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Heroes of Might and Magic: Olden Era News

Devlog #2: Game Modes pt.1: Classic and Single-Hero

Previously, we told you about the many ways to play HoMM and the modes that Olden Era will feature. Today, let’s delve a bit deeper into some of them.

There’s no existing statistic to show which modes are the most played in the series. It’s probably a toss between randomly generated maps and custom scenarios (especially since not all games in the series featured a random map generator at all). So instead of the most popular modes, we’ll start from the most all-encompassing: the ways we approached randomly generated maps and templates for both single- and multiplayer.

[h2]Classic Mode[/h2]
This is the basic way to play the game: hire heroes, explore the map, build your kingdom, conquer towns, defeat the opponent by extinguishing all their heroes and towns. In Olden Era, we recreate the classic gameplay loop familiar to lovers of the series — but there are some advanced considerations we’re taking into account.

Remember when HoMM just appeared in your local video game store? These were the times when players would slowly and meticulously explore the map, manage castles, and steadily gather massive armies. That took dozens of hours, and the final battles were spectacular. For all intents and purposes, this is how the game was “meant” to be played.



But over the years the way people play the game has evolved. This is, honestly, a fascinating phenomenon — worthy of analysing on its own merits. Diehard fans of Heroes, particularly of HoMM3, would look for ways to optimise their playthroughs — lose fewer troops, fall upon their opponent faster, defend a castle with a single unit. These strats, of course, are particularly important in competitive multiplayer (that also evolved into flourishing over the years), but even in singleplayer people found ways to topple much stronger opponents or juggle armies around the map in ways that were clearly unintended, but created new gameplay dynamics.

Let’s talk about a couple of such “strats” and important characteristics that we took into account when designing Olden Era.



[h3]Pacing[/h3]

A single match in “Jebus Cross” (the most popular competitive multiplayer template) takes no more than a couple of in-game weeks. You heard that right: modern competitive HoMM playstyiles are fast. It makes sense: fall onto your opponent before they have time to prepare, and you win.

Now, let us be clear: we do NOT think that all games of Heroes need to be this fast. There absolutely is merit to huge maps that take months of in-game time to explore, and we will support those.

But it would also be unwise to ignore this tendency for quicker matches, because it doesn’t just come from nowhere. For streamers, faster matches are better content (and we can’t just ignore this factor in 2024). For players themselves, it happens because faster strats are often simply the most efficient.

Our general approach to this issue is creating various systems that would support both faster and slower matches. For example, alternative win conditions that do not require you to capture all opponent’s towns are a good way to allow for faster matches. Alternative hero caps can change the pacing of even familiar templates. And more traversal options and ways to deliver armies make big maps more fun to play.

[h3]Hero Roles[/h3]

While you can buy a number of heroes in Classic Mode and nothing stops you from using them all in similar ways, people generally designate a “main” (the hero they’ll level up) and “supports” or “couriers” — heroes that just run around the map, collect resources, deliver armies and generally help around.

As we already mentioned, our AI uses these roles in its actions. We also kept this in mind when developing Hero Skills and specializations: some of them are meant to be useful for supports and not just mains!

Supports matter!

[h3]Hero Chains [/h3]

The next step after designating hero roles is… strategizing. Since the power of a hero often comes from their armies and artefacts, you can juggle those around, transferring from one hero to another and using various heroes as “mains”, which is exactly what competitive players do. This allows them to explore the map MUCH faster, but you need to make sure that every hero in your roster can reach the point you need them to reach (like another hero or a town) in time. This is called “hero chains.”



Hero chaining is very skill-heavy, so we intend to keep it in the game. For example, just like in HoMM3, in Olden Era the amount of movement points your hero has depends on the speed of units in their army (an important aspect of chaining). So hardcore players that want to play the game the same way as HoMM3, can do that — and can challenge their chaining skills.

But other players feel that chaining is tedious and requires too much micromanagement. For them, we created alternative ways to transfer armies and artefacts to keep their “main” well-supplied. One such way is a Remote Foothold building: you can place a hero’s army and artefacts in a Remote Foothold and then grab them from any other Remote Foothold on the map. Yay, teleport!

