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Heroes of Hammerwatch II

Heroes of Hammerwatch II

Developed by
Crackshell
Published by
Team17

$19.99

A rogue-lite action-rpg that offers extensive persistent progression. Build your town, upgrade and equip your heroes, before taking on the ever-changing Dark Citadel - either solo or with a team of friends.

Consensus
C70.1/100
Steam players82.2% positiveVery Positive6,567 reviews
Metacritic ↗Users: 6.7/10
VG Insights estimate ↗≈665K copies · ≈$8M gross

What creators say

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Part 3 (Apr 2025) · #1 of 17 in that tierWatch the moment (1:51:49)

Tier list Part 3 (2025)

Heroes of Hammerwatch II is a top-down action-adventure roguelike sequel where you start in a village, push through fixed biomes (forest, cave, church, and so on) to a final boss, and rebuild the village between runs. He disliked the original somewhat but enjoyed this one enough to finish it twice. He loves the exploration, visuals, village-building meta progression and epic bosses, but finds the gameplay very simple and repetitive, with samey room-and-enemy levels. After beating the final boss he felt done. He places it at a very high B tier.

Liked

  • Very nice, immersive visuals and environment that give a real sense of adventure
  • Village meta progression: new buildings and NPCs unlock new abilities after each death
  • Persistent character levelling with freedom to pick or switch classes at any time
  • Subclasses change playstyle drastically and make you much more powerful
  • Run-only abilities and items have cool effects and are enjoyable
  • Boss fights feel epic, killing huge monsters as a tiny character
  • Strong drive to upgrade and see the next area or boss; a solid sequel

Disliked

  • Gameplay is extremely simple and gets repetitive, doing the same ability the same way
  • Levels are repetitive, mostly rooms of enemies despite good visuals
  • Characters and monsters are hard to see
  • Subclass unlocks arrive very late (about 70% through playtime)
  • Little reason to continue after the final boss; no hidden worlds or biomes like the first game's DLC

What players say

A pixel-art twin-stick action-RPG roguelite from Crackshell (published by Team17) where you build up a hub town, level seven classes and push through the Dark Citadel solo or in 4-player co-op, then grind endless New Game+ tiers.

Players rate it Very Positive on Steam (about 82% of roughly 6,600 reviews, with the store page showing Mixed, about 69%, for the most recent 30 days), and it appears to have sold well (Boxleiter-style estimates of 1-2M owners, about $3.4M gross). The praise is for the snappy twin-stick combat, class variety, the account-wide meta-progression and co-op. The criticism is that it is light on roguelite variety (same zones in the same order), long-run balance collapses in New Game+, and content has been thin since the 1.0 launch in January 2025. Critic coverage is almost absent: Metacritic has one critic review (TheSixthAxis, 100) and no Metascore yet, and I could not find an OpenCritic page. It is fully released, not early access, and has received free updates (Epic Missions, Epic Weapons, hotfixes) plus the paid Celestial Ruins DLC with a new class. Some long-time fans now feel the developers are monetising a stagnant game.

Players love

  • Snappy, satisfying dual-stick combat with kiting; auto-fire skills and big lightning or piercing attacks that clear hallways of enemies feel great
  • Seven classes with three specialisations each; classes play distinctly and encourage experimenting
  • Account-wide buffs from levelling every class mean alternate characters make real progress, so you always keep something after a run
  • Town building and upgrades give a sticky long-term progression loop; the town is shared across characters and you keep most of your resources
  • Co-op for up to four players is a highlight, with easy drop-in and drop-out and the ability to leave and resume a run later; a Gauntlet-like slow-burn feel
  • Gorgeous pixel art, good lighting and effects, strong sound design; a solid sequel improvement over the first game's pacing
  • Runs are quittable and resumable at area boundaries, which suits short sessions and Steam Deck play
  • Responsive dev support on save problems and free post-launch updates that added missions, weapons and mode variety

Common complaints

  • Roguelite elements are thin: the main run goes through the same zones in the same order with only tile and enemy shuffling, so runs feel alike
  • Late-game and New Game+ scaling breaks: enemy HP grows faster than gear and trinkets, some subclasses become too weak, and you eventually get one-shot with nothing to counter it
  • Content is limited after 1.0 (few bosses, maps, legendary gear); reviewers call it barebones or like an early-access game and feel 2025 roadmap promises were underdelivered
  • Character builds lack depth: no skill trees, upgrades are mostly flat stat increases, and loot is many tiny numerical bonuses with little identity
  • Save-file loss and character-deletion bugs reported by multiple players, including after updates, with some needing support tickets to restore backups
  • Balance issues: non-piercing weapons and single-hit defensive skills are weak at high difficulty, making some classes (e.g. Ranger) worse
  • Slow health and mana regeneration leaves you waiting between fights, and the screen can get cluttered by effects so you cannot read what is happening
  • Paid DLC (Celestial Ruins) drew anger from some players who say it should have been base-game content and that updates are scarce

Can feel tedious

  • The early hours are a grind of the first zones; dozens of hours to build out the town and vendors in single-player
  • Re-fighting identical maps and enemies in the same positions and order across runs, including late game
  • Runs that turn into kiting huge mobs for long stretches once you are outscaled, with hundreds of enemies per floor on high difficulty
  • Waiting for health or mana to regenerate between encounters, sometimes alt-tabbing while you wait
  • Some permanent upgrades are per-character, so starting another class means regrinding
  • Control complexity for some: aiming, moving, dashing and managing several cooldowns at once (a reviewer refunded after 36 minutes)

What's unique

  • Blends a Diablo-style ARPG with a roguelite meta-loop, built around a persistent town with NPCs and building upgrades
  • Account-wide class-level bonuses apply to every character, so alternate classes keep pushing your main roster forward
  • Dual-stick shooter-style combat with cooldown abilities, reminiscent of Gauntlet and Children of Morta
  • You can leave a run mid-dungeon at a level boundary and resume it later, including in multiplayer
  • Endless New Game+ tiers and one-time special maps unlocked through the town
  • Keep most resources on death (with a penalty of roughly 40% of carried gold and materials), so failure still yields progress

Players want

  • More variety in tilesets, zone order, bosses and maps so runs differ more, which is the most common request
  • More build-defining depth: talent or skill trees, more abilities earlier, and loot with distinctive effects instead of small flat stats
  • Rebalance late-game and NG+ scaling so gear, trinkets and weak subclasses keep pace, and fix useless defensive skills and non-piercing weapons
  • Reliable cloud saves and save-loss fixes, plus an easy manual backup and copy option
  • Quality-of-life: faster out-of-combat regen, less visual clutter, local co-op, and more language translations (e.g. Spanish) requested on Steam forums
  • Deliver a larger post-launch roadmap with more maps, bosses and legendary gear

Summarised from Steam reviews and community discussion.

Steam tags

RPGAction RPGAction RoguelikeActionRogue-likeDungeon CrawlerAdventureRogue-liteProcedural GenerationHack and Slash

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