

Songs of Conquest
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.







01About Songs of Conquest
Lead Wielders across unknown lands in this turn-based strategy game, building a kingdom, gathering armies and using magic in tactical battles. Handcrafted and randomized maps, campaigns, puzzles and an in-game map editor offer different ways to shape each adventure. Steam player reviews are 85% positive across 12,168 reviews. Steam PC supports single-player, co-op and multiplayer, including online and local hotseat play on most maps. Full controller support is available. English has full audio; the other listed interface languages have subtitles. Released May 20, 2024.
Credits
Lowest recorded in 36 months
$0.002026-06-04 · Epic Game StoreBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
Show 11 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| Italian | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Ukrainian | Yes | Yes | — |
| Turkish | Yes | Yes | — |
| Japanese | Yes | Yes | — |
Steam PC edition data · 2026-10-19
02Before you buy
Play solo or together
Most maps support single-player, co-op and multiplayer, including online and local hotseat play. The game also includes AI allies and opponents.
Controller support
The Steam PC version has full controller support.
Language and audio
English has full audio. Listed interface languages include English, Simplified Chinese and Traditional Chinese; other listed languages are also supported with subtitles.
03Frequently asked questions
What kinds of maps are included?
There are handcrafted and randomized maps, Conquest maps for head-to-head battles, and Challenge maps built around strategic puzzles.
Can I create my own maps?
Yes. The in-game editor lets you create adventures, script events, set music, write dialogue and share your creations.
Which factions can I play?
The game features Arleon, Rana, Loth and Barya, each with a distinct identity.
What does combat involve?
Turn-based battles combine troop abilities and magic, with troop combinations affecting available spells and damage.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
Hey hey peopleShow moreShow less
EDIT 11 June 2026: This review is 4 years old and quite heavily outdated due to many patches and implementations inside new paid DLCs. As a tactics veteran, lover of HoMM, Age of Wonders, Disciples etc who spend hundreds of hours in various strategy tactic games, it pains me to put thumbs down on SoC. Since the announcement in PC Gaming Show in 2019, I was super hyped for this game and had high expectations as developers constantly teased a high quality production on their social media / discord. Don't get me wrong, the game looks gorgeous, probably the best 2.5D pixel art in recent years in video games. It's very professional and it feels like most budgets were spent on pixel art lead designers. Music, sound design, atmosphere, and UI is outstanding. And yet, it all doesn't really matter if core gameplay is flawed to the point it can be considered shallow for strategy/tactics games standards. The battles. The battles are promoted as fast paced, and devs weren't kidding with that. After playing for a bit with various factions, it feels like you are just bashing your army without strategy into the enemy army and that's it. There is almost no strategy in battles. Your units doesn't have Wait/Defend commands (unless it's special unit active skill), [EDIT: this is very sensitive design choice, it cannot be touched, so if you really dislike it, well, it's okay, there are other games] magic is a huge letdown and adds minimum to excitement in combats/tactics layer (later more on magic), there is no line of sight in game so game have bias towards ranged units as they just provide free dps (on top of that, some ranged units literally can attack through whole map and you cannot hide from ranged attacks), you have a hard cap on units per stack (King's Bounty style) so game promotes bashing stacks of units as disposable trash and quickly refill army as each unit generates each day (HoMM 4 style). You cannot win battles without losing units unless you are severely overpowered. And it's by the design of the game, you will just bash and bash until one side dies. Now let's move on to the Magic system. I believe this is probably the most unique feature of the game and in my personal opinion, it's where devs went too hard to create something unique, but in reality, it's not as fun and exciting. There are 5 orbs of different essences (mana) in the game, and each stack of units in battles gives you mana each their turn, so you start the battle with lets say 2 essence (from Hero bonus), your 1st unit goes, you get 1 essence, then 2nd unit gives you more essence, etc and each unit stacks have 1 or 2 different mana types they give or 2x same ones. So what's the essence(mana) used for? You guessed it, spells. There are no schools of magic, there are no levels, tiers. [EDIT: That's not true. Tiers exist but they are exclusive Hero Level Up passive which you also need to get lucky to get if your Hero isn't directly Mage-type from get-go] Only 4 very basic spells for each type of mana exist + 20 mixed spells with 2 types of mana. Spells are shallow and basic, with effects like +-Def +-Offense, +-Initiative, +-Damage, +-Resistance, Low damage spells (that some essences don't even have like Order), and these damage ones are so pathetic, "Armageddon" is 25 damage to all