Heroes of Might and Magic: Olden Era 1.0 release: Apr 2027Not announced: our best guess from Unfrozen's plan to stay in Early Access for about a year.
Best guessUnfrozen's Early Access answers on Steam say it plans "to remain in Early Access for a year" from Apr 30, 2026, and its May 28, 2026 roadmap puts 1.0 after Stage 2 (Q4 2026) and a Stage 3 with no date. Stage 1 shipped on time on Sep 30, 2026, so we count to the first anniversary of Early Access, at the hour Unfrozen announced the Early Access release (13:00 UTC). Steam

190Days14Hours31Minutes22Seconds

Beginner's Guide

To start Heroes of Might and Magic: Olden Era, play the tutorial and Act 1 of the campaign, or a Classic or Single Hero skirmish on Easy against one AI; build in your town every day, keep one main hero fighting guards for experience and Law points while cheaper heroes collect resources, and learn the four hero stats, skills, Faction Laws and the four schools of magic.

The best way to start Heroes of Might and Magic: Olden Era is the in-game tutorial, then either Act 1 of the Campaign or a skirmish on Easy against a single AI, the difficulty new lobbies have defaulted to since Patch #3 (May 3, 2026). The game is in Early Access (v0.81.04 on Oct 21, 2026) and plays like the Heroes games before it: you grow a town, recruit creatures, lead them with heroes across an adventure map and fight turn-based battles on a hex grid. This guide covers what a new player needs first: modes and difficulty, the economy, heroes and their stats, Faction Laws, magic and battles, from Unfrozen's own devlogs and patch notes, with tips from creators' guides, chiefly Norovo's beginner's guide of May 4, 2026.

A lavender-tinted snowy map seen from above, ringed by black starry darkness where the land is unexplored. A blue crystal town with curved horns stands near the top center, stone roads lead to a hero at the right, and sawmills, a dark tower, creatures and bare trees are scattered across the snow.
A snowy stretch of the adventure map at dusk, with an ice crystal town, roads, mines and creatures, surrounded by the dark of unexplored land, in an official Steam store screenshot of Heroes of Might and Magic: Olden Era. Unfrozen

Quick facts

Start with The tutorial, then campaign Act 1 or a skirmish
Easiest difficulty Easy, "very passive" since Patch #2 (May 2, 2026)
Difficulty levels Easy, Normal, Moderate, Hard, Unfair
Mode for first-timers Single Hero, per Unfrozen
Factions Temple, Necropolis, Dungeon, Hive, Grove, Schism
Hero stats Attack, Defense, Spellpower, Knowledge
Skills per hero Up to 8, starting skills included
Mana 10 per Knowledge point, 1 regenerated per point each turn (Devlog #10)
Bug reports F1 in game, which sends a save

Pick a mode and a difficulty

Olden Era has three skirmish modes (see Game Modes). Classic is the full game with as many heroes as you can hire. Single Hero gives you one hero whose death loses the game; Unfrozen calls it "particularly suitable for first-timers as it is easier to manage a single hero" (Devlog #2, Sep 27, 2024). Arena skips the map entirely: you draft a hero and an army and fight one battle, which Unfrozen pitched as "a good starting point" for players new to the series (Devlog #5). See Arena.

Against the computer, start on Easy. After launch-week complaints Unfrozen weakened Easy until the AI "will now act very passively", and made Normal less aggressive (Patch #2, May 2, 2026); Moderate, added on May 13, sits between Normal and Hard for the step up. Difficulty and AI has every change.

Choose a faction

Each of the six factions has its own creatures, heroes, faction skill and Faction Laws, and your starting faction's laws stay with you "even if you conquer other towns or change your main hero" (Unfrozen, Aug 29, 2024). Three are familiar from earlier Heroes games (Temple, Necropolis, Dungeon) and three are new (Hive, Grove, Schism; Grove was announced as Sylvan). Mixing creatures of different factions in one army costs Morale, which a Necropolis law removes for the undead (Devlog #14). Best Faction compares them, and each faction has a guide.

The economy and your town

Your town is where creatures are recruited, from a tree of buildings that unlock dwellings and their upgrades, and its dwellings produce new creatures every week; mines, sawmills and quarries on the Adventure Map bring in the resources to build. Cheap supporting heroes are worth hiring in Classic: Unfrozen's own AI splits its heroes into "main(s)" who fight and "couriers" who collect troops and resources, "just like real players do" (Devlog #1). Two tools make moving armies easier than in Heroes 3: a Remote Foothold stores an army and artifacts that any other Foothold can hand out, and the "Assemble!" spell lets a hero trade with a distant hero as if they were adjacent (Devlog #2).