(You can just exclude these buildings from a template if you want the super-classic experience that fully relies on chaining.)

Another way to transfer forces immediately is the “Assemble!” spell. Casting it allows a hero to interact with another hero from afar, as though they were standing next to each other, to transfer anything they need (which is probably troops). So it’s kinda like a chain, but faster, less tedious, and its links are connected from afar like magic. It plays like a nice compromise between the classic chaining experience and the quick Remote Foothold approach.

[h3]"One-Unit Stacks" [/h3]

In HoMM, you often have to fight strong opponents with a weaker army. This is where "one-unit stacks" come in — single-unit troops that absorb counterattacks, shield ranged units, or lure the enemy to the far corner of the battlefield. Of course, you can’t win using only these troops. The main damage is dealt by "strike stacks" — strong units gathered into a large single stack. The combination of "strike stacks" with "one-unit stacks" allows you to fight very challenging battles with almost no losses. Proper troop distribution has become a real test of skill.





The first thing you need to use one-unit stacks is QoL (it’s tiresome to split single units from a stack manually) — we got that covered. But we also feel that it’s interesting to have systems that interact with this type of troop. An upgraded “Impending Fate” spell can kill all one-unit stacks on the battlefield, leaving your opponent’s shooters unguarded.

And keep in mind that one-unit stacks still have access to active abilities — and while some of them depend on the number of troops, the others do not. All enemies adjacent to a Thunder Qilin receive additional magic damage, and it doesn’t matter how many units there are in a stack — so how about throwing a bunch of one-units stacks of Qilins into enemy ranks and then casting Armageddon?

And that’s just the simplest thing that comes to mind. We want players to find many ways to exploit and counter-exploit one-units stacks.

***

The way Heroes are played today isn’t quite what was intended from the start — the developers of the classic games likely didn’t plan for hero chaining or one-unit stack abuse. But we can benefit from the many years of gameplay evolution that the Heroes community went through. We think it’s fascinating and want to preserve these “strats” in Olden Era (sometimes optionally) while making sure their tedium is alleviated for those who are more interested in more modernized gameplay.

[h2]Single-Hero Mode[/h2]



Despite the acceleration of gameplay, rounds can still take a lot of time, and hero chains require a great deal of micromanagement, which is appreciated by some (as it’s an opportunity to show skill), but tiresome to others. Over the years, the community has developed a different type of template that Olden Era supports as a full-fledged game mode (with a separate ladder and everything): Single-Hero Mode.

This mode is more straightforward and fast: the player has only one hero, and their death means defeat, which ends the game. Managing one hero requires significantly less time and effort and raises the stakes.

In Single-Hero Mode zones are explored more slowly, and the game takes more in-game days. Because of this, the map templates themselves differ from the classic ones. For example, some templates have more creature dwellings, and the methods for acquiring adventure spells for rapid map exploration are simplified — they may be available from the start. This mode is particularly suitable for first-timers as it is easier to manage a single hero.

We will devote another blog post about this mode later, scheduling it closer to the internal milestone.

We are proud to continue the best traditions of ‘Heroes’, however we’re keeping in mind how the gameplay has changed over time and how the community has adapted some features to their needs. In the next devlog, we’ll share some details of the mode we’re especially thrilled about: Arena.

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Devlog #1: Everything Everywhere All At Once: Game Modes

People play strategy games in all kinds of ways. Sometimes you want a hot seat match with a friend. Or a huge map to explore for several days solo against AI. Or a tough multiplayer battle against a pro. Or a dive into the story, focusing more on the world and characters. People are different — that’s one of the awesome things about the HoMM community.

The good news is, we can do it all. Strategies in general and HoMM specifically are very mechanically robust. They have a lot of interlocking systems for players to experiment with. So if the developer hits the spot with the game’s core, it becomes a solid foundation for all modes. While both matchmaking and campaign require unique features (like an online lobby or an overworld hub), they don’t need different mechanics — the game's core remains the same, and it’s there for all modes.

Simply put, we don’t have to choose between a single- and multiplayer focus. We intend to ensure that all kinds of players find what they’re looking for in Olden Era.

Still, let us sum up what modes the Olden Era will feature.



