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Songs of Conquest on Steam

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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, MacOS, Steam Deck and Steam Machine.

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 5.99€ on Steam with a 80% discount, but you can find it for 4.03€ on Eneba.


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.

82 hours played
Aug. 2026
A true spiritual successor to Heroes of Might and Magic 3 for those of us who grew in the 90's. And even if you didn't this is a very good standalone game even without the nostalgia. I write this review after finishing the main campaign which I enjoyed very much. Most maps I've had to restart over at least once playing on challenging, but it never felt unfair. All of my failures were brought upon my poor gameplay, which you can correct on further attemps. Feels very rewarding finding viable strategies on your own and break the game so to speak. OST is very good, I've enjoyed the songs after each campaign mission, really gives that "this is a work of passion" vibe. You can feel the dev's passion throughout the game, whether it be through intricate world details, backstories, very engaging and fun magic system with plenty of possibilities and the list goes on. I haven't even touched regular maps, custom maps and multiplayer yet and I already feel like I got my money's worth for price. Highly recommend to any HoMM fan, 4X fans, or even strategy enjoyers without prior 4X experience.
66 hours played
June 2026
Songs of Conquest is a spiritual successor to Heroes of Might and Magic. I've played a little bit of HoMM before, but never got into them. SoC, however, managed to succeed in being a fun experience for me. You command Wielders, heroes who lead your army into battle against opposing factions. Your Wielders can traverse the map, claiming settlements, resources, and points of interest in the hopes of building an army strong enough to defeat your enemies. Each Wielder has a Command skill that determines how many different units they can bring into battle, and each unit can "stack" up to a pre-determined number of times to increase their health and offense. On level-up, your Wielder can learn one of two randomly presented skills, or increase their Command skill to field more units. In combat, your wielder does not actually participate directly. Instead, your units provide Essence that powers your Wielders magic. Each unit, regardless of their stack size, will provide essence at the start of their turn. This seems to encourage "splitting stacks" so that you'll have more essence per round, but the trade off is a unit that can be killed more quickly due to the smaller stack size, which in turn gives the enemy army a Momentum buff that increases Offense and Defense. It's a balancing act that requires constant adjustments depending on what you expect to face. The spells themselves come in five schools, with each school containing four spells. Additionally, there are various "dyad" spells, which require two flavors of magic to cast. At tier 1, spells seem helpful, but not overbearing. However, if a Wielder manages to learn higher tiers of Essence types, those spells quickly become devastating. This is sort of where the game becomes overwhelming. Against random, neutral enemies on the map, spell casting is a powerful tool to help you punch higher than your weight class. Against other Wielders (who level up their magic), though, it essentially becomes a Power Slap match where the two sides just wail on each other. That stack of dragons you spent so much time and gold building up to? Deleted in an instant by the Judgement spell. Your strongest unit? They only do a quarter of their damage now, thanks to Pacify. Your Wielder didn't learn Spell Resistance? Expect Acid Clouds and Meteors to devastate your back lines. There are no "per turn" casting limits; if a Wielder has enough essence to spam spells, then they can spam to their heart's content. Add in ways to start combat with an immediate pool of Essence, and battles essentially open with the strongest units getting nuked or neutered immediately. I won't call this good or bad. It's satisfying to use your spells to get a flawless victory when the Auto-battler had you taking losses. On the other hand, I hate fighting enemy Wielders because, as I said before, it feels like we're just playing Power Slap with our spells. When units actually get to fight, I've found the combat has pretty good depth. Maps come with various features that can alter your plans: chokepoints to funnel melee, elevations to improve your ranged attacks, barricades that can be destroyed if needed. Furthermore, the game features mechanics that I didn't see in other HoMM type games. Ranged units can't shoot the whole map with impunity; they have a "Deadly Range" where they deal max damage, but have an additional