
Hero Siege is a fast paced Pixel Art ARPG featuring an expansive roster of unique classes, deep build experimentation, and a player driven economy.
Most likely between $4.6M and $13M. How we estimate →
Checked against 8 developer-reported gamesmedian error
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $7.99 | 67% | approximately $7.6M |
| PlayStation | $19.99 | 79% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $3.79 on Steam · Russia (−53%). Compare 16 prices in 15 markets →
Reviews
Themes across 1754 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Played fine for a while now every time I enter a zone to progress the game I crash after fighting mobs for like 10 seconds. Support is virtually non existent and the tickets you submit in Discord take weeks on end to be answered. At it's core it's not a bad pixel AARPG. Just way too many bugs this late into development to be worth even 7$. Especially when the bugs are legit game breaking that stop you from progressing or playing further. The entire #help section of the discord is one of the most active parts of the discord with the least amount of mod/dev engagement which is a MAJOR red flag for anyone interested in playing. Also, if you get into the game, it will cost you more than $7, you get a whopping two stash tabs in the base game without opening your wallet again. Want to try a cool new class you saw a video on? Open your wallet. Predatory dev team. Can push out MTX's no problem, god forbid they fix their game though. Multiple people bricked their entire game in season 10 because they opened one of their old chars rendering their game to crash on opening any zones. It's been almost 2 days without them even addressing it in their discord.
Returned to it after few years and its not game i bought.
bought in April 2015, the old version of this game I bought is not playable(tried in versions & betas). i dont like PoE, diablo style games. never in my life would i thought a game would switch to a completely different game. imagine if Minecraft was deleted and instead it was a legend of zelda game with Minecraft textures.
much as I want to like this game, there are designs of that clearly show that the devs do not care about gameplay experience. mining skill level, jewel crafting skill level, mining useless low lvl ore to level up, quests which requires pressing interaction key on 300/400/500 map objects. 500 fking times non rewarding clicking on piles of junk. BULL ♥♥♥♥♥♥♥ CRAP is this some outdated mmorpg im playing? imagine when you are in a high level zone/map and you want to try a game mechanic, but no you can't, because the game need you to go back to level 1 zone and grind on those mechanics first before you play it at lvl 100. Imagine you have to grind enough chaos pillars in normal, before you can start doing them in nightmare, then you need to grind those pillars in nightmare before you can do them in hell or inferno. Who fking stays in normal and nightmare bro? Or in POE if you need to grind breach in lvl 20s before you can start a breach in lvl 30s, then keep grinding breachs in order to be able to do lvl 40s, 50s etc. Imagine at lvl 90 you need to go back to lvl 10,20,30 areas to grind on a game mechanic and the mechanic level is not shared between your ssf characters. If you don't like this then you should not like mining skill or jewel crafting skill level. It's the same ♥♥♥♥♥♥♥♥. you don't need anything from early mining, it's absolutely non rewarding grind just for the sake of grinding the level. It's not like you can get skill points for leveling mining and put them in a mining skill tree, no you don't get any 'fun' or reward from that. Also those quests that make you touch 300, 500 map objects? so much fun resetting an area to kick on 500 stone piles. what kind of psychopaths would add this to an ARPG? What kind of players would think this is fun gameplay? The devs KNEW this is not fun and intentionally add this to the game, for what? To make fun of their players? This kind of attitude is absolute ♥♥♥♥♥♥♥♥ and I just cannot recommend such toxic gameplay and toxic devs to anyone.
Nunca vi um criador/desenvolvedor, desrespeitar tanto a player base, como o desse jogo. Arrependimento mortal de já ter monetizado o game...
