
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.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 3.71/day in the week to Aug 28 → 4.86/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 2,400 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
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?
Sums Steam only; Epic publishes 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 | 2.1Kreviews | 69% | — | $1.2M |
| $19.99 | — | — | — | 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.
Engagement
Reviews
Themes across 227 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
bad linux support, was unplayable
I have played a lot at this point. after day 17, the odd are so stacked against you, even if all your stuff is maxed out, you lose. You have to reroll mobs and your disabilities to find the perfect one before you can continue. I don't expect a cake walk, but some of these maps you just die the first wave. And don't even think about playing a few of these characters past day 10, they cant win. I love this game still and will keep trying, but i am stuck at day 17 and have died too many times to count. I am not a DOTA player. Maybe I suck at the game. but i just don't see a way past 16 hinderances. Buy the game, play until you have bald spots, so they can help the game grow... unlike my hair now. Also gets lag really bad in game around day 7-9, the troops coming back at zombies really kill the frame rate this late in the game. Maybe make if so you can do certain thing to remove a couple of the distortions, maybe a bonus in the creature layers, or in chests, or you can purchase them from the merchants. Relief should be earnable.
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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
Hours played at review time, across 227 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I've gotten through the first quarter of the game and I'm already seeing the cracks Overall it's fun, generally feels like what'd happen if you mixed a Tower Defense and a Moba, with some Rough-lite elements thrown in. Pick a hero, pick some additional skills, and make sure the enemy doesn't destroy your base before you can scale to the point of obliterating everything. Unless you're Him and will continue to be Him it's likely you'll fail the first run, spend your points, and get in for round two as the gameplay loop is meant to The two problems that I trust everyone else on and see myself are that One, the Co-op's connectivity is horrendous. None of my friends have this (yet, if ever) so I can't speak for myself here, that mixed rating doesn't lie though. Two, SCALING. As you progress through each "Age" which generates a new map, jungle enemies, and so on all the enemies get tankier and harder hitting. This is fine for the first maybe Ten ages then I can see the snowball starting to hit a player as they run out of extra upgrades to buy. From there it's probably more about Buildcrafting than trusting in your sheer quantity of upgrades but still, not the best feeling. I'll get to that Scaling bridge when I do, for now I've played enough to get my hour per dollar spent back so I'm not too mad
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 ???!!!
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?)
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.
Cannot recommend. Gameplay loop is fun, albeit needs some polish. On the other hand. The network code is a joke. And the game commits a serious sin of not understanding difference between "difficulty" and "inconvenience". On higher difficulty levels (for me around 9 lvl out of 25(!!!)) it is borderline unplayable. The way I see it: During the day I should be roaming the map procuring resources and getting power ups. So that during the night I can repel massive enemy forces marching down the lane. Now consider this scenario. The theme for this "age" is zombies. When during the day any of my unit die they leave a gave that spawns a basic enemy unit at night. This basic enemy unit is stronger than any of my troops. They also apply poison with every attack, that deals DOT and reduces my damage by measly 40% (XD) for 6 seconds (XD). Every morning, in the jungle, enemy patrol is being spawned, that hunts down mine workers of mine (those work in goldmines that are in the jungle). I get to choose: I can keep the mine capacity at minimum. This in turn lowers the amount of zombies ambushing me from jungle, so that I can only focus on the main wave coming through lane. I have a time during the day to gather upgrades, but my econ is weak, and so are my troops. Therefore, with enemies doubling in strength each day, I am quickly getting relegated to defending the lane 24/7. I no longer have time to gather upgrades. I fall behind. I fall. Lets try different approach. I hire more miners and defend them. My econ is better, but I am limited with the amount of upgrades I gather. I can afford more troops. But in a day or two they are being outclassed and end up a zombie feed. So get stuck defending lane 24/7. I not longer have time to gather upgrades. I fall behind. I fall. Ok so lets try a "me" time. I roam the map. I do not heal when leveling up. Power crystals cost almost all my health. I am wasting time traversing between health fountains, and caps/upgrades. But I can see that my powers are growing. But whoops. Turned out that basic enemy forces, during the day are enough to destroy my base. So maybe coop? Doesn't work. This is no fun.