troops, that's literally not enough to kill 1 Tier2 unit and yes, before you ask, you can increase damage with Tiers promotions (Hero level up passive) but it's still not as going to be as epic as you think. Creativity of tactics/strategy within spells gets somewhat damaged because entire combat is supposed to be complete in ~3 full rounds with bashing units into other units. There are no overworld spells, no complicated spells that make HoMM / Age of Wonders battles exciting. In fact, those spells look like Hearthstone Heroes ability (they even look similar in UI), with their effect being minor unless you have very mage-focused Wielder/army setup. And since there is no more Mana pool/1spell per turn system, you have different tactical decisions to make. No more of: saving mana for upcoming battles, spending it sparingly or use it all on powerful spells to turn the tide of battle and then restore mana. But instead: which unit stacks to use for what essence generation and what kind of essence build to make. There are some very OP setups you can do because you can stack spell effects like Essence (+100%) generation on a unit before they get their turn, so you will get tons of Essence very fast early in combat and can nuke stuff with Tier 3 spells each round you circle your units turns. [EDIT: I fixed some of my incorrect views about magic in SoC after playing more, but my overall feel is still the same. The system was designed that way and it does add more strategy to battles, but only in context of SoC's mechanics] Unit hard cap per stack (that you can upgrade slightly with Research upgrades) is something I don't really get. [EDIT: It's PvP focused balance decision] It makes the game less of classic strategy titles that SoC is supposed to be inspired by, and more of the King's Bounty RPG. It's further confirmed in their campaign design, it feels like an RPG indeed. Speaking of current EA single player content: 4 factions. 2 campaigns. Each 4 missions. Writing of campaigns is very forgettable and nothing special. Just many lore terms that you don't even have any connection with. And not many characters at all to get some kind of exposition. Combat deployment is also something I don't get. You literally get random tiles on the deployment screen to select. Not like "Tactics skill" in HoMM. And the game promotes highground tiles because they just give flat bonuses for attack and defence. [EDIT: It's not actually random, but based of your Wielder's physical position and there are presets of "battlefield" maps] Artifacts in SoC are pretty boring as well. Basic stats for the most part. Just +stats, find yourself a better one and gg, you have best in the slot. Game doesn't have a random generator of maps. No ASync turns / Simultaneous turns for multiplayer. Tutorials are pretty rough. New players will struggle at first how to build your cities (as you have limited slots to what build in each city), so you can mess up "build orders" easily, the game doesn't really explain a lot of things (in combat too). A lot of Early Access small/minor oopsies which most likely will be polished in a few patches so I won't be writing them here (like music not looping in Main Menu). Some confusing game settings that don't have a popup or explanation of what they are doing (I am looking at you, "AI framerate budget"). Game completely lacks Key Bindings in options and you cannot check in-game ANY controls at all. You have no idea what each button does. The only time you get explanations of controls are during delayed tutorials and during few UI elements popouts. Wielders (Heroes) level ups are also simplified, most skills are basically flat/boring +stats or leadership(more unit stacks slots unlocks). No special synergy within skills, or complicated systems with masteries that unlock special bonuses and combos. I am not gonna go too much into details of City Screen (that SoC doesn't have btw, instead cities have slots to build stuff in, I personally find this gameplay design nice and fresh), there are a lot of variables to talk about for each faction, including economy and other decision making. But again, it doesn't matter because most of the important gameplay for me personally is not fun. The combats/tactics/strategy are ruined for me. So I have very little reason to enjoy the game. I think if you are new to this genre and not a veteran of older franchises, this will be very exciting for you to try out, especially with all its beautiful presentation. Just don't forget about the price tag and EA status. EDIT: You can read the summary of dev's invitation event here: https://twitter.com/TorNis7/status/1525098370385289216Show moreShow less
A african Warlord told me it's good, so here i am. Some of the best Pixelart i have seen in years.Show moreShow less
