Heroes of Hammerwatch II
Crackshell · RPG, ARPG, Action
Overview
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.
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Embark on a new adventure in Heroes of Hammerwatch 2.
A rogue-lite action-rpg brimming with randomly generated levels, deep customization, and rich persistent progression. Battle your way through the perilous Dark Citadel, collecting powerful equipment and trinkets that unlock game-changing upgrades and abilities. This unique mix of permanent equipment in the style of action-rpgs along with run defining rewards from its rogue-lite roots results in a compelling experience where you are sure to get something new out of every run, always progressing in some way, with no two runs the same.
Return from your expeditions to upgrade your town, enchant gear, and unlock new upgrades for your character. Build a thriving hub to support your adventures and shape your play style in countless ways.
And when you've conquered the Citadel, the challenge isn't over — New Game+ offers endless progression, tougher enemies, and ever more powerful rewards to keep the adventure alive.
Key Features:
7 Unique Classes: Start as a Warrior, Paladin, Ranger, or Wizard, and unlock the Rogue, Warlock, and Sorcerer through gameplay.
Each class offers 3 specializations, introducing new abilities and passives.
Endless Replayability: Explore 8 distinct, randomly generated floor types, each teeming with unique enemies, traps, and challenges.
Town Building: Upgrade your town to unlock run-enhancing NPCs, stash items, and customize your adventure.
Dynamic Gear System: Equip enchantable weapons and gear to craft and upgrade your perfect build and explore varied play styles.
An Abundance of Unlocks: Find blueprints that unlock new enchants for your equipment, attunements for permanently upgrading trinkets you find, and drinks to modify runs.
Infinite Progression: New Game+ ensures endless gameplay with increasing difficulty, better gear, greater buffs, and unlimited leveling opportunities.
Team Up: Enjoy online multiplayer with up to 4 players—tackle the Dark Citadel together!
From the game's Steam store page.
THE GAMEQ VERDICT4,753 reviews analyzed
What players are actually saying
1. Summary
84% of reviewers recommend Heroes of Hammerwatch II, a top-down action roguelite where every run feeds a town you rebuild between runs. Each level a class gains also gives a small bonus to all your other characters, so even a failed run counts toward something. The praise centres on online co-op with friends, the seven classes and their level-10 specializations, and the detailed pixel art. Some reviewers describe the "one more run" pull, a few say it kept them up past midnight, and several describe it as Gauntlet crossed with Diablo.
Grind and repetition lead the complaints, raised in 33% of the longer negative reviews: every run walks the same areas in the same order, and the endless New Game+ ladder turns enemies into damage sponges while trinkets and gear mostly add small numbers. Dozens of negative reviewers lost their save files. Others write about bugs, class balance that punishes melee, and a game that explains very little. Fans of the first Heroes of Hammerwatch can't agree on whether this is an upgrade or a thinner remake. The game suits players who enjoy steady meta-progression, especially in a co-op group, and many negative reviewers wanted each run to play differently. The share of positive reviews fell from 88% in launch month to 74% across reviews written in 2026.
2. What keeps coming up
What players praise
Co-op with friendsHigh
Friends, co-op or multiplayer come up in 25% of the longer reviews, more than any other topic. Reviewers describe drop-in online co-op for up to four players (a console command raises the cap for bigger groups), loot that drops separately for each player, and runs you can quit and resume, or rejoin after a disconnect: "If someone loses internet connection, they can rejoin the run." Many say the game is at its best with a regular group. One reviewer rated it a slow burn alone and added "grab two or three friends, order some pizza, and the multiplayer easily bumps it up to an 8.5/10 weekend game", and a long-time player said of their hours that "almost all of those were because I was enjoying it with a friend." Solo players disagree more: some find the game relaxing alone, others say it gets slow or samey without company. Desync, the revive cost and the lack of trading or local co-op are covered further down.
Town building and progression shared across charactersHigh
For many players the town is the hook: 24% of the longer reviews talk about the town, the village or progression, mostly as the reason they keep playing. Resources from each run rebuild a ruined camp into a town with shops, trainers and an enchanter; each class level adds a stat bonus to every character; in-game achievements hand out extra points; and a shared stash lets new characters start with good gear. "The meta-progression from leveling classes and donating resources makes each run feels like you are making meaningful overall progress, even when you're leveling alternate characters." Another reviewer called it "Possibly the best progression of any roguelike I have played." Players also like watching the place change, saying the entire town starts to feel more and more lived in. The criticism is that some upgrades (weapon mastery, trinket attunement, extra dashes) are bought separately for each character, and that the town is finished long before the grind is.