200 hours played, s9 hits, days of server failurs, glitches, roll backs, now they decide to tune the game up a few weeks into the season, i'm playing Markman multishot. We can't teleport, can't shoot through soft walls, all we had was damage, Post patch i have lost 65 percent of my damage, Builds bricked. All phys builds have been bricked, if your not a caster it's pointless
I've played Hero Siege on and off for years, going back to when you could literally get banned for using a flask. The game has changed an insane amount since then. Back in the day the graphics were rough, Hero Levels sucked past 100. There was no Incarnation or Ether tree, bossing basically didn't exist. & the endgame was essentially Satan → Nightmare → Hell -> Hell 5. Gear was poorly designed, Satanics were incredibly rare and usually worthless, relics dropped on death, and the mailbox/auction house could somehow eat your rubies and gold. The worst part was how little information existed. There were barely any guides or content creators, so you were mostly figuring everything out yourself. Graxxy was basically the guy making videos that taught people how to actually play the game. There wasn't much reason to even push to 100 when rerolling wasn't a thing and the endgame was so limited. Chaos Towers were about as exciting as it got with the influx of "inv" in the global chat when someone located one. Coming back to Hero Siege now is a completely different experience. Hero Levels, Augments, Sub Skills, Crafting, the Marketplace Hub, Uber Bosses, proper late-game scaling, the Incarnation skill tree, The ether skill tree, seasonal mechanics and a massively expanded endgame have transformed the game. There's Inferno difficulty, Arch Demon Plateaus, Unholy items, Amun-Ra, Gabriel, Luna, Chaos Pillars, Unholy Siege, Cursed Spirit, Unstable Rift and a whole load of other content that didn't exist back then including a lot more classes and builds. The game also actually looks and feels modern now. The graphics have been massively improved and the gameplay feels much more fluid. There are multiple content creators making guides and pushing endgame content, Hero Siege Helper Plus exists, and there's actually information available for players instead of having to blindly figure everything out via Discord. The game still isn't perfect. Some builds can feel pretty ♥♥♥♥ during the early game and don't really come online until around level 40 when they get their first Sub Skill. Some of the old problems with progression and itemisation can still be felt as well. It's gone from a janky little ARPG with barely any information, a tiny endgame and some absolutely questionable systems into a game with genuinely deep progression, seasonal content, difficult endgame bosses, build variety and an actual community around it. I've watched this game evolve from its worst years, and the amount of work that's gone into it is pretty impressive. Definitely worth playing if you haven't touched Hero Siege in years.
Its a well executed compilation of hacknslashmayhem, that has been done better before. Thedeveloper has taken upon themselves to focus on all posibl avenues of milking the shrinking playerbase. Sadly the steady updates that ignore payerbases feedback 😄_ such as calls for basic qol features like text size show greed above all. Buy diablo 2 or torchlight instead, o strees of rogue.
Святые микротранзакции, Бэтмен! Стим показывает, что я купил эту игру аж в 2016 году, но запустить решил только десять лет спустя. За это время, похоже, она успела кардинально измениться, но, поскольку в старую версию я не играл, то и судить о ней не могу. Сейчас Hero Siege - бюджетный клон Дьябло, только не Дьябло 2/3/4, а Дьябло Иммортал, с магазином, под завязку набитым микротранзакциями и косметикой, а также пачкой DLC с новыми классами и контентом. И, если 100500 оттенков скинов и даже новые классы за отдельную плату можно принять (есть хочется всем, и разработчикам в том числе), то QoL штук типа дополнительных слотов под персонажей или вкладок банка/инвентаря в платной игре быть не должно, точка. За одно только это я готов поставить «палец вниз», даже если собственно контент игры был бы высшего качества. Однако, с точки зрения геймплея - это довольно унылая штука, где все враги умирают от одной-единственной абилки (я играл пиратом), кроме боссов, которые плохо сбалансированы и ваншотают даже перекачанного персонажа. Мешанина из стилей - «Победи Королевского карпа! Справился? А Теперь победи САТАНУ!» тоже не добавляет энтузиазма. Да, тут есть какие-то раскидистые древа умений «как в PoE»(или Grim Dawn), но при первом прохождении вам будут доступны только стандартные умения каждого героя. Само собой, сложность потом можно повысить... вот только, убив финального (без учета DLC) босса, я получил 56 уровень, а первая же карта второй сложности требует аж 70+ уровень, вынуждая, похоже, либо докачиваться в «нормале», либо ковырять любой пак мобов несколько минут. Еще один серьезный недостаток, вызванный, скорее всего, как раз сменой концепции игры и потерей большей части аудитории - отсутствие хоть каких-нибудь гайдов и даже внятной wiki (!).Для сравнения - у вышедшей более двадцати лет назад Sacred есть и то, и другое. В общем - ни в коем случае не рекомендую к покупке, а если уж прям ОЧЕНЬ захочется - не берите никаких DLC: судя по всему, часть из них разработчики постепенно добавляют в базовую версию, купил раньше - вот тебе скинчик в качестве компенсации.
Spend 8 dollars to send more money for basic game mechanics. Its great if you don't carry about terrible microtransactions