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Devlog #4: On Necromancy and the Necromancers' Guild



There can be no necromancers without necromancy, that much is a fact. Throughout the franchise’s history this unique school of magic has gone through multiple transformations, much like humans’ concept and belief of death. From raising simple skeletons, to awakening liches, dragons and vampires, necromancy has been one of the most controversial abilities that’s been considered extremely powerful if not outright overpowered by most players. In Heroes III it was possible to obtain a powerful set to further empower it, whilst in Heroes V it was limited by Dark Energy.

[h2]How does it work in Olden Era?[/h2]



We wanted to preserve the feeling of power and grandeur raising the dead gave you in the previous games, whilst at the same time trying to ensure it doesn’t get too crazy too quickly. In order to do that, we made it so that necromancy affects ALL of your units - however, it can only raise units that you already have in the army (so no farming peasants to get vampires during the first week) and the amount of units raised is based on the total health pool of enemies slain in combat. We hope that by introducing these checks and balances on Necromancy both the Necromancer and the potential skele…We mean, the enemy player will enjoy facing each other off. We’ll definitely keep an eye on it and adjust it should there be any concerns in the future.

That is not all, though. Whilst uncovering this knowledge for you, we’ve come across an arcane page from our scholarly friend’s lexicon where he records a conversation with his dark but rather friendly acquaintance. Here’s what it says:





Kelarr: Many legends and rumors surround you and your kind. Some call necromancy “the magic of death”.

Khel: True in a way, but the more precise term would be “the applied science of death”. The art of necromancy has its roots in alchemy even more so than in magic, though darker magical practices are certainly important as well. We study death and what happens with the spirit after death. Necromancers strive to perfect the process of resurrecting the dead, to remove any limits to it that traditional spirit magic might have, and achieve immortality.

Kelarr: And you have been working towards those goals for a long time now — in Jadame and elsewhere.

Khel: Indeed, necromancy began centuries ago. Among magicians and clerics there were those who sought to peer beyond the veil of death, to master it, which would allow them to avoid it as well as gain more power and knowledge. One can say that such studies coalesced into what is now known as necromancy when a mage first came back to life as a lich in the west — in Enroth. But many students of death made important discoveries separately from each other, as it oftentimes is with various fields of science.



Kelarr: And yet eventually you “death scientists” became quite organized.

Khel: It was only natural for practitioners of an art like ours to form an order that would help us share knowledge with colleagues, coordinate research efforts and protect ourselves. But although the Necromancers’ Guild operates worldwide, its branches across different lands and continents are quite autonomous. The ways they operate also vary. Here in Jadame, necromancers don’t have a solidified ruling body — the Guild acts more like a support network. While in Antagarich, for instance, Guild members rule a feudal monarchy called Deyja, the kingdom of death. And in Enroth, our colleagues are subjects to the crown and the Mandate of Heaven, though not easily accepted by the populace.

Kelarr: From what I gather, there is actually more than one chapter of the Guild in Jadame alone.

Khel: The most well-known and currently strongest one in terms of military is based in the Shadowspire region of eastern Jadame, as you are well aware. But there are indeed others. it is much more a land. I myself belong to a different branch operating in the isles of the Ifarine Sea. Though we do work closely with the Shadowspire Guild, and I visit those parts rather frequently and with pleasure.

Kelarr: And your reputation as a researcher does precede you… That reminds me. My apologies, but which spelling of your name is correct?

Khel: *chuckles* I know a genie who has been asked the same thing. I prefer “Khel” a bit more, but “Kehl” is also an acceptable way to spell my name.

Kelarr: Thank you. Regarding Shadowspire, while it is an important stronghold of necromancers today, and has been in the past, it is actually ruled by vampires.

Khel: I would say this is rather simplifying it but they do hold sway there, yes. Although the relations between us necromancers and the children of the night have not always been easy (or peaceful), we have enjoyed fruitful cooperation with vampires for several centuries now. Our cultures are indeed separate, but they are intertwined — both in Jadame and other lands. The Necromancers’ Guild itself is rather young by vampire standards. Our history began during the first several centuries after the Silence, and they have been around since millennia before that. Having similar powers and their own brand of immortality, they sometimes help us in our studies, also learning much themselves.