Seven classes, level-10 specializations and gear-driven buildsHigh
The roster, discussed in 22% of the longer reviews, is Warrior, Paladin, Ranger and Wizard at the start, with Rogue, Warlock and Sorcerer unlocked during runs. Each class picks one of three specializations at level 10 that adds an active and a passive skill. Weapons set your basic and secondary attacks, so a Paladin can carry a bow or a Wizard a sword if the stats allow. Several reviewers say the game only opens up at that point: "The fun factor really ramps up once you hit level 10 and unlock specializations." A few reviewers suggest new players start as a Paladin, because it can heal itself. Balance between the classes gets its own, mostly negative, section below.
Pixel art and an old-school dungeon-crawl feelMedium
The art, graphics or visuals come up in 12% of the longer reviews, and 7% compare the game to Gauntlet, Diablo or Path of Exile, mostly as a compliment. Reviewers point to the lighting, the animated foliage and small details: "The trees sway in the wind, The devs didn't need to do that, but they did." Players who grew up on SNES and arcade games describe a nostalgic, cozy dungeon crawl, and several call it a good "podcast game". For a smaller group the same busy art makes the screen hard to read (see the frustrations below).
Short sessions that fit around a busy lifeLow
A smaller group praises how easily the game fits into short sessions: you can quit mid-run and pick up later, play a run per evening, or play it on a handheld. Parents and players with jobs call it a good "dad game" for this reason. A few launch-week reviewers asked for a way to save mid-run, while others point out that the game already remembers where you left a run and lets you resume it.
Mods and the WorkshopLow
About 2% of the longer reviews bring up mods. The Workshop was there early, one reviewer noted that official modding support came with the 11th patch in March 2025, and players use Workshop mods to add campaigns and classes, fix a hard-to-read font, or make the grind faster. A few see mods as the answer to the thin endgame.
Where players are split
Compared with the first Heroes of HammerwatchHigh
The first game comes up in 23% of the longer reviews, and those reviews pull in both directions. Supporters call this a straight upgrade: persistent gear, specializations, a revive system that replaced the old soul link, smoother multiplayer, no more keys, and prettier art. Critics, often players with hundreds of hours in the first game, list what was cut: the fountain that let you trade harder runs for bigger rewards, puzzle rooms, pets, gambling, the pre-run trinket shop, the Priest class, armor dyes, and a larger trinket pool. One critic summed up that side: "Less complexity, less depth, less content, less mechanics, less engagement, less variety." Newcomers who never played the first game often say they do not understand the comparison and simply enjoyed this one.
New Game+ and the endgame: endless climb or sponge slogMedium
New Game+ comes up in 10% of the longer reviews and 17% of the longer negative ones, mostly from players who have spent dozens of hours with the game. Each NG+ tier raises the level cap by five, cuts armor and resistances, and makes enemies tankier, and the achievements ask for level 60 on every class. Fans enjoy pushing ever higher tiers and theorycrafting builds for them. Critics call it a treadmill: "ng+ was an absolute slugfest", and "all of it caps out while the enemies keep on improving." Shadow Curse, a stacking debuff enemies applied on hit in NG+, drew heavy criticism at launch, especially from melee players. Reviewers describe a patch in early March 2025 that turned it into a risk-and-reward system, and several edited their thumbs-down to up, one ending a rant about "the dumbest mechanic I've ever seen in a roguelike" with an edit praising the rework. Reviewers say the October 2025 update added epic gear and map missions, which some called the missing endgame ("Epic gear is added! Feels like a completed game finally") while others said it raised enemy health again.
BossesMedium
Some reviewers praise fights that "require strategy and mechanics to complete", such as the multi-phase goblin totem. Others describe "huge damage sponges with uninteresting attacks", fights built around minion spam, shared health bars on the twin bosses, and late fights with teleporting or silencing enemies: "So you spend 5-10 minutes chasing the boss all over the place." At launch the final boss could also glitch out of bounds and end a run. Bosses come up in 9% of the longer reviews and 16% of the longer negative ones.
Value for the priceMedium
13% of the longer reviews talk about price or value. Most of them say the game is cheap for the hours it gives, with lines like "worth 2 hours / dollar of fun". A sizeable minority adds a condition: "On Sale + With Friends: 100% worth playing", or "Not a bad game, assuming you'd buy this at a discount." Two negative reviewers objected that the October 2025 update came with a price increase.
