
Build a castle by day and defend it by night. Becastled blends cozy city-building with challenging tower defense strategy. Lead the Sun Kingdom’s last stand against the Moon Beasts and end the ancient conflict between light and darkness!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.29/day in the week to Aug 17 → 1.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Becastled is a cozy-meets-challenging strategy game that combines city building with RTS-like tower defense. You are the lord of the Sun Kingdom, leading its final stand against the Moon Beasts.
Design and build your castle, grow a settlement, and prepare your people for the nightly siege. By day, gather resources, place buildings, raise walls, and lay roads, keeping your subjects happy with taverns and decorations. By night, man the battlements, unleash ballistas, and hold the line until dawn.
The siege horns sound at sunset. How long can your fortress hold the dark?
BUILD A CASTLE BY DAY
Transform a humble village into a true medieval city. Lay farms and markets to keep your people fed, gather wood and iron for construction, and raise walls, watchtowers, and gates to protect your keep. Build a fantasy bastion where life flourishes under the sun!
KEEP YOUR PEOPLE HAPPY
Satisfied subjects work harder and fight with greater courage. Sawmills may sour the air, but lively taverns and street decorations lift every spirit. Balance comfort and function to keep your kingdom strong through each long night.
DEFEND AGAINST SIEGES AT NIGHT
At sunset, the Moon Beasts strike with battering rams, siege towers and even dragons. Layer your defenses with walls and iron gates, rain fire with catapults and archers, and withstand ever-stronger assaults until sunrise.
TRAIN AN UNSTOPPABLE ARMY
Forge weapons and armor to prepare your warriors for the siege. Advance from basic infantry to an army with ballistas and trebuchets. Archers, swordsmen, and pikemen will fight to the last if you train and equip them well. If the walls fall, rally every villager to defend their home.
TURN THE LAND TO YOUR ADVANTAGE
Hills, rivers, and forests can be your castle’s best allies, offering natural moats and tactical positions. But shifting seasons can betray you. A river shields you in summer but freezes solid in winter, creating a bridge for your enemy. Adapt your defenses and stockpile resources ahead of time.
BUILD, DEFEND, EXPAND, REPEAT
A strong economy fuels a stronger army. Grow your domain, claim new lands, and mine precious Sunstone to raise buildings and keep your people safe.
As your settlement expands, you will push back the forces of the night. But will you have the strength to end the ancient war between the Sunfolk and the creatures of the Moon?
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 5.6Kreviews | 82% | — | $3.7M |
| $24.99 | 258ratings | 72% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 840 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Abandonware - cool concept and fun but its just not that deep
I was enjoying the game, but noticed small things that kept nagging at me. Road placement, awful. Pathing, not great. I think that this game is soooo close to being great, but I just can't recommend it at this point. I've also seen a thread in the forums that the devs are moving on to other games, so don't expect this one to get anything new in terms of fixes or updates. If the bugs don't bother you, it's an enjoyable experience.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 24: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, French, Italian, German, Spanish - Spain, Simplified Chinese, Turkish, Czech, Dutch, Hungarian, Polish +15 more
| $24.99 |
| 149ratings |
| 56% |
| — |
| not modelled |
| $13.39−33% | 51ratings | 82% | — | not modelled |
| $24.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 843 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
road tool sucks
I've been playing this game since it first appeared on Steam. Its a very pleasant game that combines city building and castle defense. During the day, you develop your kingdom, and at night, you fight off waves of enemies. The atmosphere feels fairytale like: beautiful graphics, calm music, and warm colors. The gameplay is easy to learn but has depth (you need to plan your economy, troop positions, and defenses carefully). Even in ea, the game already feels complete and is truly engaging. Looking forward to new content!