[h2]Singleplayer[/h2]
[h3]Campaign[/h3]
Olden Era will feature a full-fledged single-player campaign. Note the singular: unlike the previous installments, we will incorporate all factions’ stories into a single campaign, structured somewhat differently than before. We’ll tell you more in our future narrative updates! For now, let’s just say it will be non-linear with player choices.

Early Access will feature the first act of the campaign, with more to follow during the development.

[h3]Random Maps[/h3]
The bread and butter of HoMM single-player experience are random maps. You can create an endless number of unique maps to play against the AI by clicking a couple of buttons!

The Random Map Generator and the AI are already fully functional. This feature will obviously be available in Early Access, as well as to closed beta users.

[h3]Custom Maps[/h3]
Another way to play the game against the AI are custom maps that are not linked to a campaign. Olden Era will launch during Early Access with several made by our team. More importantly though, we will share our map editor with the community and make sure you have an easy way to find player-made maps and share your creations.



[h2]Multiplayer[/h2]
The Heroes of Might and Magic multiplayer is an interesting beast. We’ll dive deeper into it in later devlogs, but the gist of it is that the community has developed ways to play the game that were not necessarily envisioned by the developers, and this competitive approach has a very dedicated playerbase. We analyzed this scene, conducted a number of interviews with professional players, and want to provide an experience that would fulfill the demands of the competitive community, as well as support it officially.

The game will be released in Early Access with three fully functional online multiplayer modes: Classic, Single-Hero, and Arena. We will dedicate upcoming devlogs to them.

For the first time in the series’ history, online multiplayer will feature matchmaking (just press a button and clash with an opponent online), player profiles, ladder — all the QoL features that make it a smooth experience.

[h2]Hot Seat[/h2]
…But it’s not a Heroes game without hot seat, is it? This classic mode allows one to play against a friend from one computer — some people really enjoy clashing against their family members (the loser does the chores!) or just looking the opponent in the eye. Who are we to deny this? Olden Era will, of course, feature hot seat as well.

[h2]Is There a Catch?[/h2]
Nope — we can have it all! As we said from the start, we feel that HoMM games are so robust and customizable, we can make all modes work equally well if we have a strong core. However, we did have to keep some concerns in mind during the development to ensure that one mode doesn’t compromise the rest.

[h3]Strong Random Map Generator[/h3]
The RMG is the core for both single-, online, and hot seat random maps. We feel that it’s crucial for the game. So we began its development as early as 2021 and poured significant resources into it. It’s still being polished, of course, but overall we are happy with how it works.

[h3]How to Balance for Both Single- and Multiplayer?[/h3]
Here is a concern: in singleplayer, a lot of people enjoy developing “broken” builds and finding ways to “beat the system.” The game will become stale if a certain build is objectively better than the rest, but generally speaking, there’s nothing wrong with some things being unbalanced for PvE. It makes games fun!

For multiplayer, however, we need to ensure that most strategies have a place, so there is a concern that the game’s balance might become too “even” because of the multiplayer, with everything feeling too similar in power level and no rush of discovering an awesome build.

The short answer here is, it won’t. We don’t believe in “even” balancing and prefer the meta to have a bunch of different broken builds instead. We would rather buff things than nerf them. Hopefully this makes both the single- and multiplayer experience fun.

And just in case: some skills and objects are already balanced differently in the Campaign. If we feel that it’s required, we might extrapolate this principle further. As long as structure or unit identity remains intact, we feel that this is an acceptable solution as well.

[h3]Is Your AI Fun to Play Against?[/h3]
When developing the AI, we analyzed how actual people play the game. For example, our AI separates its heroes into “main(s)” and “couriers”, with the latter collecting troops and resources instead of fighting — just like real players do. We hope this provides a genuinely fun experience in singleplayer and makes it challenging enough.



[h3]Editor Tools[/h3]
What if there’s a biome that you particularly dislike? Or a specific template that you saw in your dreams and now want to try out? Fret not — we’ll provide the community with both Map Editor and Template Editor. The first is very approachable, and the second is rather advanced. So if there is something we missed or didn’t experiment with enough, you’ll be able to do it — and we will have this opportunity to learn from you as well!

