 hero that I managed to level up to level 4 and there for can walk about 4 paces ,so escape is not an option. I understand that I'm not supposed to fight them, but being unable to avoid them is bad game design I liked the exploration part which obviously reminded me of HOMM b ut the combat is lackluster really. Combat tends to last 1-2 turns so there's not really any strategy involved. I find the units hard to distinguish. Especially the tech units tend to look the same. There's no way too see what faction a unit belongs to and for neutral units it's always a gamble what it can do because there's no way to see it. I can't recommend a game that you can't finish and the fact that only 1% of the people who played the game finished it, says a lot I think.
https://milkandhate.wordpress.com/2026/07/26/heroes-of-science-and-fiction/ full text didn't fit Brilliant. Genius. Magnificent. Great. Absolute art. Raspberry ringing. Originally this game was called Silence of the Siren, which is way better name. And that's why they had to change it, someone already registered it, so that's my theory why they changed it to a stupid suck up name like Heroes of Science and Fiction, without releasing a dungcrawler Science and Fiction the Facial ID of Central Server. Heroes of Science and Fiction is a Heroes clone, and specifically a Heroes 3 clone. It's not just in the same genre like Disciples, Age of Wonders, Songs of Conquest, Eador, and Malgrimia, but a direct take on the very specific formula. Still, even so, it is braver than Heroes 5, and isn't stuck in HoMM 3 ways. They weren't afraid to tone down its tiresome obsession with logistics, and summon the wrath of haters of Heroes 6 and 7. Every city can build a metro station, tying all your cities together, transporting your troops for a fee. You cannot get troops directly into your hero, but once you reach a city, you can gather all your new units from all the cities. The global map is much more complex, but still manageable. You can upgrade and fortify your mines. You can erect supplemental buildings in special spots, or one-time sow some resources to reap later. You can very slowly train by standing in one place or participate in mock-battles in the special buildings. The native flora doesn't like you being there so you can get attacked by carnivore plants, or spored by berserker mushrooms. The annoying neutral spawners are collapsed into an annoying casino spawner. The are separated into the factions, and can spawn once per week any unit from its faction randomly. It can be upgraded or unupgraded. There are thrall-markets which sell upgraded and unupgraded units randomly selected from the entire roster of the game. And you can attack them to get re-rolled units for free. You can bust open many of the weekly visitable unownable places, which makes them restock every ~12 days instead of every 7. But not all of them, some, the most important ones, you have to visit every ~four days. With the number of cool additions, they could've added a button to outright buy the replenishable spots for a lot of cash, but removing the need to visit them anymore. Or even add carts for them to haul stuff to your bases, which can be intercepted by the enemies if you want to make it not so simple. The "weeks" are split in days, in some of which locals are more dangerous. Different planets have different week lengths. Tho, the standard four day week results in very fast escalation, and somewhat strained logistics. It's not helped by the game following the current fashion of limiting your heroes number in the campaign to two or three. The game has five factions, and they are decently diverse. Each faction has its own special buildings. Bugs are fully mechanical so they do not work with the bio spells. Meanwhile locals are fully organic and cannot be repaired. But the best part of the factions is the aesthetics. You have the commie racist space moles. The religious robot bugs. The natives are parasites who take local fauna and all the colonizers as their hosts. Even the default humies have giant moths in management positions. The paid inter-city public transport works between all the cities. You can have as many capitols as you have cities, but to reach it you have to build every single buildings, including every useless one. The magic guild is not separated into tiers, but into schools. And you can upgrade it with remote learning and with an ability to directly buy a spell you didn't roll. The castle upgrades are tunable. Instead of adding turrets, the upgrades add HP to the walls and the protected spots. And you can pick two out of four upgrades. But i think the mines and surprise turrets are over-tuned. They just end enemy's turn, not letting enemy melee units even come near for multiple full rounds. Way better than two weak machineguns or stronger walls. The best part is of course the units. Almost every single one of them does something. Instead of being just classified as cavalry (or flying cavalry), archers and melee wallflowers, the units have