extended Range for less, but safer shots. They also don't cover the whole map (at least not by default), so moving and shooting typically incurs additional damage penalties. Melee units possess attacks of opportunity, so they can take a swing on anyone trying to get past them, and there aren't any units that don't completely disrespect the terrain and just fly over everyone across the map to attack the backlines. These are all big reasons why I bounced off other HoMM types games I've tried, so it was good to see SoC vibed with my expectations of how combat should work. The game has four campaigns, each containing four missions. The stories are surprisingly good. Without spoiling too much, the first campaign starts as a typical, scrappy, "Lawful Good" underdog trying to get a handle on all the problems of their kingdom, but seeds are planted of their faults that sprout in the later campaigns when you see things from the other sides. The one problem I have with the campaigns is they have a "Main Hero can't lose" objective. Your other heroes can die and resurrect as much as you can afford it, but you'll need to save constantly so you can reload when your main hero gets caught with their pants down. Aside from the campaigns, you can also play "Conquests" which have all players start from scratch, much like a typical "4X" type of game. There are pre-made maps, designed for balance or around some interesting feature, but you can also have the game generate random maps if that's your cup-of-tea. There is no MVP hero in this mode, so you don't have to worry about losing the whole game because one particular wielder was ganked. There are four factions in the base game, and while they have different units, there aren't any faction specific mechanics to worry about (except maybe Loth getting Zombies after battle for each Human they've lost, but that might be for the Campaign only). This makes it fairly easy to hop between the different factions, once you understand the keyword differences between them. This game has the best Steam Deck/Controller UI I've seen for a game that I would've thought requires mouse-and-keyboard. It doesn't cover all keyboard functionality, but I easily hit the ground running on the Deck thanks to how everything was laid out. Overall, this is a fun game, with a solid campaign that I recommend to fans of HoMM or 4X games.
11 hours played
June 2026
TL;DR: This game is what happens when you have brilliant art direction but only a middling understanding of game design. It's the most borderline thumbs up I've ever given any title. I adore these kinds of games. I have been playing them since 1997. Let's go from the worst parts of this game to its best: The little shrines, dozens of them, sometimes a hundred of them, that dot the map, and give your commanders ("wielders") permanent bonuses that even carry between story missions: oh boy these things suck. For semi-perfectionists like me, it is a micromanagement hell. While not everyone may be as pathologically neuro-divergent as I apparently am, for me it's supremely frustrating. There's not even a button to highlight or make more easily visible shrines that a selected hero has yet to visit. All this gorgeous UX, and any kind overlay or minimap highlights or whatever else just are not present. And then, even worse, there are locations/shrines that can be totally wasted because you didn't have the magic foresight enough to know to not pick an ability because six seconds later a shrine would have given it to you for free, but now you can go ♥♥♥♥ yourself. The customization of your heroes is fun, the equipment system is fun, but there ends up being just too much to do for too little pay-off. It's too annoying to move equipment around. Age of Wonders I or II, I forget which, both ~25 years old, let you spend resources to teleport items between heroes, as have other games. It costs you something, sure, but you don't have to click next turn 4 times while your heroes walk toward one another. Where is such simple QoL in this game when others have had it for two and a half decades? The fact that hero abilities are drawn randomly and then you get to pick from a small pool (3) is also a flatly silly idea. What if my magic wielder draws only melee abilities to choose from due to RNG for three level ups in a row? Well, ♥♥♥♥ you, I guess, that's what. All of the above together means that by the time you get 3, or ESPECIALLY 4+, heroes walking around, it just feels like an unholy slog. I have zero desire to increase the difficulty past normal (Fair), because all that would be doing is increasing the amount of micromanagement I the player would constantly have to do. There is no extra challenge, no joy, just a tax on your limited hours of life remaining preventing you from spending them on something you enjoy before you inevitably die. Combat is... yeah okay. You get the hang of it, and then it is what it