***
Some people on Team Unfrozen play Heroes of Might and Magic competitively. Some enjoy exploring an XL map for a week. Others still are campaign fans. We’re all different — just like you. So when we set out to make this game, we made sure to listen to everyone on the team and give everyone an opportunity to help build the mode they play the most.

We sincerely hope you enjoy them too!

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FAQ

Welcome to the Heroes of Might & Magic: Olden Era FAQ, where you'll find answers to common questions about the game, features, and more!



[h3]What is the Olden Era?[/h3]
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 fantasy strategy games.

[h3]What does the title mean?[/h3]
The title reflects, on one hand, our return to the classic world and lore of Enroth, and on the other hand, the 'classic' gameplay based on the beloved mechanics of HoMM II-III.

[h3]Is it a spin-off or a full-fledged game?[/h3]
Olden Era is a full-fledged new installment in the series, complete will all features you expect and more! (Some coming during Early Access.)

[h3]When? EA or full release?[/h3]
The game will launch in Early Access in the first half of 2025. The date of the full release will be announced later.

When making a game as mechanically complex as Olden Era, Early Access is a great way to polish and refine certain aspects (balance, UX, etc) by collecting feedback from early players. Thank you in advance!

[h3]Who are Unfrozen?[/h3]
Established in 2016 by industry veterans, Unfrozen is composed of team members who have previously worked on popular games such as League of Legends, World of Warcraft, Disco Elysium, Pathologic 2, and Disciples 3.

Our first game, Iratus: Lord of the Dead, is widely recognized as the spiritual successor to Darkest Dungeon. It was released in April 2020, the game has sold over 500,000 copies on PC, with average Steam rating over 85%. By 2024, Unfrozen has expanded to a team of 50 people and has representatives in Limassol, Cyprus; Tashkent, Uzbekistan; and Belgrade, Serbia. To learn more, please visit: https://unfrozen.studio/

[h3]How did Unfrozen and Ubisoft decide to work together?[/h3]
Unfrozen as superfans of Heroes of Might & Magic approached Ubisoft about making a new game in the series. We came up to them with the idea of the game and a demo.

Ubisoft liked the idea of an Indie developed Heroes of Might & Magic game made by fans, with and for the fans, a good first step to relaunch the franchise.

[h3]When did the development of the game start?[/h3]
We began the development of Olden Era in 2020, after the release of the DLC Iratus: Wrath of the Necromancer.



[h3]What platforms will Olden Era be on?[/h3]
In Early Access we will focus on PC (Steam), since this platform is very convenient for collecting community feedback. More platforms will be added later — stay tuned for future announcements!

[h3]What will be the game's price?[/h3]
The Early Access price will be confirmed when we get closer to the release based on the general pricing of comparable games.

If the scope of the game increases significantly during Early Access, we may increase the retail price for the full version release.

[h3]Is gamepad support planned further down the line?[/h3]
Currently, Olden Era's UI is optimized for PC (mouse and keyboard) since this is how strategy games are mostly played. The game has a lot of different UIs, so integrating gamepad support is challenging.

We're considering adding this feature in the future — stay tuned for further updates.

[h3]Will there be any post-launch content or expansions?[/h3]
We are committed to supporting the game post-launch with updates, expansions, and more. We also intend to support community-driven content like templates, scenarios, etc.



[h3]What's the main storyline about?[/h3]
The game is set on the continent of Jadame, threatened by a mysterious new demonic power. The rulers of Dungeon plot to form a defensive alliance with other factions, but it's not easy, as everyone seems to hold a grudge against someone.

Players will explore this non-linear campaign, making choices that shape the fate of the continent and its inhabitants.

[h3]How many factions will the game feature?[/h3]
Six factions will be available in Early Access: Temple (Classic Knights), Necropolis (Undead and Vampires), Sylvan (Nature and Fey Folk), Dungeon (Dark Elves and Underground Creatures), Hive (Demonic Insectoids), and a sixth mysterious faction that will be revealed as you progress.

We plan to introduce additional factions in future updates and DLCs.

