
Retreating ends here. Defend Bastion against evil hordes, reclaim lost powers, rebuild ancient ruins, and adapt your tactics to reverse the siege. Shape your playstyle in this hero-strategy rogue-lite solo or co-op up to 3 players.
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EverSiege: Untold Ages is a "hero-driven" strategy rogue-lite where you don't just survive the siege, you break it. Build devastating combinations by fusing powerful Wargears with Elemental Essences, while summoning elite troops to overwhelm the Evil Master's hordes.

Roam a procedurally generated kingdom, shifting with each run, to gather and grow unique powers as you rebuild the city's might upon its ruins.
Adapt your strategy on the fly, complete quests, rally jungle foes to turn the tide, and breach the enemy lair.
Solo: Master every decision. Co-op (3 players): Coordinate builds, synergize powers.
Experiment with wide build varieties and discover synergies that transform you from defender into destroyer. There is no single path to victory, only the one you carve through steel, sorcery, and cunning.
Bastion awaits. Will you liberate it, or fall like so many before you?
Think you can hold the line? Bastion needs more than defense.
Hordes are pushing. Will you rebuild the Knights Barracks, Antiques Market, or the Protection Gates? Strike the right balance between the military and the economy.
But Gates only buy time. Clear Creature Camps for Skill Shards. Storm Dungeons for Artifacts. Recruit Drasil allies. Unlock Domains for troop evolutions.
Grow your powers to ascend from defender to destroyer!
Bow (Zirenth) for range. Daggers (Thallos) for stealth. Axe (Ferun) for melee. Sword & Shield (Vanadius) to tank. Lance (Rutheon) to dominate. Hammer (Osmunth) to Crush.
Will you freeze them, then burn your enemies, or melt them under acid rain?
Deploy Mounted Crusaders and Warhounds to rush the lanes, or archers and catapults to hold a defensive stance.
6 Wargears. 6 Essences. 20 troop types. Mix and match them to suit your strategy. 15 pairs. 72 spell evolutions. 148 items. 70 random ability upgrades.
Beat the Evil Master? Do it again. And again. Across every timeline!
Time travel is your endgame. Every leap backward reveals harder challenges.
Geography shifts. Quests, strategic points, and enemy types evolve. New bosses emerge. Do you have what it takes?
• 6 playable Wargears with unique weapons and signature abilities
• 6 Essences to combine for diverse spell builds
• 72 spell and evolutions + 70 abilities evolutions
• 148 collectible items: 80 Artifacts, 36 Relics, 12 Shards, 20 Potions
• 20 troop types to deploy and upgrade
• 38 buildings across Bastion, domains, strategic points, and towers.
• 31 enemy types across multiple factions and bosses
• Procedurally generated maps with evolving enemy factions
• Time-travel ascension’s level, introducing new challenges.
• Rogue-lite progression that unlocks new powers and strategies each runs
RETREATING ENDS HERE. WILL YOU ANSWER THE CALL?
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Simplified Chinese, Russian, Traditional Chinese*languages with full audio support
Engagement
Hours played at review time, across 57 reviews with recorded playtime.
