
A medieval city under siege and a handful of civilians are all that keep the walls from falling. Mixing survival strategy and resource management, build your camp, craft supplies, and scavenge the occupied city to supply the last troops holding back the invaders.
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About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Polish, Russian, Turkish, Simplified Chinese, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil +1 more
Engagement
Hours played at review time, across 44 reviews with recorded playtime.
Reviews
Themes across 44 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
NOT RECOMMENDED - it is taken as a so-called YouTube game because that way you can avoid the painful trial-and-erroring of unsuspecting blind players and skip the recurring repetitive and grindy parts and the brutal trial-and-erroring newbie-trapping the game is marred with. Calling this game "mid" would be an undeserved praise. Mid games provide better gameplay experiences on average than what this one does. For context, this is the type of a game where the optimal gameplay style seems to save-scum every day (so that you can try out every possibility and avoid doing suboptimal things) and play it on a slow speed to avoid wasting workable seconds. Needless to say, that kind of gameplay style is extremely draining and usually a sign of the developers not understanding what the 'fair' part in 'fair difficulty' entails. The most likely explanation is that the developers were too lazy to design and adapt the difficulty and instead decided to add zero safeguards for resource acquisitions in a game that is all about that very thing. I recommend that you take the less painful approach by hacking your resource values with Cheat Engine and using save scumming to scout things out, though that does little to alleviate the INTENTIONAL lack of time (read: do not expect to have any fun with this product). You have zero creative gameplay freedom in this game. If you deviate from the intended optimal action path even slightly, you will quickly face resource starvation and your game is effectively over. Case to point, to make the staple meat source that is Rat Trap, you need to first upgrade your Storage house. See the point about having to stick to the developer's gameplay script or lose. This "gameplay script" includes going against tutorial windows' tips and advice. Welcome to the Russian Game Syndrome where grinding in a specific way is mandatory. In my first playthrough, the game spawned mostly wood resources besides the plot-fixed ones. My pigs died after the first week even though I feed everything I had to them. There are no instructions what to feed. The game mechanic explanations provided in it are on par with Dark Souls' ones - COMPLETELY USELESS. You are wasting my time by not giving a straight answer even in the "tutorial" windows. The production values in game design are quite low and not varied at all. It is pretty much two lame game modes stapled together and fitted with a super punitive time limit mechanic that never relents. Most of these issues are bypassed by watching someone's gameplay instead it and being able to skip the filler parts. The game actual gameplay experience makes it worse than it looks due to things such as sluggish controls and the lack of concise view of your resource numbers at any time... in a resource management game. it is a game with a myriad of technical and game design issues with a high review score even though no one can properly praise anything in it other than "it plays like This War of Mine." Context check: This War of Mine is so badly designed you need extensive guides to have any idea about how to play the game. Even in Siege Survival, none of the numerous tutorial windows manage to convey the very basic information about what the optimal gameplay loop is like just to stay afloat in the game. In short, unless you already know or have amazing guessing skills, a blind playthrough of the game is a waste of time because it is clearly optimized for the player who has played the game before (and somehow is not already bored of the ultra repetitive gameplay). A resource bean-counter simulator and a stressful, nonstop rush against the timer while your resources dwindle at a rapid rate and the game gives you no indications of how to do anything. The optimization in the game is lacking and the framerate dips a lot even when there is no action on-screen (read: cannot manage static assets well). This leads to issue of delayed controls, on top of the godawful UI (hidden vital numbers, the mouse-only-activated interaction boxes that only work if you click them pixel perfectly on the exact center of it). Then there is inputs randomly dropping. Also the characters and objects are really small even in the lowest resolution, so it is as difficult to play with mouse-only controls as possible. The most irritating feature is that your characters have to be 100 % manually controlled, meaning they will do NOTHING USEFUL outside the tasks you explicitly order them to do. Not only are you bean-countering every resource unit, because you are also having to do the same to your characters individually. That is a lot of extra work because there are five (5) of them while the average, individual task duration is short. That is yet another aspect of this game's stressful forced rush nature. Considering that every second matters in this game (read: pointless punitive nonsense), that means you have to constantly stop the game and micro-manage a perfectly-timed new order for them to fulfil to not get screwed by the game mechanics. There is ZERO aids (heh) to help you keep these dudes working and producing results. That means you are constantly having to focus intensely to make sure your game is not getting screwed. I read some guide and the game looks even worse: the never-ending resource scarcity, the benefits of killing the guards (read: what the game told you explicitly to