
Hero Siege is a fast paced Pixel Art ARPG featuring an expansive roster of unique classes, deep build experimentation, and a player driven economy.
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
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): 38/day in the week to Aug 25 → 45.57/day in the week after.
One market had a chart position on both sides of this cut. One sale in one country is an anecdote — read it next to the store-wide figures below.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just day-to-day chart moves that followed a price cut, against that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
About
Step into Tarethiel, a world under siege by the Forces of Hell.
Face Demon Lords, ancient monstrosities and fallen angels as you hack and slash your path through endless hordes of the undead. Hero Siege is a fast paced Pixel Art ARPG featuring an expansive roster of unique classes, deep build experimentation, and a player driven economy.
Craft your hero through two main skill trees and individual sub-skill trees that reshape how every active ability works. Combined with a massive item pool and powerful crafting options, the game offers limitless build possibilities; from blood hungry melee bruisers and bow wielding archers to gun slinging demon slayers, sentry engineers, summoners, spell casting mages and everything in between.
Hero Siege evolves in seasonal cycles every four months, delivering fresh content, new systems, items, events, and quality of life improvements. As a small, experienced team, we work closely with our community to improve the game based directly on valuable player feedback.
23 Playable Character classes Every class offers its own unique play style and skill set. Sub-skills and item based modifiers allow you to push your build in unique and creative directions.
1000+ Unique Items Loot ranges from randomized magic items all the way to handcrafted Satanic, Set, Heroic, Angelic and Unholy items. Runewords can be created using white bases with sockets. Items can be buffed, crafted and modified in various ways through the crafting system.
Tarethiel Market Travel to Village of Mos'Arathim to List your items for sale or buy gear from other players in real time. Trading is a core part of character progression and build crafting.
Adventure Journal A fully integrated in game encyclopedia containing mechanics, unique items, runewords, prospecting recipes, crafting recipes and augments.
Endless Replayablity Designed for seasonal play. Each season adds new content such as: items, bosses, gimmicks and surprises from our development team.
Wormholes Push your character as high as possible and earn seasonal cosmetic rewards such as skins, wings, portraits and more.
BIG NO-NO for Pay to Win We never sell game play advantages. Fair competition is a core value for us.
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 publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.99 | 36.9Kreviews | 67% | — | $5.9M |
| $19.99 | 231ratings | 79% | — | 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.
Updates
Engagement
Reviews
Themes across 1750 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Hero Siege is a paid (one-time purchase + DLC with a subscription option) ARPG in a pixel art style. However, not everyone may appreciate this style, as I’ll explain in a moment. The game draws inspiration from the Diablo and Path of Exile series, but I get the impression that the developers didn’t have a clear vision for their own game and instead focused more on trying to replicate mechanics from those titles, using only different descriptions for mods or item names. Are you familiar with Mageblood from Path of Exile? Yes, it’s here too, but under a different, more ordinary name. Item names, while sometimes funny and fitting the game’s style, are often rather bland. The same goes for NPCs—they don’t really matter, and their names are impossible to remember. Hero Siege offers over a dozen different characters to choose from (unfortunately, a few are paid), as well as plenty of skins, additional chest slots, and visual effects. There wouldn’t be anything special about this, but the art style I mentioned at the beginning makes me see no reason to buy these visual extras. What’s more, the prices for many of them are absurdly high. On top of that, there’s a subscription model here, where you get access to emotes, a set of stylized cursors, and your own hideout (unlike in PoE, where you can get a hideout for free). However, the store’s extensive selection bears no relation to the lackluster gameplay. The high difficulty level (even on Normal) means we often die unnecessarily here because, despite the game having been around for so many years, the developers still haven’t properly balanced the gameplay or the characters’ defense. You end up in situations where you’re playing a “glass cannon” build, and bosses (in too small arenas) and often even regular mobs kill you with just one or two hits. Switching to Nightmare difficulty makes you lose the desire to play when you realize that your DPS is too low, your character’s defense is nonexistent, and the prices of items for your build are too high. Once you reach level 100 and start leveling up to the Master levels (Incarnation), you realize that your build is simply trash unless you start grinding to collect a ton of gold for the right items. The map layout is incredibly bad. For one thing, many of the maps have traps (frustrating and unnecessary), and on top of that, the devs decided to turn Hero Siege into a lesson in jumping from one tiny section of the map to another. There are often obstacles on the maps, such as walls or buildings, and the choice of colors and outlines for objects makes it hard to tell where the path is and which way to go. The social features are limited, and there’s no way to teleport directly to a teammate’s location or invite a player from within the game. There’s also no group or private chat—which is simply mind-boggling—nor is there a way to create a team match directly in the game (you have to save and exit first). Instead of focusing on much-needed balance changes and adding essential features, the developers prefer to sell silly skins or cute little cat pets to teenagers who are excited about that sort of thing. After many hours of gameplay, the whole experience becomes tedious, and you start to realize it’s a dead end. You come back to play a little more, but that initial good impression of the game faded long ago. The game isn’t heading in the right direction at all and doesn’t pose any real competition to other titles in this genre.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Latest in each market: best BR #69, worst UA #97 · 10 markets collected
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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Finnish, Portuguese - Brazil, Russian, Simplified Chinese, Japanese, Korean, German, French, Spanish - Spain, Polish*languages with full audio support
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 1.8K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Só pesou muito conforme foram tendo novas temporadas mas é muito bom!