is. It's not a negative, but it's not a positive. The magic system can be a bit bonkers (both for and against you), but in single player games this is all in good fun, and it's pleasantly simple with enough depth to keep it engaging. I did one of the factions' story lines (Brother Ratman is cool by me). It was pretty alright. There's even some little musical numbers, appropriate for the title, between the missions, along with their own cutscene artworks. In my old age I'm liking this kind of thing a lot. The empire-building and progression is minimal but in the best possible way. It's got everything you need, and not a bit more. They nailed this part, to their credit. This being said, due to the game's other weaknesses described above, the thought of managing a larger, more advanced empire makes me feel sad that this also means having to tolerate the multiple armies such a thing could support and be required to defend it. Blegh. The graphics are fun. There's this weird blurring and delayed darkening/brightening that happens when you zoom around which I don't care for, but otherwise the game is gorgeous. All in all, they got really close with this game, and I hope they (or someone else) is tempted to try again, which is why it gets the weakest thumbs up possible to give, but it just is the case that they missed the mark. It's annoying how close it is to being so much better. 93% of a fantastic game is here, then they flubbed that last 7% so badly that they made their game merely medicore. Only buy it if you're very nostalgic for the olden days, especially because in many ways, you're regressing to gameplay friction that mostly stopped existing at the end of the 90s. edit-typos
61 hours played
May 2026
A beautiful game with an interesting spin on HoMM formula. There are several features that make Songs of Conquest feel fresh and in some ways better than Heroes 3. These are some of them: [*]Each unit type has a qunatity limit preventing infamous doom stacks. All unit tiers are pretty rounded and it feels a lot more balanced compared to HoMM3. [*]Magic system is very well designed. It requires smart army composition as each unit gives a pool of mana essence on activation. All spells are available for each wielder, you just need to creata a rooster that works. Also, you can cast multiple spells per round and create combos! [*]Battles are more tactical thanks to addition of elevation, opportunity attacs and a limited range for shooting units. You can't cowar in the corner whole game anymore. Wait is finally gone - it's a skill only few units posses now [*]Pixel art graphics with detailed sprites are simply phenomenal - way better and soulful than in Olden Era. Audio is also great. Devs from Lavapotion are gradually expending the base games by adding more factions, maps and single player content. They understand the appeal of the genre and gave us a little underrated gem. Devs, if you read this, you're making a superb job with Songs of Conquest - please make some QoL adjustments to the interface. I'd love to see these tweaked: [*]ability to stop a wielder mid move [*]ability to cycle through wielders on inventory\skills screen [*]option to see all possible units with stats without the neccesity to enter the settlement
64 hours played
May 2026
Really enjoying what the game has to offer. It has enough going on not to be boring, but not so complex that I need to strain my tired mind to try to comprehend. I will be buying the DLC for this game.

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Frequently Asked Questions

Songs of Conquest is currently priced at 5.99€ on Steam.

Yes, Songs of Conquest is currently available at a 80% discount. You can purchase it for 5.99€ on Steam.

Yes, 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.

Yes, Songs of Conquest is playable and fully supported on Windows.

Yes, Songs of Conquest is playable and fully supported on MacOS.

No, Songs of Conquest is not playable on Linux.

Yes, Songs of Conquest is playable and fully supported on Steam Deck.

Yes, Songs of Conquest is playable and fully supported on Steam Machine.

No, Songs of Conquest does not support VR.

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

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

Yes, there are 7 DLCs available for Songs of Conquest. Explore additional content available for Songs of Conquest on Steam.

No, Songs of Conquest does not support mods via Steam Workshop.

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

Yes, 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 26 October 2026 23:48 UTC
SteamSpy data 27 October 2026 07:49 UTC
Steam price 27 October 2026 04:10 UTC
Steam reviews 18 October 2026 06:08 UTC

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
152
Developer
Lavapotion
Publisher
Coffee Stain Publishing
Release 20 May 2024
Platforms
Remote Play
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