We live in an age of comebacks, nostalgia, and spiritual successors, but it’s not too often that I’m as instantly drawn as I was with Song of Conquest. Looking to recapture the golden age of fantasy strategy classics like Heroes of Might and Magic, developer Lavapotion has come up with a relatively simple formula that’s still packed with in-depth content. It’s not trying to be too ambitious or completely reinventing the genre, but it does help create a breath of fresh air in many of the right ways.
There are two layers to the Song of Conquest: a turn-based campaign map where you’ll move your hero and their followers around to find secrets, complete quests, and gather resources, and Tactical battle screen where you will fight with knights, fairies and undead. Both are finished in a moody pixel-art style that looks like something from the late 90s, but polished with some nice little touches that give it a modern feel. It’s charming, striking a balance between paying homage and incorporating what we’ve learned about user interface and readability over the years.
Song of Conquest Screenshot
Explore diverse maps that involve controlling resources, hiring new troops, and exploring parts of the story. Upgrading buildings gives access to more unit types, while you’ll also level up your “Welder” and equip them with RPG hero-style gear. They don’t actually take part in the real war, but different items can give your troops bonuses or allow you to bring in more of them.
The turn-based tactical battles are fast-paced and simple, but there are plenty of nuances of terrain and active systems to master. The commando squad, which comes from most similar games, has no percentage chance of hitting the target. Instead, they deal more damage as they get closer to their target. This can also increase if you are attacking from a higher height. So instead of deciding whether or not to bet on a ranged shot, you can choose exactly how much you’re willing to trade your safe position for increased attack power.
Your master actually brings their forces to bear in battle with spells, the energy of which can be part of one or more of the five schools. Mandatory points are the energy for these spells generated when your regular attacks, based on the elemental attributes of each unit. For example, Baron Arleon can recruit a lot of standard soldiers who have ties to the Order, but also Faeys who live in the woods who support Chaos. Committing to a relationship or deciding to merge and combine has a big impact not only on the type of force you possess, but also on your ability to exert. And no faction has access to all of them.
Songs of Conquest also features a fairly detailed campaign with vibrant original music, telling the story of Baron Cecilia of Stoutheart trying to consolidate his power in the face of many challenges. I’ve only seen a sliver of it so far, but the storytelling has satisfied me in a paperback fantasy fashion.
From what I’ve seen so far, Song of Conquest looks like the most diverse spiritual legacy. It’s not too ambitious or trying to cram too many systems, but has put enough clever ingenuity into the formula that inspired it to not make me ask why I didn’t reinstall Heroes of Might. and Magic 3. The world is pleasing to the eye, the factions have clear and interesting personalities, and both exploration and combat are fast-paced, fun, and engaging. We’ll be able to explore it together when it goes into early access later this year.
https://www.ign.com/articles/songs-of-conquest-first-preview-old-school-might-and-magic-vibes-pc The Conquest song brings old school powers and magic bacteria to a new age