
Game intel
Heroes of Might and Magic: Olden Era
Heroes of Might & Magic: Olden Era is the official prequel hailing back to the origins of the genre-defining, critically acclaimed series of turn-based strateg…
This caught my attention because Ubisoft isn’t just dusting off Heroes of Might and Magic for a nostalgia lap. The Olden Era demo on Steam brings four playable factions (Dungeon, Necropolis, Schism, Temple) and three modes (Arena, Classic, Single Hero), plus a curveball: Arena mode clearly borrows from Hearthstone Battlegrounds. That’s bold for a series that fans usually want left in a Heroes III time capsule. Also: early access has slipped to 2026, the demo is single-player only, and honestly, that all might be for the best if it means the game lands right.
Four factions is a healthy spread for a first demo. Dungeon and Necropolis anchor the old-school creature-combo fantasy-think slippery control and undead attrition-while Temple offers that disciplined, “hold the line” vibe. The wildcard is Schism, a Lovecraft-flavored faction that immediately signals Ubisoft isn’t scared to mess with the formula. If they lean into madness and corruption mechanics, that could create new risk-reward loops we haven’t seen in the series.
Mode-wise, Classic is your comfort food: turn-based overworld, resource scraping, creep farming, hero progression, and that familiar tempo of “one more day” turns into three hours. Single Hero sounds like a streamlined, hero-centric twist—could be ideal for shorter sessions if it trims town-bloat while keeping tactical depth. The curveball is Arena: Ubisoft says it’s inspired by Hearthstone Battlegrounds, which implies drafting units and synergies with minimal town management. That’s either the perfect on-ramp for new players or a lightning rod for veterans who want the slow-burn, empire-building rhythm.
Important caveat: the demo is single-player only. Hotseat and online skirmishes are a massive part of HoMM culture, but I’m fine with the demo focusing on AI and core systems. If the tactical AI is competent and the economy pacing feels right here, multiplayer tuning gets way easier later.

Let’s be real: Ubisoft needs a strategy win. Recent big-budget swings have been messy, and Heroes is one of those IPs where the fanbase has receipts dating back to the New World Computing days. The last decade hasn’t delivered a universally loved entry. If Olden Era threads the needle—honoring the hex-grid tactics and overworld exploration while shaving off the friction—the studio earns back trust, and strategy fans get a modern classic to rally around.
The 2026 early access delay hurts less once you think about what this game asks for. Multiplayer needs netcode, desync-proof turn logic, and well-telegraphed initiative systems. Map balance and AI behavior can’t be half-baked. I’d rather wait than relive the cycle of “rough launch, slow fixes, dwindling lobbies.” If Ubisoft uses the extra time to lock in hotseat, smooth simultaneous turns, and meaningful post-launch support, the community will show up.

Excited: Schism as a Lovecraftian faction is the kind of flavor shot Heroes needed. If their units bend rules—sanity costs, reality-warping abilities—it can freshen combat without bloating the unit roster. Also excited: Arena mode might finally give us a short-session option that still rewards clever compositions and positioning. If they can capture the “one more draft” loop, it could be a staple.
Cautious: Arena plus the words “inspired by Battlegrounds” sets off light monetization alarms. This series should live or die on fair progression, unlocks you can earn, and no pay-to-roll advantages. The demo being single-player means we can’t stress-test matchmaking or cadence yet, so all eyes are on Ubisoft to communicate how rewards and cosmetics will work—early and clearly.
Also watching: UI readability and onboarding. Heroes games can drown new players in resources, build orders, and movement math. If Olden Era’s Single Hero mode acts as a gateway while Classic remains deep for veterans, that’s ideal. And please, give us a proper town screen with meaningful decisions, not just fast-forward convenience. The magic of Heroes is in those day-to-day tradeoffs—do I push for map control now or turtle one more week for upgraded units and a bigger power spike?

Between now and early access, I’m watching for: confirmation of hotseat and robust online modes, a commitment to mod tools or at least map-making, post-launch faction plans, and a clear stance on monetization in Arena. If the demo nails combat feel and faction identity, the foundation is there. If it bungles AI or pacing, it’s back to the workshop—better now than after launch.
The Olden Era demo shows promise with four factions, three distinct modes, and a bold Arena experiment, even if it’s single-player only for now. The 2026 early access delay is the right call if it means smarter AI, stable multiplayer, and clear monetization. Heroes might finally be back—not just as a memory, but as something worth sinking hundreds of turns into.
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