Its no Heroes of Might and Magic 3. The devs seem obsessed with "balance", aka removing all fun from the game. They nerfed the spells into oblivion. Artifacts do mostly nothing. No powerful combos are possible. No mixing of races which means greatly less possibilities when making an army. Only 4 factions means a lot less possibilities in combat. The spells are a particular tragedy. Almost all of them are buffs or debuffs of some kind. The few direct damage spells are incredibly weak. Even the buffs only last 2 turns. The buffs are also kind of weak. In HoMM3 you could haste your entire team with one spell and they could walk anywhere on the battlefield. In SoC you can boost their damage or defense 5%. Its pathetic by comparison. They are also based on what kind of army you have, so you have to further gimp yourself with non-ideal units if you want to cast a particular type of magic. Most of the creatures don't even have special abilities. They just change slightly with health or damage. As such none of them feel very unique. On top of this the game is not balanced well. Sappers are incredibly powerful and greatly outweigh other tier 1's like the pipers. Ranged units are far stronger than their melee equivalent and aren't lost as much when campaigning. There is also no racial abilities or "themes" to the factions. Even the undead barely has one. They have a very slight respawn mechanic for their own guys which turns them into extra-crappy zombies once in a while. Thats it. You cannot make it stronger. It does not effect the enemy at all. None of the other factions have any abilities at all that I am aware of. The entire campaign is 12 missions. This was the highlight of the game. It was pretty good, but way too short. The sprites and artwork are nice but its not enough to save the game. Do yourself a favor and go play Heroes of Might and Magic 3 or 5. Its far cheaper and a vastly better game in almost every way.Show moreShow less
Kind thanks to the Merchant GuildShow moreShow less
So I used to have a positive review for this game, and my gameplay time is actually x10 the time steam displays from offline mode on another device. However, the developer went nuts over the massive loss of players, and increased the price x2 and all the DLC prices (x3-5) went up for even more. The DLC pricing is even more toxic then paradox interactives abuse of their customers today, if you look at the pricing the DLCs are now 45-46 euros, When you release a game, that has very mediocre game play, graphics, game systems and well everything is just very generic and mediocre there is nothing that really stands out as "wow gud game" - It's just a very mediocre product, and with some things *never* being fixed and developers are ignoring the players with their complaints The game is bleeding players, after big patches some come back, but the concurrent players that's still playing is down by slightly over 50% to 500-600 -> https://imgur.com/sgXstpu So players ditching the developers and not buying the DLCs, the developers solution, shock increase the price of the base game and the DLCs to insane values for the remaining players in extra taxes to make up for that 50% of player loss. Instead of fixing anything in a attempt to recover the costs of the lack of player # that is simply sick of the developers douchbaggery. If you still intent to buy this game, you can pick up the game itself and the DLCs at about 75-85% off from legit key retailers that bought hundreds or thousands of copies before the massive toxic price hike on steam by the developer and still sell it at that normal price. It is not worth the new price at all. If you're wondering about bugs, issues and how they are ignored by the developer: Just check out their own bug reports forum, that has basically 0 developer interaction with the reports and all kinds of issues. The worst one is the multiplayer instability issue that's been unaddressed since release day, and that's supposed to be one of the biggest selling points of the game! Cross platform, yadda yadda yadda excuses excuses and gaslighting! https://steamcommunity.com/app/867210/discussions/2/ No modding support at all, Limited game settings, Scripted linear stories where you somewhat have to build the 'heroes' in specific ways to counter the scripted enemy heroes, etc etc etc Toxic un-moderated forum fans that have no problems or issues with making personal attacks on anyone that says anything negative about the game that the developers in their self moderated steam forums wont punish users that break the ToS of steam, they don't seem to have any issues with allowing these attacks on steam users since it's all good for them to have toxic fans silencing users that say/point out bad things with the game. It's a win/win for them. Update to developer response 17/06/2025 Reducing price increase from 460% to 266% as a user pointed out in your announcement is still toxic and very abusive, when your game hit 44% on the 30 day ratings I assume your sales pretty much just vanished, which made you revert a part of your increase however I don't think those claimed 500000 wish-listers will run and buy the game, wish-listing can be interpreted in so many ways, I myself have several hundred of games wish-listed. According to steamhub there are 93,102 followers (people that bought and are following to waiting to buy also). Regarding bleeding players, we can all see from the steam API/Steamdb that steam shares with us, in the last 30 days you've lost another 17.3% players -> https://imgur.com/avlQ2TZ (if steam blocks this link also go to your web browser and type in "songs of conquest steam stats" - Use the steamDB .info link , anyone is free to interpret that anyway they want. We'll see how many players return when the next dlc/big-patch hits if it follows the usual pattern for this game, around 200 will come back at that time and the current loss from the last big release is 707 out of 1199 Regarding QnA if your QnA person really do exist, they are not doing a very good job, or they would've told you once every week online play is still a disaster and does not