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Songs of Conquest

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Songs of Conquest

May 20, 2024

Main game

3.32 average rating based on 38 ratings

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Songs of Conquest is a turn based game where you build a kingdom, raise armies and control powerful magicians called wielders. You’ll quest around for loot, fight monsters, optimize build orders and strategies to pick off the enemy teams. We call it Classic Adventure Strategy, for short.
Release Dates
May 10, 2022 Early Access (Worldwide)
Mac, PC (Microsoft Windows)
May 20, 2024 Full Release (Worldwide)
Mac, PC (Microsoft Windows)
Nov 12, 2024 Full Release (Worldwide)
PlayStation 5, Xbox Series X|S
Feb 12, 2025 Full Release (Worldwide)
iOS
Mar 13, 2025 Full Release (Worldwide)
Android
Jun 17, 2025 Full Release (Worldwide)
Nintendo Switch
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User Stats
489
In Collection
59
Wish Listed
13
Playing
254
Backlogged
How Long Is Songs of Conquest?
Main story: 16.6 hours
Total completions: 2
Related Content
Chawls
Chawls gave Sep 12, 2024
Chawls gave Sep 12, 2024
A New Standard Bearer for the Niche Adventure/Strategy Genre

I gushed about this game in it's early access state and recently came back to it to play the new campaigns and gush some more now that it is officially out.

I just finished the Loth campaign and the minor issues I experienced seem to be completely gone as the game runs smoother, units all have more unique abilities and use cases, distinct flavor and lore to each faction, and the range of player choices for strategy really help it stand out from the shadow of the Heroes of Might and Magic (HoMM) series. The differences I outline below might annoy some diehard HoMM fans but I think they help give the game a unique identity while also building off the HoMM formula in interesting ways.

In terms of castle/town management, your bases can have more varied max sizes which limits the number of buildings that can be built and defenses when compared to Heroes of Might and Magic games. They also have much greater flexibility, letting you choose what building to construct on a given number of available plots. This allows you to make one town all economic, giving you resources each turn, or all military, producing more units …

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I gushed about this game in it's early access state and recently came back to it to play the new campaigns and gush some more now that it is officially out.

I just finished the Loth campaign and the minor issues I experienced seem to be completely gone as the game runs smoother, units all have more unique abilities and use cases, distinct flavor and lore to each faction, and the range of player choices for strategy really help it stand out from the shadow of the Heroes of Might and Magic (HoMM) series. The differences I outline below might annoy some diehard HoMM fans but I think they help give the game a unique identity while also building off the HoMM formula in interesting ways.

In terms of castle/town management, your bases can have more varied max sizes which limits the number of buildings that can be built and defenses when compared to Heroes of Might and Magic games. They also have much greater flexibility, letting you choose what building to construct on a given number of available plots. This allows you to make one town all economic, giving you resources each turn, or all military, producing more units to recruit each turn, or a mix as you see fit.

Armies have set stack size limits, and each stack contributes essence to your Hero or Wielder in this game after their turn in a battle. Essence acts as mana, allowing your Wielder to cast spells in battle. The spells available are universal to each faction and Wielder, limited by the types of essence you have generated and the skill of your Wielder with different types of magic. Each faction has easier or harder types generating specific essence types which does give flavor to the kind of spells you'll see typically from each. Limitations on stack sizes, and how each stack contributes to your available spells adds another layer to army composition that is interesting to play around with. To further add to this, Wielders start with limited army slots available and more can be added as a choice when leveling up over other skills.

In terms of combat, a number of smart features help make Songs of Conquest's combat more fun, rewarding, and dynamic than how it usually flows in HoMM games. All ranged units generally have a limited range, a deadly range, and a damage penalty if they move and then shoot making their positioning much more crucial to a battle and helps keep them being overly useful in any army. Units all also have zones of control so if an enemy unit attempts to pass by them they will endure a free attack of opportunity. Other innovations include higher terrain, and some unique unit abilities that I hope to see more of as they add additional factions in the future.

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anarchistica
anarchistica updated their status Jun 4, 2026
anarchistica updated their status Jun 4, 2026
Chawls
Chawls updated their status May 22, 2022
Chawls updated their status May 22, 2022

Just completed the Arleon Campaign. The core game is a very nice, high polished state for still being Early Access although I did encounter a couple small bugs or oddities that will likely be addressed in fine tuning at some point or another. I can also say that my biggest issue with the campaign is that the AI could use probably use some adjusting.

I think the biggest hurdle for this game is players getting passed comparing this game to the Heroes of Might and Magic series, and learning to appreciate this game's differences as it's strengths and not as detractions that make them miss playing that series. The gameplay differences here on how your buildings and kingdoms are managed, to magic in combat, and army size limitations all help this game address issues the Heroes series had and evolve past them. I'm also really enjoying how the lore of these different and distinct factions came about and how unique they feel from each other but also in the fantasy setting in general.

Otherwise all else I want from this game really is just even more content, factions, neutral armies, features, maps, options, etc and just another coat of polish. …

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Just completed the Arleon Campaign. The core game is a very nice, high polished state for still being Early Access although I did encounter a couple small bugs or oddities that will likely be addressed in fine tuning at some point or another. I can also say that my biggest issue with the campaign is that the AI could use probably use some adjusting.

I think the biggest hurdle for this game is players getting passed comparing this game to the Heroes of Might and Magic series, and learning to appreciate this game's differences as it's strengths and not as detractions that make them miss playing that series. The gameplay differences here on how your buildings and kingdoms are managed, to magic in combat, and army size limitations all help this game address issues the Heroes series had and evolve past them. I'm also really enjoying how the lore of these different and distinct factions came about and how unique they feel from each other but also in the fantasy setting in general.

Otherwise all else I want from this game really is just even more content, factions, neutral armies, features, maps, options, etc and just another coat of polish. I'm hoping the initial excitement and success of this early access launch means we can see a lot of expansions to this game down the line.

Read Less