AoE attacks, there are short-range archers, many flamethrowers with short-range AoE attack, delayed archers, artillery which shoots the field instead of units, so you need to guess. Almost every upgraded unit receives an active ability. Like a half of melee units receives a ranged grenade of sorts with a very long cooldown. You are limited to only one mechanism, and every faction has its own. The most interesting ones are probably one that denies melee units entry, and one that protects from projectiles. There's no defend button, so if you skip your turn you skip it. The battles range from no-loss puzzles to absolute meatgrinders. In the middle of my playthrough, starting wit the release date, they patched-in virtually mandatory quick-battles with no downsides. And i am super torn on that. On the one hand it reduces the number of repetitive tactical fights you will win without looking. On the other hand this genre is about tactical fights. It doesn't take its root in civilization, it takes it root in Kings Bounty, an RPG-like game. In Heroes you have to take an educated guess if you will or if you won't lose your units on a mundane mob. This game was already super accommodating, with the instant retry button. And now you don't even have to guess. It already tells you the result of the battle before you even had a chance to think about it. Heroes of Might & Magic & Logistics. The heroes primary skills are simplified, and it doesn't feel any worse. Instead of four primary stats you have two — attack and defence are combined into combat prowess, and magic stats into magic prowess. Plus there's a new dedicated logistics stat, which boosts the marching speed per day. The primary stats are limited to 30. The secondary skills range from generic basics, to overcomplicated ones. Some look useless AF. Some are basically mandatory. Like, by default your artefact slots are very limited, so you'd want to pick the skill that unlocks the rest of the slots. Tactics is as strong as tactics. Unique faction skills are usually very strong. Globetrotter allows to use logistics spells, which includes town portal, and exchange of a bit mana for some more move points. So that feels pretty useful. Yet, at the same time, there are skills which are worse than Eagle Eye. But tuning a build is eased with the global map buildings that allow you to unlearn something, and buildings that let you pick a new skill from the list. So even a high level hero cans till be fixed. Unlike that alcoholic who was just released from the prison yet somehow is the most popular fixer-upper with the young females crowd. So you are not stuck with a choice between eagle eye and navigation in a landlocked desert. But there are no complex per hero skill trees from Heroes 5. Tho, while that is fun, it is also a bit too complex, unintuitive, and confusing. After the might i mean the science, we have the magic, i mean the fiction. And the fiction is split into tech, which is mostly concerned with direct combat spells and mechanical units; bio which is more about buffs, debuffs and bio units; and psycho which is only about weird buffs, debuffs, and can assume direct control. The last school of magic is for spells used on the global map. Those are focused on movement, logistics, and PvP counter-espionage. [...]
This game is the very definition of both HIT and MISS, for me. Love: The music. The style of the graphics. The world. The title (I think its better than Silence of the Siren or whatever they changed from). The options on how to play the game, including maps and different scenarios. The writing so far is quite fun. Dislike: The factions; for me I could consider playing Sovereign Fleet, UNSS and Children of the Source... but they all just miss some real appeal that factions have in Songs of Conquest, Songs of Silence and Olden Era... to name a few competitors. For scifi: Age of Wonders: Planetfall has succeeded insanely well with cool units and unique factions, as a comparizon (I know its a bigger studio but we´re not talking anything but imaginative creation here). Same with Zephon. The units; same here: There are like 1-2 units per mentioned factions above, that I find appealing to recruit. Minus points: Moles in space. I mean, if it was - like - the 7th DLC faction added on top of the core game... sure. On top of it, the units are so boring. Same goes for the Tumori Tribes, who just feels so redundant and standard Lovecraft without any real imagination. This is subjevtive, of course, but I have a hunch that I´m definitely not alone. This game makes me wish someone did a Heroes of Star and Craft... with Protoss, Terran and Zerg. That´d be something. Its kinda what I wish this game was.
It's a nice and interesting game, but it's unplayable - the wait time between the turns takes forever, after some time in the play it's starting to slow down, sometimes it merely stops with the "next turn" button becoming inactive
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
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