work, and this and that bug/issue is still also being reported over and over and is still not fixed, and if a real hired QnA exists they really should reply to people in the steam forums even if it's just a "I've forwarded the issue to the developers" or asking for additional information. You know, doing the bare-minimum - Which is obviously not being done. With modding support I have no problem admitting I was wrong, what I should have written was "No steam workshop support at all" instead of "no modding support whatever I wrote" If I buy a game on steam, I don't want to get a third party site for mods such as the .io site. If you do not want to support the platform where you sell your game on, then I do not want to support you. It's as easy as that. Regarding the toxicity in the forums, you claim to have mods just like the QnA yet they never seem to enforce the ToS of steam and allows toxicity to breed and this is what new potential players see as they check out a game just now when I checked out the latest posts after you posted here 3rd world countries are ridiculed for being *poor* and that post has been up for 2 almost 3 days? - In the one active thread of the 4 active threads in the general forum. All you have to do is check once a day, for less then 5 minutes for those massive amount of *four* active threads -> https://imgur.com/muG1wC3 You use mods with a s on the end plural that implies more then 1, if you have several mods (and a QnA worker) that cannot even check 4 threads a day for less then 5 minutes and write "Be civil and constructive or I will hand out warnings and lock this thread" If we look at the pattern of new threads it's 1-2 or 3 new threads on average it's not like its a steam forum that has 10-50-100 new threads everyday as some very popular games do have. -> https://imgur.com/LPKbeST If you actually do pay these people money for their "services", I completely do understand why your company has a cash issue, support staff is supposed to support for a higher quality product and generate a high quality product that generates in return a higher-loyalty base customer that will pay that extra for your product, this is not the case for SoC. If you cannot even manage to get your mods to check for 5 minutes on steam once a day how do you think the result for you on "PC, Mac, iOS, Android, PS5, Xbox and soon Switch (we also sell the game on Steam, Epic, GOG, Humble store, etc for PC" will be? Regarding discord, I've had it since 2016, however I have no interest in going on a 3rd party application (yet again, sigh) for a product that I bought on steam. And I actually like the ToS and the code of conduct on steam, and that steam can over rule developers on bans and such in the developers steam forums when developers are being abusive and toxic against steam users so for steam users the steam forum is a way of users to protect ourselves against toxic developers. I wish you luck with your game it was like I said a fairly decent, average game with nothing special that I could play on my laptop when I was away from home that used to have a fair price for a mediocre product. But I seriously doubt I will ever own more of your products or any of your DLCs unless they come in a humble bundle when I am buying something else and get them as a part of the package. I did however go and insta buy Kleis DLCs for Oxygen not included, because I think their product is great, their steam workshop for modding is great, their games that I like are great. //I just don't like their EULA or Data mining or like I said third party applications like discord being forced on users by developers, so I do not allow them to data mine me and I am not on their discord but I still spend money on all that they release,because they simply do great games.Show moreShow less
Hey hey, people. This is a good game.Show moreShow less
Songs of conquest is a very mediocre game through and through. I have never played HoMM so you can be assured that there aren't any biased comparisons with that series in this review. + Nice artstyle - very neat, pretty and quite refreshing. + Good soundtrack - the tracks are very comfy and fit well to a fantasy setting. the songs which play at the end of each campaign mission are charming and aesthetic. - Campaign missions are just mindnumbingly boring. there are 4 campaigns (one for each faction) each consisting of 4 missions. I've played 2 campaigns so far and there aren't any unique objectives or set pieces in the missions. every mission I've played so far is just some thinly veiled reason making you go from some point A to point B while fighting some enemies. it is so ponderous and feels like a chore honestly. - All factions play the same. the factions aren't asymmetrical as they seem. you don't need to adopt new strategies or tactics for each faction. the unit abilities are different but the basic unit functionality remains same. the magic spells being mostly shared among factions doesn't help either, each faction would have been better off with their own separate set of magic spells. the magic system is quite weird, sometimes your healthy army can get nuked by the enemy wielder just before you wipe out their last standing unit. - There's no easy way to put this but the writing is abysmal. the characters feel extremely disconnected from reality and feel like they are cardboard cutouts with no depth, no charisma or any thought put into them. I can point out several