[h3]What singleplayer modes are included?[/h3]
The game offers three singleplayer modes: Campaign, Randomly Generated Maps, and Skirmish (Custom Maps)

[h3]What multiplayer modes are included?[/h3]
The game offers three main multiplayer modes:
  • Classic Mode: Manage multiple heroes, upgrade your castle, and explore the map.
  • One-Hero Mode: A challenging mode where you control a single hero, and their survival is crucial.
  • Arena: Focuses on immediate combat where you draft a hero, upgrade them, and engage in battle.

[h3]Can I create and share my own maps?[/h3]
Yes, we plan to include an intuitive in-game map editor during Early Access. It will allow you to create your own single- and multiplayer maps and share them with other players.

[h3]What are the main features in combat?[/h3]
  • Traditional hexagonal battlefield with an orthographic camera.
  • Active abilities for both creatures and heroes.
  • Faction Abilities (hero abilities with a unique twist, designed specifically for each faction).

[h3]What are the additional features for multiplayer?[/h3]
Multiplayer includes matchmaking, ratings, and leaderboards. These are separate for each game mode.

[h3]Will there be hotseat mode?[/h3]
Yes, certainly.

[h3]Will multiplayer feature the observer mode?[/h3]
Yes, we recognize that this is a highly requested feature by the community. We're actively working on implementing an observer mode for multiplayer and are optimistic that it will be available during Early Access.

[h3]Will the game feature a random map generator?[/h3]
Making it was one of our top priorities! We started working on it three years ago and continue to refine it to this day. Our generator features several enhancements compared to those in HoMM III and V, making it truly unique. It works well for both single- and multiplayer.

[h3]Will there be map templates like in HoMM III?[/h3]
Yes, the game offers a variety of templates, which we will rotate regularly in official matchmaking. Additionally, you’ll be able to play on any template by creating a custom game in the official lobby.

[h3]Will the game feature underground and sailing?[/h3]
We plan to introduce both during Early Access.

[h3]Do you have any plans for Ashan?[/h3]
Olden Era takes place on world of Enroth, like in HOMM I-III. We have no plans to explore other worlds in this game.



[h3]Will there be a sequel to Iratus?[/h3]
As previously announced, our studio is excited to work on a new game set in the Iratus universe. We look forward to sharing more details about this upcoming project with you soon.

The HoMM and Iratus franchises are completely independent from each other both narratively and gameplay-wise, except for a stray easter egg maybe.

[h3]I am a journalist/blogger and I would like to share information about your game with my subscribers. How can I contact the developers?[/h3]
Unfrozen is excited to collaborate with media and streamers. If you’d like to conduct an interview or create content about the game, we’re here to assist. Please contact us at the following: [email protected], and please use press-kit: https://unfrozen.studio/press-kit/olden-era.php

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Designing a Heroes Game

Hello, fellow heroes!

First things first — for the last couple of days since the announcement, we’ve been drowned in the amount of love and credit you gave us. We appreciate it greatly and will work to enhance that.

When we set out to make a Heroes of Might and Magic game, we knew we had big boots to fill. Today we’ll give you a brief overview of our approach to Olden Era’s design. We’ve already mentioned some of these ideas during interviews and Q&As, but it’s nice to have things organized. (If only there was a sorting button for thoughts — like there is for artifacts in Olden Era!)

Why us?
Unfrozen was founded in 2016. Our previous game, Iratus: Lord of the Dead, sold over 500,000 copies. This made us confident in our ability to create a solid tactical turn-based game with elements of strategy/management/RPG and try something bigger.

Why HoMM?
Because we’re fans!



We’ve been playing Heroes for half our lives. We wanted to see a new installment just as much as you. And as the saying goes, when you want something done right, do it yourself. At the time it didn’t seem like a new HoMM game was coming, so in 2020, we made a demo and approached Ubisoft, who in 2021 accepted our vision and gave the project a go. You can imagine how thrilled we were.

Design Pillar #1: Evolution, not Revolution
New ideas are great. No game should simply repeat what came before.

But we feel that when working with a legend like HoMM — a franchise that’s been on a hiatus for a while — the first and foremost goal is to ensure a core that is faithful to the series’ DNA. So we started with analyzing the systems of our own favourites from the franchise (namely H3, 5, and to some extent 2) and thinking about how we could make them deeper while preserving the core.

