Songs of Conquest on Steam - User reviews, Price & Information

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Raise mighty armies, wield ancient magic and forge an empire. This turn-based strategy adventure game fuses strategic decision making, tactical combat and kingdom management.

Songs of Conquest is a local multiplayer, turn-based tactics and 4x game developed by Lavapotion and published by Coffee Stain Publishing.
Released on May 20th 2024 is available on Windows and MacOS in 14 languages: English, French, Italian, German, Spanish - Spain, Polish, Russian, Portuguese - Brazil, Simplified Chinese, Korean, Traditional Chinese, Ukrainian, Turkish and Japanese.

It has received 11,676 reviews of which 10,044 were positive and 1,632 were negative resulting in a rating of 8.4 out of 10. 😎

The game is currently priced at 7.49€ on Steam with a 75% discount, but you can find it for less on Gamivo.


The Steam community has classified Songs of Conquest into these genres:

Media & Screenshots

Get an in-depth look at Songs of Conquest through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: Windows 10
  • Processor: i5 Dual Core or Ryzen 5
  • Memory: 8 GB RAM
  • Graphics: Integrated graphics card
  • DirectX: Version 10
  • Storage: 4 GB available space
MacOS
  • OS: High Sierra 10.13
  • Processor: M1 or Intel 2,6 Ghz
  • Memory: 8 GB RAM
  • Graphics: M1 or Radeon Pro 450 with 2 GB or better. OpenGL 3.3
  • Storage: 4 GB available space
  • Additional Notes: Requirements are temporary and will most likely change up until launch (for the better)