Norovo's advice on heroes: keep the main hero on the heavily guarded objectives while backup heroes collect unguarded resources, ferry reinforcements and scout; outside Single Hero, buying extra heroes early is "a very wise investment"; and move the main hero last each turn, after the others have scouted and collected. He also found that resources next to a hero cost no movement to pick up and that slow units "no longer slow down your hero", though Unfrozen's 2024 plan had kept Heroes 3's rule. Native terrain gives your faction's units +1 initiative and spares the hero its terrain penalty, but roads are faster still, so once your hero is strong, follow the road to the next zone.

Two town tips from the same guide: the higher fortification levels also add creature growth at the start of the week, so build them late in the week (a tier 7 unit with a growth of 1 needs the full 100% bonus to give an extra one), and economic buildings can wait for day one. Alchemical Dust, which replaces sulfur, pays for most dwelling upgrades, spell upgrades and some artifact upgrades and cannot be bought at the Marketplace; get it at an Alchemical Lab (equal gems, crystals and mercury), by scrapping unwanted artifacts and spell scrolls, or from a town's Alchemical Depot late in the game.

Heroes, stats and skills

Every level gives a hero a new skill or an upgrade of one, plus a point in one of four stats: Attack, Defense, Spellpower or Knowledge (Devlog #11, Jul 25, 2025). A hero starts with the faction skill and usually one more, which cannot be changed, and can hold 8 skills in all. Each skill has five subskills: at Advanced you pick one of the first three, at Expert one of the last two, and many subskills grow stronger with a specific second skill. Each class also has two optional subclasses, unlocked by taking certain skills and subskills; the level-up screen marks picks that count toward one. Experience comes from battles, some map sites and treasure chests.

Heroes are either Might or Magic, and each has a specialty that grows with its level. Heroes explains them, Skills lists the skills, and Best Heroes collects every hero the patches buffed or nerfed.

Faction Laws

Faction Laws are a tree of perks for your starting faction, and the main way Olden Era differs from earlier Heroes games. Fighting guards on the map earns Law points along with experience, by default at the same rate; capturing external dwellings and upgrading town halls add more (Devlog #14, Dec 5, 2025). Enough points give a Seal, which you spend on a law or save for a costlier one; laws come in tiers, and spending Seals opens the next tier. That is the reason to keep your main hero fighting: every guard you beat feeds both its level and your laws. See Faction Laws.

Because battles add Law points during a turn, Norovo checks his Seals at the end of the turn. He advises not rushing to spend them when nothing is gained at once, since the stronger laws cost more; taking Resource Riches, which gives the resources for a basic Mage Guild, in an emergency; and leaving laws that only raise creature growth until the last day of the week, as they act only on day one.

Magic

There are four schools of magic, Daylight, Nightshade, Primal and Arcane. Any hero can learn spells of tiers I and II, while tiers III to V need the matching school skill (Devlog #10, Jun 13, 2025). The spellbook is free, and once a day a Mage Guild can research a missing spell for resources, so a town's guild slowly fills with every spell up to its tier. Map spells such as movement and teleport spells come from Astrology Points that towns produce. See Magic and Spells.

Battles

Battles are turn-based on a hex grid. Creatures and heroes have active abilities paid for with Focus, a shared resource built up by attacking, taking damage, certain spells and each new round (Devlog #9). Ranged units never run out of shots, and their penalty grows with distance. Splitting off one-unit stacks to absorb counterattacks and shield your shooters is supported with its own controls. A battle whose result is clear can be finished at once, and auto-combat can be switched on and off (Community Feedback #4). The formation you set in the tactics phase is remembered per hero for ordinary fights against neutrals since Patch #10 (Jun 18, 2026). See Combat.

Norovo's first battle tip is "use one stacks": Ctrl+click splits off a single creature, which can block the way to your shooters, waste an enemy's attack or soak up a counterattack, and earns Focus points of its own. Ranged units gain 1 Focus point per attack, melee units 2, and any unit 1 when attacked; 6 points make a charge, and 3 charges can be banked. At the start of a battle, consider waiting: the highest-initiative unit on the field, if it waits, acts last in this round and first in the next, two moves in a row.