Update pace and balance patchesMedium
Launch reviewers praised a developer that patched quickly. They report cloud saves arriving in the first week and an option to turn off swaying foliage landing a day after players asked ("they sent a patch adding the option. W devs."). Later reviews are more critical. Some describe long gaps between content, balance changes that weakened favourite builds (the Warlock nerfs, and the Rogue's shared bonus changing from extra gold to less trap damage), and a feeling that the game was left unfinished. The 2026 roadmap reads as promising to some reviewers and as too little to others.
Paid DLC: Celestial Ruins and the PriestLow
For most of 2025 the missing Priest from the first game was a running request ("add priest or im negative reviewing"). The Celestial Ruins DLC, which reviews start discussing in late July 2026, added the Priest and a new area; DLC comes up in 5% of the longer reviews. Owners who liked it wrote "The priest Rocks!" and "the expansion DLC is worth getting"; others found it "incredibly underwhelming" for a four-month wait or objected to paying for a class the first game had. One player praised being able to use a friend's DLC shrines in co-op. Few of the reviews written after the DLC's release mention it.
The co-op revive costLow
Reviving a teammate costs maximum health for both the reviver and the revived player until the run ends. Some players call it a big improvement over the first game: "Being able to revive your co-op buddies multiple times for a health penalty is fantastic." Others call it "the frustrating anti-fun mechanic" and say strangers in public lobbies stop reviving each other because of it.
Steam Deck play and long-session slowdownsLow
About 3% of the longer reviews mention the Steam Deck. Some players do nearly all their playing on it and call it a perfect handheld game. Others report that the game slows down the longer it runs, with longer loading screens and frame drops until a restart, on the Deck and on some PCs; one player measured memory use growing by "about 25MB/s" while idling in the menu. Deck players shared workarounds such as forcing Proton 7.0-6 and turning off Pixel Perfect. Reports of slowdowns appear as late as August 2026.
MusicLow
A small group comments on the music. Some love the retro tracks and the satisfying sound of smashing pots; others find the loops repetitive or weaker than the first game's soundtrack and turn the music off.
What frustrates players
Grind and repetitionHigh
Grind, repetition or "the same maps" come up in 19% of the longer reviews and in 33% of the longer negative ones, the most common complaint by a wide margin. Every run starts in the same forest and visits the same areas in the same order with the same enemies; layouts shuffle, but reviewers say runs still feel identical. Progress depends on meta-upgrades bought in town, so players repeat early areas many times before they can beat a boss. "Playing as single-player, the grind is real, entirely too real." Another warned: "If you dont enjoy the first hour of the game just refund it because the gameplay does not change." Even fans concede the point: "This game is extremely grindy. And this is both a good and bad thing." This complaint comes from players at every stage, from people who quit within a few hours to veterans with hundreds.
Thin content and shallow buildsMedium
17% of the longer negative reviews say the game lacks content or depth, or feels unfinished. They describe one main campaign, a short list of bosses, trinkets that mostly add a few percent to a stat, skill upgrades in a fixed line, and gear that topped out at blue rarity until epic items arrived in October 2025. One reviewer said the skill trees are straight lines that deserve the name "skill bamboo", and that "you'll be aiming for the exact same skill orb setup every run." Another said "It feels like an Early Access game disguised as a finished product." A long-time player described the progression as one that "stops abruptly not that far into it and you're left hoping for the next update."
Lost saves and unreliable cloud syncMedium
Dozens of the longer negative reviews are about lost progress, usually from players who had a lot of time invested in their characters. The reported causes vary: cloud saves that were not on by default (each profile has to be copied to the cloud by hand), a reinstall or new PC, clicking the Home button on the profile screen ("it will erase all characters across all saves"), joining an online lobby that overwrote the player's own town ("DON'T JOIN ONLINE GAMES"), and the October 2025 update, which brought a cluster of reports that month. "Lost all my data with no way to recover it. 84 hours of progress lost in a snap." One reviewer shared a recovery route through the local save_backups folder that support gave them, but most never got their progress back. These reports run from launch week to October 2026.
Bugs, crashes and multiplayer desyncMedium
14% of the longer negative reviews cite bugs or crashes, and 5% describe multiplayer connection problems. Players report getting stuck inside walls, characters turning invisible or uncontrollable, games crashing on loading screens, lightning traps hitting through walls, and desync where enemies one player killed are still attacking another: "Multiplayer has a desync issue preventing you from playing with others." Some groups never got private co-op to connect at all. Some positive reviewers mention bugs too, as annoyances that patches eventually fixed.
Class balance and weak meleeMedium
12% of the longer negative reviews raise balance. The common thread is that spell builds outscale weapon builds in NG+, that armor stops mattering as NG+ penalties grow, and that melee characters take the most punishment, "melee being third class citizens" in one player's words. Specific classes draw specific complaints: the Rogue is often called the weakest ("Why play Rogue when you can play literally anything else?"), the Paladin is seen as the safe pick, and Warlock players resent repeated nerfs.