instances or scenarios which play out in the campaign that aren't convincing at the least. the factions themselves don't have any buildup or much lore behind them to make them interesting, the game makes the fantasy setting completely generic and as bland as possible. - the settlement management, exploration are all quite basic and uninteresting. there just isn't much to it. overall, I don't recommend this game to anyone looking for a good single-player strategy game, its gameplay is serviceable at best and the campaign narrative is ridiculously bad. I will update the review after I force myself to finish the remaining 2 campaigns in-case I find some of my criticisms to be wrong, -------- Edit: update after finishing all the campaign missions: I have NOT changed my mind (so this portion is entirely an optional read) but I have more thoughts on the issues of the game and some other things which I wanted to substantiate: 1. the mission ending songs and the art in them are better than I gave credit for. they were really rewarding and motivated me to finish some really frustrating missions (looking at you barony of Loth and Barya 4th missions). 2. all factions feel same-y due to lack of unique mechanics in the overworld as well as in battles, before any SoC veteran starts picking up their pitchfork and torches, please hear me out: 2.1. In the overworld, each faction could have had unique stances or attack modes. for example: Rana, who are the faction of reptiles dwelling in swamps could have something like an ambush mode in swamp territory which would enable vanguard deployment for some of their low tier units, similarly you can imagine unique mechanics for each faction like baryans getting contracts for wiping out random mobs, etc etc but sadly none of the factions have any such thematic mechanics like this. all factions play the same in the overworld. 2.2. unit abilities also fail to be thematic and impactful, let me give you an example: the Rana have chelun eldars which are basically tortoise sorcerers and Loth have necromancers, they both have the SAME special ability which is charge essence. they could have some interesting or fun additional abilities like turtling into their shell for the chelun unit to mitigate anticipated damage, thus making them formidable battle tank-mages and reanimate dead friendly human units for necromancer or hell, let the necromancer stack come back as an undead necromancer stack with half the stats. 2.3. similarly, arleon knights - no charge ability or something which could damage and push enemies back a tile, the rana frog infantry - have no long reaching tongue lash ability or even something fun like climb walls during siege (because they are frogs lol), Loth undead units could maybe reanimate based on a certain chance during the battle, and so on, but instead several abilities are lazy like stat increases or essence charging. the point is there is a lack of unique and fundamentally distinct units (they only look distinct in appearance and stats). 2.4. besides these, the gameplay still isn't engaging to me, especially when enemy wielders gets these toxic army comps and magic builds which stomp and neutralize you before the start of your turn, forcing you to build an entire army around especially countering them, this isn't really good when the game limits the number of wielders. 2.5. minor complaint but most of the turns are spent in taxi-ing armies and waiting for units to be made. it might be just me but I started to feel that the unit variety was lacking nearing the end. 3. I was pleasantly surprised that the undead faction's story was not the usual "undead == token bad guys in the setting" but overall the writing still isn't good and the campaign missions don't get any better. I do believe I understand the issue why the writing is underwhelming: 3.1. each faction has total 4 missions and the writers are forced to introduce, flesh out ALL the wielders of that faction within these measly 4 missions which is a difficult task. no wonder the writing feels rushed/contrived/unnatural. also just when we think the story might be picking up, it ends, that's how abrupt the campaign. the game universe does have potential but it just falls flat, it's such a shame. 4. final words: I still do not recommend the game for its campaign BUT you should give it a try if you plan to only play it only in skirmish coop or multiplayer because then your perspective as a multiplayer/skirmish enjoyer will be different from mine, a purely campaign only person.Show moreShow less
I'm an old with a bajillion hours in HOMM3. Ever since 1999 I've played every 'spiritual successor' to HOMM3 and some games have been close, but just not close enough. But this game, this is it. What an incredible job ya'll did. This game is so damn fun. It has its own unique identity, it's own interesting story. I just dont even know what to say its such a genuinely fun game. The art I just love it. Anyway buy this game. And to the devs thank you.Show moreShow less
I really enjoy this game. A beautiful clone of HoMM but with it's own qol upgrades and gorgeous art. HOWEVER. The game starts with 4 very sparse factions, and now, after paying 40 dollars for the whole game, we have to pay 15 for an additional faction? I feel ripped off. They should be releasing factions for free as the game was released without enough variety. I will not pay for the dlc.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.