Reviews
Themes across 57 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
The game is pretty much like eating unseasoned cold noodles. The issues with this game is that the matches are both too long (60-80 minutes) and not long enough. How? Well, for most of the match you are hitting like a wet noodle and falling over like a wet paper towel. Once you've got a build going, the match is all but over. What's more is the once you've played one "Age", you've pretty much played them all. The replayability just isn't there when the core gameplay is agonizingly dull for 90% of the game. Additionally, new abilities/heros/upgrades are locked behind harder and harder ages with no re-roll mechanic. And all of these are just a slightly different brand of flavourless noodles. Yikes. The matches also have you doing busy-work. Every in-game day you've got to run across the map collecting power nodes just so you can scale. This removes agency from the player as you're now forced to do this task over and over again. Often times you don't even have time to clear dungeons until you've massively out-scaled them due to the fact that they take too much time otherwise. To fix this issues, the devs would have to implement a pause function to the day/night cycle while inside a dungeon. What's more is the abilities each hero gets feel pretty uninspired and lacking in proper scaling. They don't scale with level and often have no utility outside of damage. Meaning unless you're pumping power nodes into the stats for those skills, you'll never use it after the early game. And I say "skills" as if there are multiple. But in reality there's 1 skill that scales with auto attacks, and 1 skill that scales with power nodes. So in reality you're scaling one skill on a cooldown at the cost of scaling auto attacks (which is by far the better choice for stat scaling). :/ The game concept is cool and sounds good on paper, but the execution leaves the game feeling "meh". Big thumbs down until the issues are addressed. For the devs: How to improve the game. -Allow remote or even automatic usage of power nodes and shrines after exploration. -Pause day/night time while inside dungeons and other instances. -Scale damaging aspect of abilities to level, and only the utility part to power nodes. -Make abilities hit much harder, they have a damn cooldown for a reason. Auto attacks shouldn't be the best damaging method, even when heavily invested. -Smoother scaling curve for heroes. Currently the balance is too heavily sided towards "late game". -On that note, give players a reason to play the eternal night. Currently you don't even seem to gain any additional resources for playing longer than needed. -Secondary abilities (the ones not tied to heroes) mostly feel underwhelming with a couple of exceptions. These abilities should have some "oumph!" to them. Decreasing the damage taken by allies that die instantly isn't exactly inspiring. Oh wow, they die in two volleys of the 10 catapults now instead of 1 volley. -Add the ability to respec points invested into heroes/abilities. And don't make it stupidly expensive, make it cheap to allow players to actually have some replay value of your game. I hate when games give players options to respec, but make it so expensive they may as well just start again or continue grinding. -Make larger or smaller maps that the player can choose. And possibly more varied zones. -What's more, the devs need to go back to each hero and make them unique. Right now they are just different flavours of the same hero. Dash ability 1. Auto attack scaling ability 2. AoE ability 3. There's no soul in these.
Cool concept, but devs can't balance for different strategies. In later ages you pretty much have to min max the 1 same strat with same wargear. Lot's of gameplay bugs existing since launch, but devs focus on multiplayer and save mode. Great addition to the game, but shouldn't've been main focus.
Overall, a positive experience. MOBA style time management and lane pushing, in a PvE game with co-op, and a difficulty curve that rewards players for pushing their team's limits. If playing against human MOBA players sounds less fun than a root canal, but you're bored of beating on brain-dead bots on other MOBA-likes, this may whet your team's appetite for a challenge. The higher levels will strain even elite players to defend the lane and still creep and hit bosses efficiently, as the day/night cycle and various elemental cataclysms shift the battlefield. "We have just seven days and six nights to defeat The Unraveler." You can, technically, clutch a win during the Eternal Night after day seven, but don't count on it outside of easy mode. The meta-progression system isn't very well thought out though. You gain a vital limited resource by beating higher difficultly levels for the first time, which is used to unlock the most important upgrades for build variety: Wargear upgrades. Wargears are the magical golem mecha the PCs use to fight, and fill the role of characters or champions in a MOBA. Upgrading them lets you select up to 3 extra perks in your load out screen, that will be automatically gained at levels 3, 6 and 9. When your character levels in-game, you get to pick one of just two perks, with very limited rerolls.* Gaining a second perk which is definitely one you need for your build is a huge power boost that is essential to higher difficultly levels. Whichever wargears you upgrade first are the ones you have to stick with to complete the remaining difficultly levels and level up the others. If you get stuck and want to change up your playstyle to break up the monotony, that's too bad. Once you do finally grind through the wall and upgrade you other characters, what are you supposed to do with them? You just beat the game. *Despite what some reviews say, these perks are always either for your current wargear, your elemental orb, generic perks any wargear can get, or an evolution for a skill you picked in your load out. You should NEVER get the option to choose an evolution perk for a skill you don't have equipped. This confusion may be caused be the Nature Orb having great skills, but it's passive having terrible nonsense evolutions. (Who is ever picking herb detection range over literally anything else?)