Kelarr: I suppose the fact that the current head of the Necromancers’ Guild in Shadowspire is a vampire certainly helps.
Khel: Oh, yes! Lord Thant doesn’t hail from Jadame, but has made quite a name for himself here. A powerful practitioner and researcher of Nightshade Magic, some of his creations have done much to help his vampiric brethren in their endless struggle with the sun, gaining Thant favor with the legendary Nosferatu Korbu himself — and Thant is certainly a highly talented necromancer himself, an asset to the Guild.

Kelarr: And not only that. As far as I know, his policies actually helped bridge the gap between necromancers and common people.

Khel: Also true. Many living people that dwell alongside necromancers (or under our rule) in various towns and regions of Jadame entrust us with the remains of their dead. While those sanctimonious priests from the Temple of the Sun constantly blame us for “interfering with the passing of souls” and whatnot, at times the funeral rites we perform actually help the spirit ascend.

Kelarr: However, it should be noted that this is not the only reason Sun clerics and others revile your kind. They say necromancers prey upon life itself, much like vampires drink blood. To restore life the way you do, you need to get life energy somewhere.

Khel: Practicing our art does require such sacrifices.

Kelarr: Sometimes, quite literal ones…

Khel: True, but many necromancers are beginning to shy away from ritual sacrifices. They prefer to draw life from the land, and use more subtle, slow ways.

Kelarr: We’ve talked about the Sun worshippers, but the Moon Temple is no less relevant to the necromancers…

Khel: The twin Churches of Sun and Moon have competed for the hearts and minds of people across the globe for so long now, sometimes clashing openly. While our order is separate from the Church of the Moon, we naturally prefer them over the Sun clerics, and many Moon clerics practice necromancy and employ undead in their armies. Those in our Guild who are more religious actually practice either the Moon faith or its offshoot called the Path of Dark. I myself am more of an agnostic when it comes to powers that be.

Kelarr: While I agree that the Necromancers’ Guild has been rather peaceful for a long time, there are some necromancers and vampires who may disturb that peace. Like the certain someone I’m sure you have heard about…
Khel: Ah, Galthran. Freshly bitten, and very young by vampire standards, he does indeed seem rather ambitious and warlike. Galthran’s experiments with skeleton transformation are both admirable and risky. I have been privy to many talks among our leaders regarding what should be done about him, if anything at all. He seeks to gain power separately from the Guild. While he has every right to try and do so, he could get himself and others in trouble that way.

Kelarr: I only hope that the people of Jadame will not have to suffer from that.

Khel: Time will tell.


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Necropolis Faction full reveal (Happy Halloween!)

🌹 Roses are red🌹
Violets are blue
🩸We still haven't fixed the blood issue (oh we know) 🩸
But here's the Big Necropolis Faction Reveal just for you!

Happy Halloween!

[previewyoutube][/previewyoutube]

Devlog #3: On Lore and Subjectivity

Franchises require a very special approach to lore when you’re not the original creator. As a fan, you want to add something to the world you love that is faithful to its spirit, but meaningful enough so that it doesn’t feel like gushing fanfiction. This becomes even harder if a franchise is old (like Might and Magic) and has a complicated history (like Might and Magic).

Heroes of Might and Magic as a series is a spin-off of the Might and Magic franchise and partially shares a world (MM6-MM8) with it — up until HoMM3, that is. Then an eschatological event happens, and HoMM4 takes place in a new world, as do the following games. Some inhabitants of the original Enroth escape to Axeoth from HoMM4, but HoMM5 is, in terms of grand cosmology, a kind of pure fantasy soft reboot of the setting in the world of Ashan.

It is, of course, irrelevant to us as HoMM:OE is a return to Enroth. But the soft reboot happened for a reason. And that reason was, the HoMM community is very… split on the franchise’s origins.

[h2]Are Demons Space Aliens?[/h2]
This is because the Might and Magic universe isn’t fantasy — it’s space techno fantasy about powerful high-tech races and ancient creatures terraforming a world that only looks medieval. The Might and Magic series explores this in full detail, but the Heroes of Might and Magic sub-franchise conceals this aspect. Of course, it’s not like the original creators considered HoMM to be separate from MM lore-wise — quite the contrary. But the fact remains, in all of the Heroes games the sci-fi aspect was never ever made explicit. You wouldn’t know that the devil Kreegans from Inferno are actually a race of spacefaring aliens (a few hints in the campaigns notwithstanding), unless you search external sources, like the Might and Magic games or Internet sites, for this information. So a lot of players fell in love with Heroes without knowing about its roots.