Artifacts? Let’s keep the classic system but add flexible sets to experiment with. Battles? Welcome back, traditional hexagonal grid — but let’s also add a lot of active unit abilities to make choices in battle deeper and more engaging. Hero level-ups? Same old, except skills now have subskills to tune your build.

We feel that we ended up with a game that is familiar, but fresh. Which has been our goal all along!



Design Pillar #2: Mix of Old and New
We take this same approach on all levels. The factions are a mix of old classics (Temple, Necropolis, Dungeon to an extent) and new ideas (Hive and more). The visuals are rendered in full 3D, but the perspective is familiar. The story takes place in the original world of Enroth, but the continent we’ll visit, Jadame, has only ever been explored by Might and Magic games (a separate franchise) and not Heroes, giving us some creative freedom.

Hell, you’ll even see this approach on the adventure map! Some structures, like Learning Stones and Dragon Utopias, pay clear homage to older installments in the series. Others are completely new, both in design and function.

Again: faithful, familiar, and fresh are the three Fs we’re going after. (The “for crying out loud, who pushed this to prod?!” was an unintentional F and only happened once, we swear.)

Design Pillar #3: Communication with the Community
It’s not hard to communicate with the community when you’re fans yourselves — but we also strongly believe in checking our opinions with people outside the studio. Before the announcement, we conducted some in-depth interviews with various types of HoMM players: streamers, competitive players, and showpeople. We gauged what features they needed, what they loved most about the existing HoMM games and what they were maybe frustrated with.

Now that the cat is out of the bag, we intend to stay in touch with you all for the same reason. Your feedback is heard! (Wait, is that another F?)



But Do You Have Anything, Like, New New?
Well, maybe not “new new”, but here are the features that we feel make Olden Era distinct from previous HoMM games:
  • A stronger focus on making factions feel distinct. New “Faction Laws” are perk trees tied to your starting faction. So even if you conquer more castles, change the main hero and hire neutral troops, your beginner choice of faction will matter until the end.
  • Stronger gameplay themes within factions as well. Doesn’t mean you’ll have to go “pure” with one faction, but their troops will synergize.
  • A non-linear campaign! It’s structured somewhat differently from previous games as well, stay tuned for more.
  • Online ladder with matchmaking and player profiles. Just press a button and dive in.
  • A new fast-paced Arena mode, basically a draft for Heroes. A match in Arena takes like 10-15 minutes.
  • Features requested by the competitive community: replays and observer mode for casting.
  • New win conditions.
  • New Grail system that makes it actually buildable.
  • Balancing based on statistics and actual numerical data.
  • A new system of learning spells that alleviates its random core for a price.
  • …And more…


…Okay, look. When you dive into the minutiae — as we intend to in these devlogs while we all wait for the EA launch in Q2 2025 — there are a lot of new features and mechanics (and don’t get us started on QoL!). But we feel that they stand firmly on the triple-F foundation.

A Heroes of Might and Magic game should feel like a Heroes of Might and Magic game first and foremost — and build on top of that.

It’s impossible to recreate the past, those long nights playing a HoMM game with your father, sibling, or friend for the first time. Nor should we do it, really. But we can remember and respect this warm feeling of nostalgia and make sure the Olden Era remains faithful to the core elements of the series that made it possible.

In the nearest future, we’re going to tell you much more about our specific choices, from the visual style to separate features, systems, and lore and ask for your feedback, so stay tuned. And thank you for the very warm reception of the announcement! We're so thrilled to finally be able to share it with the community!

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You can tell the new Heroes of Might and Magic game is meant to be a throwback to when the series was good because they're not insisting we call it Might and Magic: Heroes this time




Beloved turn-based strategy series Heroes of Might and Magic suffered a renaming six games in, with the last two entries known officially as Might and Magic: Heroes 6 and 7 just to mess with the order of your library. Publishers Ubisoft have relented though, and gone back to the HoMM naming convention for the next in the series, the recently announced prequel Heroes of Might and Magic: Olden Era...
Read more.