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

Sept. 2025
Disclaimer: I mostly played singleplayer/Co-Op, with no interest in the PvP aspect of the game. Songs of Conquest is a really good game, and I enjoyed my time with it, and will continue to play it. It gives me the same "One-More-Turn" syndrome that Civ 5 did back then, and I easily sunk in 35 hours in a week just playing over and over to optimise my strategies and build order. Most people would compare it to Heroes of Might and Magic, but as I haven't had the time to play those games yet, I'll review it on its own as a turn-based strategy game. Pros: Content: The game has a wealth of single-player and Co-Op content, along with a ton of workshop maps from the amazing community to ensure that you never run out of things to do. From challenge maps which are structured more like puzzles than anything else to skirmish maps with gimmicks to a structured campaign, the game has it all to ensure that you can get the gameplay experience that you want. Most of my playtime was spent on the enjoyable challenge maps, with most of them being well-balanced and curated towards the assigned faction/wielder, while the more open-ended ones were understandably easier due to having to account for every single faction and wielder in the game. "Get Out!" was particularly enjoyable for me due to how open-ended it was in terms of the approaches that you could take to 'solving' it. In terms of factions, I particularly enjoyed Barya and Rana due to their extremely aggressive styles of gameplay which suited me well, with good Tier 1 units and fantastic snowballing due to the magic schools on their wielders and the choice of starting units that the optimal wielders have. Animation/Graphics/UI The UI for the game and the graphics are genuinely good, with a good font and decent enough text-size to not cause eye-strain after playing for a few hours, and the animations are very, very cute. I was laughing the entire time when a wolf died from poison and got launched 3 meters backwards in the most dramatic manner possible. The artstyle complements the game well, and I can't find any fault with it, honestly. Creative Combat It was very fun to experiment with magic in this game to see how they interacted with my troops. For instance, pushing an enemy out of my melee range would give my unit a free Attack of Opportunity, making it so that I could potentially get two attacks in one-turn. The same went for sending my Dragons in for a quick turn 1 assault before teleporting them out of there before retaliation could come for them. Cons: AI Difficulty/Competence I always dislike when the AI is chained on lower difficulties, and this game is no different when it comes to drawing my ire. I found a comfortable difficulty at "Challenging", but kept noticing that the AI would handicap itself by doing suboptimal actions like refusing to attack my final city after defeating my army to give me another chance. Meanwhile, the AI is cheating the entire way, with heavily increased stats on their wielders, more XP gain, cheaper units, what seems like better auto-resolve, and so-on, so forth. I can't say that it's particularly fun for the only way to win against a cheating AI to be to hunker in the corner and spam magic at them, considering that you can't use T3 units against the AI due to them being able to use Justice 4 times in one round. The AI will just snowball better than you in every way possible on "Overwhelming" difficulty and higher, and on smaller maps, you're basically doomed due to how quickly they'll attack you with full stacks of upgraded T2 units. Even when spamming Dire Dreads on Barya and manually fighting battles to guarantee no troop losses, it was quite pointless and a slog to fight the AI, since the start of every fight would be them killing at least 20 Dire Dreads through spells before running into a corner to spam more spells for the rest of the fight around turn 15. My Wielder with a full clear of the surrounding area and the natural expansion would be around level 11, while theirs would be level 16 or higher. It's just not enjoyable to do skirmishes against the AI at the moment due to the artificial stupidity mixed with the AI cheats, making it difficult for the player to find a comfortable difficulty, even with handicaps on. That's why I swapped to Challenge Maps for my time on the game. Overreliance on Magic What can I say, the game is about might and magic (haha), but it's more of solely magic. Splitting your army up into single troops to generate magic faster is about the only way to complete a ton of challenge maps, same for fighting the AI on higher difficulties. A Poison Fog or identical magic spam will always beat having T3 units in this game, and that just rubs me the wrong way. You can rush T3 units on any faction just fine, but you'll lose to an enemy with 9 Troubadour/Piper stacks that just spams you down with magic before you can move. Wielder viability Following up from the previous point, most wielders are just... not optimal in this game compared to the ones that give you better magic, essence every round, or so on, so forth. Any 'might' wielders almost need to have Magic Resistance somewhere in their skill tree to be viable, and it just sucks. I can't really use the wielders that look 'cool' to me, since I know that that's just asking for defeat, since they either have no viability in the mid-game, or have a slow clear in the early game. Most of the wielders feel quite samey as well, and with how the seeming 'meta' of the game is to stack all of your XP on one wielder to make them a doomstack, well, your third wielder onwards will just be whoever gives a good unit that fits into your main wielder's army, or has good support skills to generate resources, or has good movement to capture landmarks along the way. New player integration Honestly, as a new player, you're going to be lost, especially if you got the game to play with friends. The "projected strength" feature is an outright lie, and can bait you into bad early game fights where you'll lose your entire army since you have no idea what each individual unit is or what they do. For example, a new player might see an enemy camp with 'just' 4 fists of order, and might pit their entire army against it, only to realise that those are upgraded T2 units, and some of the best in the game. It quickly results in a defeat, and they've more or less lost their entire early game, forcing a restart which is especially annoying with friends. The game not having a good in-game beastiary or the like to be able to see what the heck everything is is just painful as a new player, as it resulted in a ton of trial and error to even know what the enemy units did. And as DLC factions can show up as enemies, good luck trying to find out which Root enemy is which when you don't even own the DLC. Conclusion: Despite all that, however, Songs of Conquest was still a very fun game for me, considering that I hardly play more than 10+ hours of a game unless I really like it. It drew me in with charming graphics and good gameplay, and kept me as a player for the enjoyment of solving the challenge maps. Most of the cons that I mentioned can hopefully be fixed, and I write this review as I'm passionate about the game and hope that it continues to achieve success. If the devs can help to ease new player on-boarding into the game, they'll be able to nurture a player base that can last for a few years, I'm sure. I would wholeheartedly recommend this game to most people looking for a fun Co-Op romp with friends, or just to mess around with for awhile. Considering the very affordable price, you'll easily get your money's worth. [url=https://store.steampowered.com/curator/45773453/] My curator group!
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July 2025
I enjoy playing HOMAM games and to this day I consider HOMAM III to be the best of them all. Songs of Conquest is a decent game. I played through 3 campaigns on the highest difficulty and it was a solid challenge. There are a few things I liked: 1. The height advantage provided by certain hexes on the battlefield. 2. Ranged units can move and shoot (with a penalty). 3. The magic system where your hero and your units decide what spells you can cast. 4. The Tutor skill. 5. Cities and their development. There are city tiers which unlock building spots. Only the highest tier city can accommodate all the possible buildings you can build. Some cities are limited to certain tier they can reach. I didn't care much for the audio/visual presentation. It works for me. What I didn't like much: 1. The units. Honestly, I still remember most of the units in HOMAM III, which I played years ago. I don't remember many units from SoC, which I played one month ago. It is just the units felt bland. Sure they have stats, abilities, etc. but overall? There were only couple units which impacted the combat in a significant way. 2. The magic system. First of all, the spells are very weak. Even at tier 3. Secondly, you are greatly incentivized to expand your army slots (more units = more magic resources) and at the same time use high tier units (higher tier units = more magic resources). Which makes the lower tier units obsolete and quite frankly useless. 3. The Tutor skill is OP. On the other hand, that was one of the more enjoyable moments, when you have a level 40 Wielder (Hero) and you hire a level 1 Wielder. Then these two have a little talk and BAM, you got a level 35ish Wielder in an instant. (You can ban the Tutor skill in multiplayer.) 4. Deployment hexes are isolated from each other, felt randomly placed. I prefer the HOMAM way of placing units on the battlefield. 5. The spells again, the game lacks even the most basic ones like haste/slow. The only time when I really enjoyed casting spells was when I was able to cast 5 tier 3 fireballs/chain lightnings/armageddons (? don't remember the spell name) on one turn. That actually killed a stack or two. 6. Each unit stack can have only limited number of units, depends on unit tier and research. 7. You can't influence the order of units with the same initiative. Yeah, you def. want your 1-unit stacks to go first to remove the ret. attack from a strong enemy unit before your full-unit stack swings in. Nope. You can't do anything, there is no Wait functionality. You are at the mercy of RNG. I feel like that SoC is so carefully over-balanced (over-engineered?) in everything (units, skills, stats, items, spells) that I didn't enjoy playing the game that much. Like they were afraid to do anything too crazy. Who allowed the Tutor skill then? :) However, still recommended, it is not a bad game. I just don't enjoy it as much as I expected.
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May 2025
I have no experience with HOMM. So I have no nostalgia tinting my glasses. And I can definetly recommend you purchase this game. It takes a little getting used to but once you get in a groove...it is an absolute blast to play. Pros: - Beautiful pixel art. Hand crafted masterpieces in each frame that really grabs your attention. - Beautiful soundtrack. - Has a fully fleshed out campaigns for each faction that gives you a nice start on learning the mechanics and possible builds. - Gameplay is very satisfying once you figure it out. Very soon you will be min maxing your tech, heroes (called wielders) and unit. - Really helpful codex with details on rules, gameplay mechanics, unit and faction stats, spell info etc that can be accessed at almost anytime letting you learn at your pace. Cons: - You not buying it.
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Dec. 2024
Yes, it's a pretty good game, it offers a lot of content, campaign and skirmish mode. The big majority of my hours is in hotseat sharing a mouse with my wife, after the kids are already in bed.
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Nov. 2024
As someone who's played HOMM2 & 3 (and yes, even 4), and would rather perform a full frontal lobotomy on myself than play whatever the hell Ubisoft eventually made out of the franchise, this ... sort of scratches the itch. The campaigns are fun, but more puzzle-ish than tactical, particularly the ones where you can't lose your primary hero. I find the magic system needlessly overburdened with complexity, to the point where I don't bother building a hero up to take advantage of spells. I find that the battles are not nearly as much fun. I don't know if I'm just not playing it correctly, or my brain has atrophied to the point where only HOMM 3 style combat makes logical sense, but I find that most battles I just do a quick resolution, rather than playing it out. I *should* want to play out the battles, it *should* be one of the more fun aspects of the game, but I just find them generally unfun, unintuitive (particularly the magic) and often unfair. I've tried a few combats where the auto-combat will crush an opponent with minimal losses, while I will barely make a dent in them (insert gif of Homer reading the "Am I retarded?" book here). Why can't all units elect to wait? Why do I have to use WASD to move around my view of the map? Mouselook worked fine back in the goddamn 90s, and that was (checks watch) 30 years ago. WHY CAN'T I MOVE MY UNITS FORWARD WHEN I AM DEFENDING A TOWN?? Maybe in scenario or free play some of my issues would resolve, I haven't finished the campaign yet and I've enjoyed the story (well, except for the Necro) enough to continue through those. I'd say if you want a break from HOMM3, give it a go.
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Frequently Asked Questions