Naturally, this split the community. Some people enjoy the techno fantasy aspect. Others treat it as a sort of easter egg! But there are also people who heavily dislike the “techno” part — they rebelled against the original (unreleased) Forge faction in HoMM3, which was meant to represent this more technological aspect. A significant portion of the Heroes of Might and Magic fans view it as pure fantasy. Which is one of the reasons the series moved to more traditional worlds in later installments.



Now, dear reader, we suspect you have an opinion on the matter, whether pro- or anti-techno element. Since the announcement we’ve read a lot of passionate discussions on the matter, with mutually exclusive points made from both sides. To some people, removing the techno fantasy aspect is removing the DNA of the series; to others, adding it dilutes the Heroes identity and makes the world less immersive.

Since we at Unfrozen are fans, our team is actually also split on the matter — some people enjoy the techno fantasy roots, others don't. And so the question is: how do we create a game that makes everyone happy? Is it even possible?

[h2]Here Come the Tropes[/h2]
Here’s a fun question for you: who writes unit or item descriptions in a game? More often than not, a sort of omniscient narrator/demiurg figure does — basically it’s the creators of the game saying, “This is the objective truth.” Games like Magic: The Gathering shift this tradition, utilizing in-universe quotes from characters for their flavor texts. And some games, like Hollow Knight, go even further — their artbook is presented as a bestiary written by an in-universe character who has a name and a story (and who can thus be mistaken — or at least has a clearly subjective view of the world).





The cool thing about Heroes of Might and Magic is that it’s a game about clashing worldviews. Factions are different on every level, from visual design to gameplay perks, and we emphasize that in Olden Era. So why not make their worldviews equally varied?

Different people of Jadame may have different ideas on where magic comes from. Or how the world began. Or whether gods exist and what they do. Or what the movement of stars means. Instead of giving a definitive answer, why not use conflicting interpretations to our advantage?

[h2]Subjective Narration[/h2]
In Olden Era, followers of the Temple believe that the Sun is a magic chalice where all good souls go after death. This is why they preach self-improvement: the better you make yourself in life, the stronger your soul becomes, feeding their central object of worship. This is also why templars hate necromancers so much, as they tie souls to mortal remains in an unnatural way, denying them this bliss and obligation.

Now, is the Sun actually a chalice? Do faithful souls really go there?

Do we need an objective answer?

https://youtu.be/M2anFK-Gwb8

From Rashomon to A Song of Ice and Fire, stories with multiple narrators, subjective and unreliable, have been a great way to show conflict where each side has their own truth and no one feels like an objective villain. To an Alvar dark elf, the conflict between Temple and Necropolis might look ridiculous because they know that the sun is just an orb of fire in the sky. To a Murmurwood satyr, it makes sense, as they are equally convinced that all souls are sucked back into the world after death, but the Temple’s desire to inflate them artificially feels unnatural. No one is “objectively” right or wrong here, it’s just different worldviews clashing — over things more fundamental than a piece of land or a powerful artifact.

We will, of course, mostly explore this in the campaign. But even in skirmishes or on the Arena, this trace of subjectivity is still present. All unit descriptions, for example, are written by an in-universe character, a scholar, who does his best to be impassive, but still comments on aspects of other cultures he finds questionable, and he can still be wrong.

And yes, it’s an old minotaur

In fact, New World Computing sometimes made good use of the “unreliable narrator” tropes. For instance, some people in Enroth think that VARN was a seafaring ship, or the whole deal with Kreegans being labeled as “devils” and their enslaved humans as possessed Demoniacs.

All that said, there are aspects of HoMM:OE’s world that aren’t open to interpretation — like Jadame’s people, their social structures and politics. Or pure geography.

WIP! This iteration of the map of Jadame is inspired by an awesome fan version by Markon Phoenix — although it has changed somewhat since then.

The largest volcano on Jadame is in Shadowspire, but it’s dormant. The ones to the south are active. These are undeniable facts. But it’s not necessarily possible to tell whether that was the cause of the new fiery power appearing in those parts of the continent (attracted and bolstered by the elemental force of the volcanoes, maybe?) or if the power boosted the volcanoes. Were the Wasp Nest insectoid inhabitants corrupted by this new force — or did they summon it voluntarily?

Some of these questions will be answered in the story. But others will remain open-ended. Because everyone has their own truth.

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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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