Temple
18 heroesThe Church of the Sun strives to forge the best version of oneself. Its well‑rounded troops gain extra benefits from buffs.
Unofficial fan wiki · not affiliated with Hooded Horse or Unfrozen
A guide to the new Heroes of Might and Magic by Unfrozen. This page covers the lore — the world, the factions, the backstory that drops the player into it all. The "Heroes" page lists all 108 commanders, and "Units" covers every faction's creatures.
Olden Era unfolds on the continent of Jadame — ancient lands where the living still hear echoes of fallen civilizations. It is the universe of classic HoMM: hero biographies mention Enroth, and the artifacts include familiar names from the 1990s. The action happens before the events of Heroes III — hence "Olden Era".
Six factions divide the continent: some want to preserve it, others to rewrite it. Now, at the start of Act One, something new emerges from the shadows: the King of Dragonflies and his swarm of fiery insects, whose arrival no one predicted.
Each with its own politics, culture and army flavor. All six are playable from early access.
The Church of the Sun strives to forge the best version of oneself. Its well‑rounded troops gain extra benefits from buffs.
Formerly underground, currently backstage rulers of Jadame, the faction whose capital is Alvar focuses on subterfuge and versatility. Each of their units has two types of attack.
Bent on conquering Jadame, Beelzebub’s Order of the Fly is a faction driven by swift and aggressive tactics. Their strength lies in the single‑minded determination of their ranks, exploiting the diversity of their opponents to strike with precision and speed.
Each of the Murmurwoods’ elemental spirits is a unique powerhouse, supported by equally strong — and expensive — rangers and druids.
Ruled by Necromancers and Vampires, Shadowspire’s undead rise after each battle and often sap strength from their foes with every strike.
A splinter faction of Alvar, this group has delved into the Depths of Water using ancient Vori rites. They possess the power to deny their opponents’ abilities and magic while summoning ever‑growing hordes of monstrous creatures to overwhelm their foes.
The first mission of Act One is set in a village on the edge of Temple lands. From nowhere, fiery bug-like creatures appear, impervious to steel and prayer alike. The trail leads through the Golden Hills, the Sun Spire and the Whispering Wood — and it gradually becomes clear that this invasion is tied to something far older than it seems.
The campaign weaves together Galtran (a vampire from Shadow Peak), Valentina (a Temple tax collector), and Tantus (head of the Alvar Guild). Each move decides whom to help — and whom to betray.
This is a retelling of what is available at early access launch. The campaign is non-linear and new acts ship gradually — this section updates as content drops.
Matchmaking and ranked tables for every mode.
It launched in early access on Steam on 30 April 2026. Full 1.0 release is planned for 2027 as new campaign acts ship.
On Steam — check the store page for current pricing in your region.
Six: Temple (Humans), Dungeon, Swarm (Demons), Grove (Nature), Necropolis and Schism (Unfrozen). Plus neutral units.
108 heroes — eighteen per faction, split evenly between might and magic classes.
Yes — Classic (HoMM 3-style), Arena, Hotseat on one machine, and online matchmaking with ranked tables are all supported.
Current system requirements are listed on the official Steam store page — check there before buying, as they change with updates.
Hooded Horse maintains the official wiki. This site is an author-curated guide focused on lore, heroes, and units.
An in-game map structure that grants the visiting hero a long-term astrological bonus. Several bonus options are available; the choice persists for the campaign.