Partiendo de una referencia para considerar una idea del titulo: se asemeja al estilo de Northgard, desde comprar áreas del escenario, las restricciones de construcción, árbol de tecnología, entre otras cosas. El apartado donde mas difiere es en el militar. No es un juego que se destaque demasiado. En breve saldrá la edición 1.0 y aun queda muchísimo por hacer. Desde crasheos o bugs (muy pocos por cierto), muy poca variedad de unidades militares (incluso algunas ya no tienen utilidad), no se implementan formaciones, no funciona bien "mover y atacar", las unidades no responden a organizarse arriba de murallas, solo hay 3 mapas (cabe recalcar que aportan un desafío algo distinto y es bueno), enemigos e IA que reducen drásticamente la dificultad, reinventar el asedio porque no es muy útil, balancear mejor todas las unidades, añadir diferentes neutrales en el mapa que proporcione diversidad, etcétera. El fuerte actualmente es la infraestructura que se ha desarrollado bastante pero crea algo monótono. Solo construyes. Necesita por donde escaparse para que pueda crear esa sensación inicial que genera un RTS. Cada partida probar algo distinto. Gráficamente cumple con su estilo aunque luego de muchas unidades en el mapa los fotogramas comienzan a bajar. ¿Por que aclaro esto? Porque en otros juegos del mismo estilo, la cantidad de unidades en el mapa antes del frame drop es mucho mayor. Las configuraciones permiten realizar cambios significativos por lo que compensa. En fin, es una propuesta interesante para darle una oportunidad y creo que lo mas importante es que sigue recibiendo actualizaciones luego de varios años. Pese a todo lo anterior, esto ultimo es lo mas digno ya que muchos estudios deciden abandonar sus entregas. Pueden darle una oportunidad para ayudar al desarrollador. Ademas, ¡tiene Workshop!
Cuando te das cuenta llevas 10h y a la habitacion le vendria bien un poco de ventilacion
It's a unique little city builder + defence title. Each system has some depth to it, and losing feels fair rather than unexpected. It is an interesting mix of managing resources towards research, direct troop training, and expanding territory. It could use some quality of life for military management during the defence phases, like better distinguishing of troops like icons or even more stylized designs that are noticeable regardless of which pose the unit is in. All the troops look about the same, so it takes a bit to tell them apart without pausing to check. I think the resource exchange could use some balancing as well, to allow for a playstyle of deliberately over-producing a resource to purchase another one. At this point, it feels more like you are better off placing expanding to disposable outposts that get wrecked each defence phase rather than turtling to make a nice looking base (which I know some people like doing, being a Supreme Commander shield turtle fan). It's fun for 1 to 2 sitting matches.
Leider werden Bugs nicht behoben die schon seid ich dieses spiel besitze existieren. 1.0 ?? Warum? Die Figuren bleiben Überall Hängen!!!, auch ineinander? Tore, Türme und Dekorationen sind Sehr Giftig. Treppen sind nicht für Figuren mit karren bestenfalls zu verhindern da sie Hängen bleiben und andere Figuren aufhalten bis eine Abscheulichkeit aus Figuren besteht. Als Berührungspunkt wird zwischendurch der Boden unter dem Eigentlichen Boden erkannt? Gebäude sind nicht reparierbar? Gebäude werden nicht gebaut, die Figuren der Baugilde blieben Hängen! wo? Sie Bauten und Schlossen sich im eigen bau ein. Die Fähigkeit Figuren zurück zu schicken ist Bedeutungsvoll, aber die alle 3 Sekunden benutzen zu müssen finde ich Lächerlich. danke für 1.0.
Du fängst mit einem kleinen Schloss an und plötzlich baust du eine mittelalterliche Metropole, die aussieht wie ein Ikea‑Katalog in Steinform. Jede Nacht kommen die Schattenwesen vorbei, um dir zu zeigen, dass deine Mauern vielleicht doch nicht so clever platziert waren. Deine Einheiten sind manchmal so motiviert wie ein Montagmorgen‑Mensch, aber hey sie geben ihr Bestes. Fazit : Becastled ist ein charmantes, leicht chaotisches Strategiespiel, das dich schneller in seinen Bann zieht, als du „Belagerung“ sagen kannst. Perfekt für alle, die gerne bauen und gelegentlich zusehen wollen wie ihre Festung glorreich scheitert.
If the game was still in beta I'd say give it a go. But since it's now no longer in beta and it still plays like it is, I would not recommend. Path finding and AI behaviour issue makes the game frustrating e.g. the enemy disappearing then suddenly reappearing inside your base. But what is worse is the lazy scaling of the bosses in the game. Instead of doing something interesting the devs just made the later bosses bullet sponges, which makes the later game dull.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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