Crashes, crashes, CRASHES. You want crashes? We got 'em. All day, every day. You get a crash, he gets a crash, we all get CRASHES! I have so many crashes I don't know what to do with them! The leg bone is connected to the... CRASH BONE! Being 100%, genuinely serious, I don't think I've ever actually quit out of this game normally. I think that every single time I stopped a play session it was because the game crashed. I would go even further and say that more than half of my actual playtime has been "lost" to a crash. Why do I say lost? Because this game doesn't have any saving, including autosave, and if you don't finish the run then you literally get nothing. 70 minutes in and fighting the final boss - Crash - it's all gone. I can't even get past the second age run because it has crashed three times in a row now at some point during my playthrough. I have no other game In my library that I have this issue with, so I know it has to do with the game. It's a shame too because this is a decently fun game so far. I don't even like games like this usually, but this game has just the right combination of elements that make it fun in spite of that. However, it's been literally unplayable up 'till now because of how frequently it crashes.
It's so close to being great, but running around collecting power nodes and shrines every day is utterly tedious, but mandatory because of how weak you are if you don't. There has to be another way!
Played the demo a lot and decided to get this while on sale.. unfortunately a couple issues are still present to this day. - Audio and Special Effects during combat feel drastically underwhelming, especially during wave fighting you'll more often than not hear virtually no sounds from either side (allied/enemies not audio channels). Special Effects in the wild are easy to tell apart but when it comes from bosses the audio coming with the FX are very flaccid, it doesn't feel as important as it is to the gameplay loop. Dungeons and Creature lairs could use their own theme to make them feel as important as they are. - Minimap is borderline useless even when making it bigger, objectives on the minimap just like in the demo are near impossible to distinguish from terrain, every landmark including the important one are just a mole on an elephant squint at it as much you like if you didnt memorize what that mole is you're not going to know what it is. You can expand the minimap to make it bigger but you still need to hover on icons to find out what they are and it goes to show just how bad of a minimap design it is when you need to make the thing designed to be mini massive. I'd advice making the icons used in the bigger minimap the one used in the regular minimap but with an coloured outline so you know what kind of landmark it is i.e making camps with red outlines, healing fountain green, fate shield shrine blue, etc. Next part has nothing to do with the demo, I just wish it to get well soon. - The Bird Wargear (Xenoth) the one that has a big lazer. This is more of a suggestion for reworking the Wargear, since discussions are locked and you need to go on the discord to say anything I'll just add it as part as the review. The lazer ability as it stand right now is just worthless, it only does damage to the first thing hit and resets the damage ramp up if anything else gets in the way, yes there is an upgrade to make it go through every enemies but the other issue i have with this ability nulifies the benefit greatly. If your target dies the ability cancels, if your target is out of range the ability cancels, if you try to run to dodge something you can't and you'll get hit, my suggestion is making it so the lazer targets the cursor even if its out of range so it always aims where you need it to, it'd solve every main issues with this Wargear. Take notes on how Aurelion Sol function in League of Legends, this approach would make this so much better. I didn't even address how huge of an energy dump this ability is either, regardless of ramp up the energy cost is static and with all the other issues with this ability you can see how downright horrible it is. Another change would be making the energy cost dynamic so the higher the ramping is the higher the cost, there's no reason for the first second to be as expensive as it is. As for the blink reducing its cost and being able to use it during the lazer would make this wargear so much more fun to play, better yet, removing the energy cost entirely and giving it charges that recharges over time so you can reposition mid attack. Maybe making it so it slows energy charge rate while out of charge like Wing Divers from EDF where when their weapon is out of energy it slows down the battery recharge, could even add a buff to energy recharge while it's fully charged. Finally the AoE attack.. the scaling is actually just entirely worthless, the cooldown is way too long and even with over 50 points into blue the damage can't even clear out a single chunk of enemies at Age -2, the most it'll do is about 20% of the their health. The Wargear in concept is really fun but please redesign how it behaves, it's so bad to play with it. This is an unrelated observation but how come all the Wargear are male shaped? OveralI like the game conceptually, it just needs the pieces to fit better together and get some extra polishing and QoL. Mod Support would be very welcomed for new maps to play on and so on.
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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