
Colony Siege combines the best of RTS and tower defense, including base building, mazing, and unit physics. Defend Earth's remaining colonies using an arsenal of deadly weapons to torch, slice, throw, and impale swarms of alien invaders.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
TL;DR at the bottom. I enjoyed playing this game but it has some problems. Colony Siege is a tower defense game, specifically one where you can influence your enemies' paths by placing walls and towers in their way. Although it has some RTS elements, the gameplay doesn't focus on them and even in the specific missions in which you have to engage with it I didn't find it very compelling. The biggest impact the RTS elements have on normal gameplay is the unit count, that gives you a cap on how many towers and units you can field at one time. This is a bigger problem for towers rather than units since everything your enemy destroys is refunded in full, and units are generally faster to rebuild. Neither the TD nor RTS gameplay style feels fleshed out and polished. Controlling enemy paths is a pain on some maps, feels very unintuitive, and overall it feels like you shouldn't rely on it like in a normal TD game of this kind. The units you can build are fine, but none of them feel that impactful as building a tower. I used them as utility and the only one I found really effective was the one that stunned enemies. The large tanks were fine but I could only feel comfortable using them if they didn't use up unit count (which you can achieve with a perk in late game). While I feel that the unit cap is a good addition, I feel it's an unnecessary constraint in most missions, with the exception of survival missions. You are already hard capped in what you can build by the fact that you have no revenue outside of killing enemies and getting wave clear bonuses. If you could have some kind of passive revenue that went past it, you could funnel it into better control of enemy paths. Currently, there is little reason to make the enemies' path longer (outside the one kind of enemy that does suffer from long paths), what really matters is to make that path hell for the enemies to go through. This would not be a problem if most of these maps were designed with the clear intention of forcing the player to restrict the flow of enemies into a single path (not to mention building things in your base also changes enemy paths). The game is fun, but there's some design decisions that I don't understand from either an RTS standpoint or a TD standpoint. It almost feels like there isn't enough of either TD or RTS, and that introducing more mechanics from one or both of these genres would make this game better.
Cons: - Enemy units don't follow the route. Instead, some of them fly directly to your base and attack it. - Enemy seems to easily destroy towers blocking the shortest route. - Difficult to define a route for the enemy to take. - A lot of micromanagement is required. - The difficulty and number of available units/upgrades ramp up too quickly. It's not possible to purchase everything with the money allocated, and it's unclear which ones to choose. - Selection and deselection of units are not intuitive. Unfortunately, I stopped playing after 3 hours.
I'll be kicked out of the High Church of TD for this but I think this is a DG2 beater.
One of my favourite TD games out there. Combined with some interesting RTS mechanics and progression system. Truly a hidden gem! Highly recommended!
The game is not bad. The story also some mechanics and upgrades but. The game gives you a big map and the right to place towers wherever you want, but everything is too expensive and you end up doing the same thing on every level and the game starts to get repetitive. Each tower costs the same amount to upgrade as the same tower. A lot of things are either too expensive or not well balanced or useless. You can only use one perk and most are useless. At least the building skills don't cost you money, but they are quite expensive if you unlock them during battle. Flying enemies attack too hastily or ignore defenses or attack whatever they want and it becomes annoying to guard buildings because they have no defenses. And every time you have to go to the buildings because some little drone is attacking you. Some of the traps look more like towers. The money to buy towers, plane upgrades, traps, skills, and other things becomes useless pretty quickly. You switch to easy to unlock everything, normal for the bonuses, and by the middle everything is already bought. Other things like infinite levels or attacks are only pointless if you want everything 100%. The game is not bad but it needs repair and balancing. I would recommend it at least for half the price or less.
If you like Supreme Commander and like tower defense games you will love this.
For a $7 game, it's pretty awesome. If you like tower defense games, I recommend trying it out. I'll go into the pros and cons below: Pros: - The units and towers feel satisfying to use, they are big and chunky and fun with hard hitting munitions that cause lots of damage and chaos. - While the graphics of the maps are pretty basic, there are a lot of varieties of planets and space stations that the missions take place on. It feels like this is an actual universe you are exploring instead of 3 recycled maps over and over. - There is a lot to choose from strategically whether you focus on units, air support, towers, or traps as your main method of defense. Cons: - The final mission is a huge let down. You spend the whole game getting progressively more powerful and learning how to defend a base with all kinds of air support, unit production, and mazing strategies, and then the final mission strips all that away and it's an escort mission where you get a handful of units and can build towers to defend a slow moving convoy unit. The convoy unit triggers various portals when it gets close and then you have to run away with it and let your units and towers kill everything that spawns. This would be fine, but the convoy unit is insanely slow so you can't get much distance and the no build zone around the spawn portals is so large you really can't use any of the strategies you perfected on previous missions and instead you just spawn camp the portal with units and build some long range towers that hit units as they come out and watch the enemies explode instantly with no real thinking required. The mission also takes too long without much action because the convoy unit is so slow and the distance between portals is huge. A shorter version of this would have been fine to include as a story mission, but not as the big ending. - Air support/missiles/satellites are clearly inferior to units, traps, and towers. It's too hard to land them effectively and the reward is too little for the amount of effort especially since they do very little damage to boss units and if you waste money building them up you don't have the towers/units required to kill bosses. - The best perk in the game is given to you right up front and is too strong, it's the one that makes waves wait for you to start them and reduces the cost of building and upgrading barriers. The enemies' paths can be combined into one single line of defense with enough barriers on every map regardless of how many spawn points there are and this is by far the best strategy so long as you can afford barriers and have time to set up your maze properly, both of which this perk solves for. It doesn't promote experimentation and the later perks just feel underwhelming in comparison which is a shame because "give you enough time to build and make buildings cheaper" is not exactly a fun mechanic the way "instantly teleport units" is. - While you can experiment with lots of different towers, traps, and units, you don't need to. Just build shotgun and laser towers until you unlock bomb traps and sniper towers and you now have all you need to beat the whole game (until you can unlock the starcannon and cyclops for even more boss killing power, but even these are optional). Despite the long winded list of cons, I did really enjoy the game, but more effort needed to be put into balance to make full use of all the cool stuff that is in the game. I was able to beat it on hard in 19 hours with most of the optional mission modes (survival and endless) also completed if you're curious how much gameplay you can expect. I saw a review from someone else saying you don't get enough cash in the game to buy all the upgrades (new towers, units, air support, and commander upgrades). If you play on easy and never replay a mission or do any of the optional modes, I can see this being a problem, but if you play on hard where you get more cash per mission and play some of the optional game modes on the maps you like you'll easily be able to afford everything the second you unlock it. To be honest, this is also a bit of a con as it would be nice to be required to make strategic purchases a little more. Maybe instead of being able to endlessly replay missions for cash, they should make it so you only get first clear cash rewards and then make the bonus games modes give less instead of more cash so you can't unlock everything instantly. Then once you complete the final mission they give you a huge cash bonus so you can unlock everything and this would give you a reason to go back and play previous missions. Anyway, it was a $7 well spent and I only took so long to write up this review because I genuinely enjoyed the game and I hope the dev takes some of my feedback in the constructive way I meant it and makes something even better next time.
Passable TD for a very low price. It's hard to complain too much at the cost of a latte.
Colony Siege est un Tower Defense futuriste assez simple mais sympa à jouer avec un ami, les graphismes sont beaux et l'ambiance est cool, je le recommande !
Good fun for the price played and time it took to get 100%. And once you get the main missions finished on hard everything you build turns to gold?! heck yeah :)
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