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Heroes of Science and Fiction

PC (Microsoft Windows), Linux • 2026

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Quick resume

A turn-based sci-fi strategy that combines exploration and exciting clashes on the battlefield. Take control over several different species, raise powerful armies for your heroes and destroy your opponents! This HoMM-like is set in a scifi universe, with new mechanics on top of the classic formula.

Global score

91/100

Genres

Indie, Role-playing (RPG), Strategy, Turn-based strategy (TBS), Early Access

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    Pros

    • Faithful and polished heroes of might and magic style gameplay
    • Engaging sci-fi fantasy setting with humor and lore
    • Addictive turn-based strategy with deep tactical combat
    • Well-designed factions with unique units and abilities
    • Strong campaign and skirmish content with good progression

    Cons

    • Performance issues and lag reported
    • Limited multiplayer options (hotseat only)
    • Some ui clunkiness and small font size
    • Animations sometimes choppy or unclear
    • Content still limited due to early access status

    Motivations

    • Autonomy

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      4

      "Players have control over their actions and decisions, including choosing heroes, building upgrades, and strategic moves on the map."

      Capsule for Legends of Callasia Legends of Callasia

      "Players have control over hero upgrades, skill choices, army composition, and strategic decisions on the map, with some new mechanics like building outposts and upgrading mines."

    • Competence

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      3

      "The game involves tactical combat, hero and unit progression, and strategic resource management, providing skill challenges and feedback."

      Capsule for Disciples II: Gallean's Return Disciples II: Gallean's Return

      "The game offers tactical combat, skill specialization, and strategic resource management, providing meaningful challenges and feedback."

    • Competition

      Game with the same Competition vibe

      -2

      "Focus is primarily on single-player campaigns and scenarios; some hotseat 1v1 but no online multiplayer."

      Capsule for Atlantic Fleet Atlantic Fleet

      "Focus is primarily on single-player campaigns and skirmishes; multiplayer is limited to hotseat with no online modes currently."

    • Continuation

      Game with the same Continuation vibe

      4

      "Many reviews mention addictive gameplay and the 'just one more round' feeling leading to extended play sessions."

      Capsule for Ding Dong XL Ding Dong XL

      "Many reviews mention addictive 'one more turn' gameplay and long campaign and skirmish sessions."

    • Cooperation

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      "Gameplay centers on individual team management and solo story progression with limited multiplayer interaction."

      Capsule for Digimon Story Cyber Sleuth: Complete Edition Digimon Story Cyber Sleuth: Complete Edition

      "Gameplay centers on individual hero management and solo play; limited multiplayer options and no emphasis on teamwork."

    • Creativity

      Game with the same Creativity vibe

      3

      "Players can customize builds, choose different heroes and strategies, and manage various upgrades and skills."

      Capsule for Incremental Epic Hero 2 Incremental Epic Hero 2

      "Players can customize heroes, choose skills, build structures on the map, and experiment with unit abilities and upgrades."

    • Domination

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      -3

      "Interactions emphasize balanced play and mutual respect; no evidence of trash talk or power imposition, and players often cooperate."

      Capsule for In Silence In Silence

      "Interactions are balanced and respectful; no evidence of trash talk or power imposition; focus on fair play."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game as a relaxing, engaging distraction with immersive sci-fi setting and satisfying gameplay loops."

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      "Players enjoy immersive sci-fi fantasy setting and story, using the game as a relaxing and engaging distraction."

    • Expectation

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      "Players engage voluntarily out of personal interest and nostalgia."

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    • Experimenting

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      "Players explore evolving mechanics, combat, puzzles, and seasonal changes, encouraging experimentation."

      Capsule for Neva Neva

      "Players explore new mechanics like day/night cycles, map buildings, and unique faction abilities, encouraging experimentation."

    • Exploration

      Game with the same Exploration vibe

      4

      "Exploration of maps, discovery of new territories, and uncovering secrets are core gameplay elements."

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      "Exploration of maps, discovery of resources, secrets, and strategic locations is a core gameplay element."

    • Expression

      Game with the same Expression vibe

      2

      "Hero customization and faction selection allow some self-expression, though visual customization is limited."

      Capsule for Godsworn Godsworn

      "Hero customization and faction identity allow some self-expression, though mostly within predefined frameworks."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Strong fantasy and sci-fi themes with imaginative factions and lore."

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      "Strong sci-fi fantasy setting with imaginative factions, lore, and narrative elements."

    • Fellowship

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      "Minimal social interaction; primarily single-player experience with limited community engagement."

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      "Limited social interaction; primarily single-player experience with minimal community engagement."

    • Growth

      Game with the same Growth vibe

      4

      "Players develop strategic skills, learn hero synergies, and improve gameplay over time."

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      "Players develop heroes, learn new skills, and improve strategic abilities over time."

    • Health

      Game with the same Health vibe

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      "Turn-based, sedentary gameplay with no physical activity involved."

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      "Turn-based, sedentary gameplay with no physical activity involved."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention and strategic planning; not designed for passive or background play."

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      "Requires focused attention and strategic planning; not designed for passive or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "No evidence of close social relationships or emotional sharing; mostly individual play."

      Capsule for Typoman Typoman

      "No evidence of close social relationships or emotional sharing; mostly individual play."

    • Leadership

      Game with the same Leadership vibe

      2

      "Players lead their own armies and make strategic decisions, but no evidence of managing groups or authority."

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      "Players lead armies and make strategic decisions, though no evidence of managing other players."

    • Progression

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      4

      "Strong progression through hero leveling, research, town building, and unit upgrades."

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      "Strong progression through hero leveling, unit upgrades, resource accumulation, and map control."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Calm, immersive experience with ambient music and steady pacing."

      Capsule for Subsurface Circular Subsurface Circular

      "Turn-based pacing and immersive music provide a relaxing flow experience."

    • Sensation

      Game with the same Sensation vibe

      2

      "Enjoyable art, voice acting, and music provide sensory stimulation, though animations are simple and sometimes choppy."

      Capsule for Shadowveil: Legend of The Five Rings Shadowveil: Legend of The Five Rings

      "Enjoyable art style and music provide sensory pleasure, though animations are sometimes described as choppy."

    • Status

      Game with the same Status vibe

      -3

      "No emphasis on social recognition or leaderboards; focus on personal and group achievement."

      Capsule for Gatewalkers (Alpha) Gatewalkers (Alpha)

      "No emphasis on social recognition or leaderboards; focus on personal achievement."

    • Story

      Game with the same Story vibe

      4

      "Engaging narrative with character development and lore integration enhances immersion."

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      "Engaging narrative with well-written dialogue and lore enhances immersion."

    • Strategy

      Game with the same Strategy vibe

      4

      "Strong emphasis on strategic planning, resource management, and tactical combat."

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      "Strong emphasis on tactical combat, resource management, and strategic planning."

    • Thrill

      Game with the same Thrill vibe

      2

      "Some suspense and challenge in combat and exploration, but overall controlled and measured gameplay."

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      "Some tension from combat and exploration, but overall controlled and measured gameplay."

    • Value

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      4

      "Players report many hours of gameplay and good content for the price."

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      "Players report many hours of enjoyable gameplay and good content for the price."

    • Violence

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      3

      "Combat and destruction are central gameplay elements, with tactical battles and unit defeats."

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    • Survival

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      3

      "Players manage resources and avoid defeat through strategic defense and offense."

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    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Leadership, Survival, Violence, Strategy. Here, the score leans higher than usual among comparable games on Relaxation, Exploration, Story.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Last update: 30/04/2026