Little in-game explanation and a clunky interfaceMedium
9% of the longer negative reviews complain that the game explains little and that its menus get in the way. Stats have no clear tooltips, town upgrades do not show what they unlock, and buffs and debuffs are hard to inspect: "this game is 50% play 50% googling things they could just add as information in menus". Other complaints include a delete key on the character screen that sits where the accept key is elsewhere, items that need a key press to compare, a chat box too small to read, and a town so spread out that shopping between runs takes a walk.
Hard-to-read visuals and small textLow
6% of the longer negative reviews say the art hurts readability: enemy projectiles that blend into the floor, screens full of effects in multiplayer, and eye strain or headaches from the moving foliage. "In the first game, you can clearly tell an enemy attack or AOE from the environment, but majority of the attacks in 2 are barely distinguishable from the environment." One launch review gave up because "The text is very painful to read for me", and Steam Deck players ask for larger text.
The death tax and no way homeLow
Losing 40% of collected gold and materials on death bothers a smaller group of negative reviewers, often players still in their first hours. Since the only ways back to town are dying, abandoning the run or beating the final boss, reviewers say nearly every early run ends with the tax: "every time you die it's like looking at a paystub and seeing all the taxes mandatorily deducted from your gross income." Defenders point out that the tax shrinks with chapel upgrades, that a lightning bird can carry half your haul home tax-free, and that donated resources feed permanent account bonuses.
Traps that end co-op runsLow
Falling rocks, gargoyle trap rooms and fire traps come up in about 5% of the longer negative reviews, and in some joking positive ones. The serious complaint is about co-op: a player who dies inside a trap often cannot be revived, and sits out the rest of the floor.
Missing co-op conveniencesLow
A handful of reviewers ask for item trading between players ("Me and my friends would love to trade equipment"), local or couch co-op, crossplay with consoles, and a way to tell lobby hosts' ping. Several also warn that progress from the free demo does not carry over: "Saves do not carry over from the demo."
3. The player conversation
Nearly 2,000 short reviews say little more than "Fun with friends" or "good game", and many longer positive reviews come from players who expected a quick time-waster and lost dozens of hours to it. The negative reviews are long and specific, and they come from two different groups. Players who quit early talk about the grind, the death tax, the slow opening and eye strain. Veterans with dozens or hundreds of hours write most of the reviews about NG+ scaling, Shadow Curse, class balance and lost saves, and many of them also played the first Heroes of Hammerwatch and measure this game against it.
Launch month was the high point at 88% positive, with reviewers excited by the fast patches. February 2025 dipped to 81% as NG+ players ran into Shadow Curse and balance nerfs, and the early-March rework won some of them back. October 2025 brought the epic-gear update, a price increase that a couple of reviewers objected to, and a wave of save-loss reports, and that month fell to 74%. Reviews written in 2026 ran 74% positive overall; they repeat the same complaints about repetition and thin content, with the Celestial Ruins DLC in late July 2026 drawing a mixed reaction from the players who mentioned it.
4. What the developers could do
- Make saves impossible to lose. Dozens of longer negative reviews are about lost progress; cloud sync on by default, an in-game backup restore, and safeguards on the Home button and online lobbies would cover the causes players report.
- Add variety to the route through each run. Grind and repetition are in 33% of the longer negative reviews, and players ask for alternate paths, swappable biomes and randomized bosses so that runs stop following the same order.
- Give trinkets, skill orbs and gear real build-changing effects. 17% of the longer negative reviews call the game thin or shallow, describing trinkets as small stat bumps, fixed skill lines and the "exact same skill orb setup every run".
- Rebalance New Game+ scaling. NG+ comes up in 17% of the longer negative reviews, mostly from long-time players who say enemy health outpaces every upgrade and that armor and melee builds stop working.
- Fix the long-running bugs and multiplayer desync. 14% of the longer negative reviews cite bugs or crashes, from players stuck in walls to co-op sessions that desync or never connect.
- Bring melee and the weaker classes up to the spell builds. Balance complaints appear in 12% of the longer negative reviews, centered on melee and the Rogue falling behind in NG+.
- Explain stats and town upgrades in game, and offer readability options. 9% of the longer negative reviews complain about missing explanations or a clunky interface, and players ask for tooltips, an upgrade preview, a larger font and clearer enemy projectiles.
- Soften the early death tax or add a way home after a boss. Players in their first hours say losing 40% of every run's haul, with no way to bank it except dying, makes the opening feel punishing.