Songs of Conquest is currently priced at 7.49€ on Steam.

Songs of Conquest is currently available at a 75% discount. You can purchase it for 7.49€ on Steam.

Songs of Conquest received 10,044 positive votes out of a total of 11,676 achieving a rating of 8.39.
😎

Songs of Conquest was developed by Lavapotion and published by Coffee Stain Publishing.

Songs of Conquest is playable and fully supported on Windows.

Songs of Conquest is playable and fully supported on MacOS.

Songs of Conquest is not playable on Linux.

Songs of Conquest offers both single-player and multi-player modes.

Songs of Conquest offers both Co-op and PvP modes.

There are 6 DLCs available for Songs of Conquest. Explore additional content available for Songs of Conquest on Steam.

Songs of Conquest does not support mods via Steam Workshop.

Songs of Conquest supports Remote Play Together. Discover more about Steam Remote Play.

Songs of Conquest is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Songs of Conquest.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 24 October 2025 00:09
SteamSpy data 19 October 2025 11:55
Steam price 29 October 2025 20:50
Steam reviews 28 October 2025 11:58

If you'd like to dive deeper into the details about Songs of Conquest, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Songs of Conquest
  • SteamCharts - Analysis of Songs of Conquest concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Songs of Conquest compatibility
Songs of Conquest
Rating
8.4
10,044
1,632
Game modes
Multiplayer
Features
Online players
303
Developer
Lavapotion
Publisher
Coffee Stain Publishing
Release 20 May 2024
Platforms
Remote Play
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