indiegame.fan
Hammered Heroes header art

Hammered Heroes

Lead a drunken band of adventurers down the deepest dungeon in the realm. Pick the party, choose the path, and watch them carve through frost, fire, and worse. Fall, pour another, and descend again — stronger each time. Raise a tankard. Raise a warhammer.

Steam Page
Developer
Release
Coming Soon
Steam Reviews
No reviews yet

Does this feel indie?

Vote based on whether this game feels indie to you. You can change your vote at any time. Results earn an IGF score after 10 accepted votes.
No votes yet
Vote on More Games
Game contextLatest: IGF Team
ContextThe evidence factors used to assess whether this game belongs on IndieGame.Fan.Status
Notes
Latest Contributor: IGF TeamEdit notes
Search Google: Who developed Hammered Heroes?Developer scaleThe operating scale of the game's developer.
Search Google: Who published Hammered Heroes?Publisher scaleThe operating scale of the game's publisher.
Search Google: Is Hammered Heroes self-published or published by Face Won Games?Publisher statusHow the game's publishing relationship is classified.
Search Google: How is Hammered Heroes and Face Won Games funded?FundingThe known source of funding behind the game.
Search Google: Who controls the creative direction and IP for Hammered Heroes and David Gamble?Creative controlWho appears to retain creative control of the game.
Search Google: What is the release status of Hammered Heroes?Release statusWhether and how the game has been released.

Media

6 items

About the Game

Raise a tankard. Raise a warhammer. Same hand if you're feeling brave.

Hammered Heroes is a roguelite about recruiting a rowdy band of fantasy heroes and sending them brawling down a dungeon that runs deeper than anyone sober should attempt. You don't pilot a single hero — you command the whole drunken expedition. Pick who joins, what they specialize in, where you descend, and how you spend every coin. Then the band fights it out in real time while you read the battlefield and make the calls that keep them standing.

Every run starts with one free founding hero and a fistful of gold. Every run ends differently.

Command the band, don't babysit it
Your heroes hold the line, pick their targets, and swing on their own. Your job is the part that actually wins runs: building a party whose damage types cover the road ahead, choosing the right boon after every floor, training skill points into the build you're chasing, and knowing when to spend gold on a fresh recruit instead of a heal. Get the composition right and your band steamrolls. Get greedy and the whole expedition wipes in the dark.

A roster where no two parties are alike
Start with a free founding hero and earn the rest by playing — slay enough goblins to recruit the Wizard, clear graveyards for the Death Knight, raze monster dens for the Demolitionist. Glass-cannon Sorcerers that start frail and end devastating. Holy Templars that scourge the undead. Beastmasters, Pyromancers, Gladiators, Assassins — each with its own stats, damage type, and a kit of signature abilities.

Biomes that fight back
Descend through stone halls, frozen wastes, haunted graveyards, trap-laced mines, sunken marshes, and burning underworlds. Each biome has a signature monster that dictates how you should fight there — frost to chill the swarms, holy to put down the undead, fire to melt the frost-numb, arcane to shatter the armored. Bring the wrong party and the dungeon teaches you why.

A descent with teeth
Bosses guard the deep floors. Chromatic dragons stand as the run's great walls, each tougher than anything before it. Reach the bottom and a final tyrant waits — fell it to win, or press on into Endless and see how deep your band can really go.

Die smarter, not just again
When the band falls, you keep what matters. Fallen wanderers leave Echoes behind — spend them on permanent upgrades that make every future expedition tougher. Every class grows stronger the more you play it, carried across all runs forever. Each wipe sends you back to the tavern a little stronger, a little wiser, and ready to go again.

The dungeon's deep, the ale's flowing, and somebody has to clear it. Might as well be hammered.