Fantastic game. 105 hours in or so, Inferno SSF. Tons to figure out and explore. Builds are fun and scaling your characters and items is rewarding. Worst part about the game are the horrendously designed sponge bosses. You'll be able to stomp the current content, yet the boss will take you like 10 minutes of dodging the same boring mechanics. Eventually you just destroy the bosses, but they're just so boring they might as well have 50% less health until Inferno. That's just one minor gripe in an otherwise deep and fun game. If you like PoE and TLI, you'll enjoy this.
Es sind die kleinen Dinge, die es für mich unspielbar machen Einerseits: ich muss, auch wenn ich nur offline Spiel EasyAntiCheat auf meinem Rechner dulden. Gibt keine Möglichkeit drum herum. Nichts mit Mods oder sonst was möglich. Jede Season wird der Fortschritt, ob man will oder nicht, resettet. Bosse sind stark, es gibt keinen Easy Mode und man kann auch kein Portal aufstellen. Man muss immer wieder den ganzen Weg, durch die ganzen Maps laufen. Insbesondere nervig jetzt bei der Weltenschlänge, die mich auch außerhalb der eigentlichen Arena angreifen kann. Wenn ich gestorben bin muss ich aus der Stadt mich zurück ins Lager der Seelen teleportieren, dann durch die nächste Map laufen, warten bis ein NPC mich durch einen Fluss transportiert hat und dann darf ich den Boss wieder angreifen, aber eben nur, wenn ich die Möglichkeit bekomme. Wenn der Boss mich angreift, meine Bewegung einschränkt und dann Steine regnen lässt, bin ich gleich wieder tot und darf den ganzen Weg von vorne laufen. Das ist einfach maximal frustrierend und unnötig blöd konzipiert. Es wäre so viel schöner, wenn das Portal das man öffnen kann, über den Tod hinaus bestehen bleibt. Aber es hält sich auf Reddit so oder so das Gerücht, dass die / der Entwickler nichts auf das geben, was die Offline Spieler vom Spiel meinen. Offenbar sind denen nur die Online-Spieler wichtig und das verstehe ich auch nicht. Warum einen Teil der Community, die das eigene Spiel spielt so eklatant ignorieren?
мелко но неплохо
Ceap Game ... with a lot Pay2Play Features. -.-
sim
muito viciante , quando começa n quer parar mais. muitas opçoes de loots classes armas etc .
일단 게임 자체는 괜찮고 재미있다. 파밍을 위해 준비 해야할 쥬싱작을 할 필요가 없고 무지성 파밍이 가능. 무슨 캐릭을 하던간에 전체적으로 무난한 하고. 대신 밸런스에 따라서 파워커브가 많이 좀 다르니 영어로 유튜브로 마음에 드는 이펙트나 스킬보고 골라서 시작하기를 권한다. 노말 > 헬 > 인페르노 순으로 난이도가 있는데. 맨땅에 나이트까진 무난하게 깨는데. 대부분의 유저가 인페르노의 벽에서 막히게 됨. 난이도의 급상승. 스펙의 요구치가 엄청나게 늘어남 대신 나이트 난이도에서도 꾸준한 파밍으로 업그레이드가 가능할 컨텐츠 설계가 되어 있다. 너무 급하게 즐기려 하지 말고. 폐지 게임인 만큼 꾸준하게 파밍해서 인페르노 난이도 진입을 하기를 권함. - 추가로 지인간의 아이템거래로 정지를 먹을 수 있다고 하는데 내 주변지인 몇명에게 입문하면서 기초장비 가격 좀 나가는거 여러명 줬는데 아무이상 없었음. 골드도 그냥 편하게 게임하라고 500만 골드정도 두명한테 줬었는데 아무 이상 없었음. 대신 현금 거래 같은 건 빡세게 잡는것 같음. 레딧에 복사나 에디터로 찍어낸 어둠의 골드 같은걸 조심하라고 함. 대체로 이걸로 현금거래로 파는듯. 하루에도 몇명이 밴 됐다고 올라오는 것 보면 관리는 잘하는 듯. -대스코드에 직업별 게시판도 있고 물어보면 친절하게 잘 대답해주니. 공식 디스코드 가서 찾아보는게 좋다.
사운드와 분위기는 디아블로2와 비슷함 캐릭터는 아기자기하고 꼭 파판4-5하는거 같기도 하고 그럼 콘텐츠 양은 가격 대비 많은 편임 그래도 나온지 오래된 게임이라 현재의 시점에서 보면 불편한 부분이 많김함 할인할 때 사서 하면 그래도 후회는 안할 듯
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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