Вот знаете, у меня огромный вопрос к кампании издателя игры ?! Вы сами играли в нее ?? У игры есть несколько проблем. 1я - Бесполезные башни магов и лучников, которые стреляют по одной цели, но когда ХП мобов за 10.000 то их урон бесполезный как и прочность врат в 10.000 + 10.000 после улучшения и еще 10.000 после указа так-как как только повысятся до 10 уровня врата превращаются в лист бумаги. 2я - Бесполезные защитные башни бастиона, они даже на 0 эпохе в самую первую ночь не могут ни кого убить стреляют непонятными снарядами. 3я - Вражеские логова монстров получают после определенной эпохи патрули, почему в ответ бастион не отправляет свои патрули для перехвата ? 4я - каждую ночь во время мощного наступления враг отправляет элитных бойцов, опять же почему бастион не отправляет своих элитных бойцов вне зависимости от зданий ?? 5я - нерентабельные зелья скорости и ускорения перезарядки, если играть за берсерка и некоторые снаряжения которые могут перемещаться за счет навыков и использование скакуна то зелье скорости сверх бесполезно, а зелье перезарядки упирается в ограничение по так-как большинство навыком обладают малой областью или малым уроном, я дошёл до 10 эпохи и эти два зелья по ощущениям сделаны для вида точно также как и защитные башни у бастиона.сделаны для красоты. 6я - Враги постоянно с каждой эпохой получают бафы на здоровье урон и их количество, почему бастион не получает бафы пусть даже и меньше ! Ведь с 10 эпохи игроку приходиться маневрировать между отражением атак и изучением карты ! 7я - В описании скелета некроманта есть такое если у вас построены все башни то они НЕ ЗАХВАТЫВАЮТСЯ,но получается в точности да наоборот, хоть построены хоть не все башни построены они захватываются и становятся бесполезными. 8я - в описании где некромант, вампир и дракон получают бафы у очень много повторений одного и того же предложения, это как так вышло ???!!! You know, I have a huge question for the game's publisher?! Have you played it yourself? The game has several problems. 1. The mage and archer towers are useless; they fire at a single target, but when mobs have over 10,000 HP, their damage is useless, as is the gate's durability (10,000 + 10,000 after upgrading and another 10,000 after a decree), since as soon as the gate reaches level 10, it turns into a piece of paper. 2. The bastion's defensive towers are useless; even at era 0, on the very first night, they can't kill anyone and shoot strange projectiles. 3. Enemy monster lairs receive patrols after a certain era. Why doesn't the bastion send out its own patrols to intercept them? 4th - Every night during a powerful offensive, the enemy sends elite fighters. Again, why doesn't Bastion send its elite fighters regardless of buildings? 5th - Speed and reload speed potions are unprofitable. If you play as a berserker and have some equipment that can move due to skills and use a mount, then the speed potion is super useless, and the reload potion is limited because most skills have a small area or low damage. I reached the 10th era and these two potions feel like they're just for show, just like the defensive towers at Bastion. 6th - Enemies constantly receive buffs to health, damage, and their amount with each era. Why doesn't Bastion receive buffs, even if they are smaller? After all, from the 10th era onwards, the player has to maneuver between repelling attacks and exploring the map! 7th - In the description of the necromancer's skeleton, there is a statement that if all your towers are built, they are NOT CAPTURED, but it turns out to be exactly the opposite: even if not all the towers are built, they are captured and become useless. 8th - in the description where the necromancer, vampire, and dragon receive buffs, there are too many repetitions of the same sentence. How did this happen ???!!!