Useful settings and keys

  • Norovo's hotkeys: Shift+click halves a stack, Alt highlights objects you can interact with on the map, O opens the Observatory and B the spellbook, Tab goes to the next hero or town, right-clicking a creature in town recruits it, and W waits and D defends in battle.
  • E ends the turn; Enter no longer does (Unfrozen, Oct 24, 2025).
  • Shift+U hides the interface, and Esc cancels a selected spell in battle.
  • F1 files a bug report with your save attached.
  • Readability options (background desaturation, outlines, highlight colors, fog of war style) are in the settings, and hotkeys can be rebound (Community Feedback #4).
  • Necromancy is on by default for Necromancer heroes since Patch #7 (May 21, 2026).

Frequently asked questions

How do I start playing Olden Era? Play the in-game tutorial, then Act 1 of the Heroes of Might and Magic: Olden Era campaign or a skirmish on Easy against one AI. Easy is the default in new lobbies.

What is the best mode for beginners in Olden Era? Unfrozen recommends Single Hero to first-timers because one hero is easier to manage, and calls the short Arena a good starting point for players new to the series.

What difficulty should I play Olden Era on? Start on Easy, which Unfrozen made "very passive" on May 2, 2026, then move to Normal and Moderate, the level added on May 13, 2026 between Normal and Hard.

How do Faction Laws work for beginners? In Olden Era, fighting guards earns Law points along with experience; enough points give a Seal to spend on a law of your starting faction. Keep your main hero fighting to unlock them faster.

How many skills can a hero have in Olden Era? Eight, including the starting skills. Each skill has five subskills, of which you choose one at Advanced and one at Expert.

Do I need to play Heroes 3 before Olden Era? No. Olden Era is a prequel with its own tutorial, and Unfrozen designed modes such as Single Hero and Arena with newcomers in mind; Heroes 3 players will recognize most of the rules. See https://heroes3.vi.ki/ for that game.

Is Olden Era hard? It can be at first: Gameliner's review called the difficulty "definitely an issue" at launch. Unfrozen has since weakened Easy and Normal and added the Moderate level.

Sources

Moments

Heroes of Might and Magic: Olden Era - Early Access Launch Trailer!

Unfrozen Official

  1. Your town is where creatures are recruited, from a tree of buildings that unlock dwellings and their upgrades, and its…

Heroes of Might and Magic: Olden Era Beginners Guide! Tips You Need to Know

Norovo

  1. Norovo's advice on heroes: keep the main hero on the heavily guarded objectives while backup heroes collect unguarded…
  2. Two town tips from the same guide: the higher fortification levels also add creature growth at the start of the week…
  3. Because battles add Law points during a turn, Norovo checks his Seals at the end of the turn. He advises not rushing…
  4. Norovo's first battle tip is "use one stacks": Ctrl+click splits off a single creature, which can block the way to…

Heroes of Might And Magic: Olden Era - Launch Trailer | Fantasy Turn-Based Strategy

Hooded Horse

  1. Every level gives a hero a new skill or an upgrade of one, plus a point in one of four stats: Attack, Defense…
  2. Faction Laws are a tree of perks for your starting faction, and the main way Olden Era differs from earlier Heroes…
  3. Battles are turn-based on a hex grid. Creatures and heroes have active abilities paid for with Focus, a shared…

Photos

A lavender-tinted snowy map seen from above, ringed by black starry darkness where the land is unexplored. A blue crystal town with curved horns stands near the top center, stone roads lead to a hero at the right, and sawmills, a dark tower, creatures and bare trees are scattered across the snow.

See also

About this page

Last updated Oct 21, 2026 by the Vi.ki team. Page text CC BY-SA 4.0.

Edit History

Hotkeys

/
Jump to the search box
? or Ctrl + /
Open this list
Esc
Close this list, the photo viewer, or the account menu

Video

Space or K
Play or pause
← →
Back or forward 5 seconds
J L
Back or forward 10 seconds
, .
Previous or next frame, while paused
M
Mute or unmute
C
Captions on or off
F
Full screen on or off
A D
Previous or next moment

Photo viewer

← → or A D
Previous or next photo
↑ ↓ or W S
Previous or next photo
Home End
First or last photo
I
Show or hide the photo's info
C
Clickless on or off: a pointer over a thumbnail shows it
N
Compare with the last photo: back to the one shown before this, and N again comes back
Q
Move the thumbnails to the next edge: top, bottom, left and round
Ctrl + ,
Open or close the viewer's settings
V
Clickless pan: a zoomed photo follows the pointer, rather than being dragged
B
Browse on or off
Z
Everything out of the way: full screen, no thumbnails, no button bar. Z again puts them back.
Back to top