Не покупайте, до сих пор не оптимизированный мусор
As it stands i can't rate the game positively, ehre is why: After a good mount of hours i finally come to the conclusion that if you do not opt to play bleed or fire, even better would be playing a combo of the two, you are pretty much wasting time by trying out "anything" else. My reasoning being that you can can walk up to the the endboss and kill it as soon as you beat the guardian on like day 2 or 3. With any other build it took me a minimum of 5-6 days and sometimes even failing because i got unlucky with uprades. having unlocked pretty much every passive. There is a clear meta to this game and according the the games scaling and the percentage based dmg of fire and bleed as well as their synergies and choosable upgrades they are clearly superior to anything else. Sure there are other ways to beat a level and there are options to theorycraft different builds but what is the point in going for a late game scaling build and ivesting 40-60 minutes of lifetime in a game just to be stomped because you lack unit power or were unlucky with upgrades, dying by accident, etc. etc. if you get presented a surefire way to beat any level no matter the modifiers. The game is a lot easier in coop because you can assign tasks to different players, if every player is skilled wnough to be independent on ther own. For example: 2player coop: 1 player goes full aoe to delete shield horde barriers and the other player goes full single target dot to melt the 2 bosses solo. This way you can essentially beat the game after reaching lvl 6 in a couple of minutes. The game aims towards macromanaging many different resources and recuires knowledge about timings, gold generation and possible combinations of buildings. This plus the increasing difficulty scaling at lvl 15 and higher i feel like the overall skill level required to beat the game consistently requires a huge time investment in reserching, building and testing strategys. IF that's exacly the point for purchising the game i give it a great rating because you can get really in depth and dump a lot of time and minmaxing into the game. BUT if not and you play, like me with the intention of having a somewhat tactical strategy game where you can live out some nice build fantasy and you can casually enjoy it with friends of equal skill level i can't reccomend the game at. Because consistently beating higher difficulty lvels is not possible with that mindset. TLDR: - Very in depth skill System - Very high skill sceiling - Fire and bleed have a huge dmg advantage over any other element combination - Balancing requires a huuuuge overhall to make more builds truely viable - Fluidity of character movement needs to be improved
Unplayable multiplayer. Sitting right to my gaming buddy and we experience insane lag. Should have read the other reviews.
I like the game, but I still can't give it a thumbs up. The game feels like an Early Access title. Far too little is explained regarding the game's depth, especially the synergies between buildings, resulting in an extremely steep learning curve for new players. These synergies are crucial because you constantly have to keep track of which extra buildings appear and how your research is structured. Most heroes are very similar, preventing any real hero identity. The crystals, plants, and level-up bonuses are completely randomized, meaning your desired playstyle can be completely ruined, forcing you to play a Berserker like a mage because you only receive bonuses for abilities you haven't even equipped. That feels quite wrong and is frustrating. The enemy scaling is quite drastic; they quickly reach 30k HP, and your units with 5k HP and 40 damage are overwhelmed. Around level 10, the game becomes a nightmare. You're alone and have to do everything at once: questing, collecting gold, pushing lanes, defending mines, etc. Ultimately, you'll lose dozens of times before finally managing a perfect run, and then it all starts over. This also highlights that this game isn't really a solo game but a co-op game. It feels like they decided to add a solo mode to a co-op game mid-production without adjusting the gameplay. At least there's a save function now, because a playthrough takes 40-90 minutes.
Eversiege is a finished game that doesn't seem particularly buggy with a central concept I do like. Unfortunately it just doesn't consistently feel good to play. There are 10 buildings with 5 upgrades each and they're all situational but the situations are really obvious so it never feels like you're doing anything particularly interesting when you spend that gold. "There's a little icon that says "The wilderness has a special base that doubles your archers if you clear it!" so yeah I guess we're building archers. The boss has a tag that says FIRE WEAKNESS so I think flaming arrows is a priority upgrade." Since time and hitpoints are in short supply, you're encouraged not to do challenging fights- Better two kill two or three smaller camps in seconds without taking damage rather than spend much longer slugging it out with a big boy and then need to retreat to heal. Games last almost an hour, which is a brutally long time to be in high-stakes every-second-matters play. There's a reason MOBAs shoot for 30 minutes or less. This culminates in the battle against the final boss- Because time is so sensitive, it's a huge waste to walk all the way to the final boss and spend time fighting him if you might not win. It's better to clear a couple camps, powerlevel a little more, and fight him once it's a foregone conclusion. Beating the boss feels good not so much because it's an achievement but because you are ready to unclench your jaw.
Меня предупреждали в обзорах что игра плохо оптимизирована, но мой ПК тянул даже самые требовательные игры с горем пополам, а здесь я даже не могу пройти обучение, при переходе в мир меня выкидывает. Либо ждать серьёзных обновлений в игре по оптимизации, либо обновить уже ПК.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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