avoid), save-scumming as the only way to counter the bombardment killing farm animals, running discouraged even though that is exactly what you should do, etc. One guy noted that the game objectives often try to make you craft items before upgrading the crafting buildings that is a big no-no in a game with extremely limited resources and will significantly worsen your gameplay success prospects. Objectives that mess up the game - what a novel concept I have never seen before. It must feel inspring to be able to trailblaze new lows in the history of game design. These features are typical of unpolished or unfinished games and most of them disappeared in the industry after the 1990s. There isn't any visible pay-off in the game mechanics to keep the average player from getting bored of and fed up with the repeated same-old while the performance demands grow, will lead to the average player quitting the game. Again, do not believe the review scores. It might have an okay intro cutscene, though the gameplay itself is comparable to a cheap Flash game with the only goal type being "make the number go up." When they say in the description that you "scavenge" and "craft supplies", they are being painfully honest - there is nothing else to this game. I do not appreciate the developer response to another review where a time-slowing, third-party mod was recommended. Sure, the forced rush gameplay IS one of experience and choice destroying aspects that MAKES THE GAME LESS FUN. The point of being a game developer is giving the players the choice and the control OUT-OF-THE-BOX instead of relying on the free labor to do it for you. It also communicated that the game design issues are 100 % intentional and that more of them are introduced as the game progresses. The reason why the "hardcore gamer" game design is bad idea is that most people are not jobless, lifeless rejects that want to play the same video game extensively or have redemption complex issues that make self-imposed torture feel okay. There is also the issue of the artificial difficulty being cheap padding and a replacement for actual content. Once you introduce the concept of quality of those game hours, that difficulty-padding starts to make the cheap parts of the game even cheaper. The ones most undeserving of redemption seem to be the developers. How about next time showing some sympathy towards the people who paid real money for your product only to get a disappointing experience in return. A spoiler: they are not going to return. I got this game from a Fanatical Mystery Game bundle.
I dont usually write reviews on games of this type as they are not my favorite type to begin with but i know many others like the punishment. For me the 'siege defense' was very appealing. And did not deliver. So i write a review. What we got is a survival, time management min-max game and not even spiced that much with RNG either which is obvious around 5+ nights when you realize you have found all there is to clear out in the areas you have access to. So it becomes a hunt for triggering whatever is needed next to not die. Thrilling isn't it? For some this is the best thing since sliced bread. I just watched the events unfold until it was clear this is it. Whatever i need to find i cant find it and the game is over. Gates stay locked. Nothing is found and stores are out of everything at once. Better restart i guess? Ah no. I wont. I would not do anything differently in another run as i 'managed the time, resources to the max and did no mistakes. Did not even do combat until it was obvious there is nothing else to try'. That should suffice, unless there is RNG - but that's another type of game entirely. What really sinks this in the end is that we got a survival mechanics game and the story parts is nonsense. I was hoping the story parts would be better. Be more in focus instead of waiting for bars to fill and manage several people at once. The viewpoint of 'siege defense' is quite good - How many similar games do you see on Steam? Alas the action itself is bad. And all that is left after that is just empty stomachs when you just dont find whatever was the decisive part. Avoid unless you must have more of the 'This war of mine' -genre games.
Good game, it gives you what you expect, but with this economy, you may want to wait for a sale.
This War of Mine - Medieval edition
I had a blast playing this game. It has some unique features like scavenging during the daytime desert heat where spending too much time looking for supplies can cause sickness or death. The resource management to keep your crew alive while supplying the bastion defenders with weapons/armor, food/water, and medicine/bandages is a lot of fun. Definitely worth the sale price, maybe even full price if you're really into this type of game.
This game reminded me a lot of The Oregon Trail, but instead of moving your party to Oregon you defend a castle under siege. You must gather resources, build things, craft things, repair things to help with the defense effort. Choices you make have consequences down the road. Everyone in my party died of dysentery before reaching Fort Independence.
Actually quite enjoy it! Nice little game to get on sale and enjoy for a few hours. Interesting take on being a civilian during a siege, trying to help the garrison in any way possible.
Siege Survival: GV es un juego entretenido y desafiante donde tenemos que aguantar un asedio a nuestra ciudadela crafteando en talleres comida, armas, armaduras, enseres, etc, para nuestro bastión con las materias primas que vamos saqueando durante la noche en diferentes zonas de la ciudad donde guardias patrullan en busca de nuestros personajes. El gameplay se divide en dos: por el día construimos todo lo que podemos en el bastión con lo que hemos saqueado de noche. Si bien las primeras partidas son bastante frenéticas al no conocer los mapas, atajos, elementos y personajes, a la tercera partida lo tienes casi todo por la mano, y aunque desafiantes, los modos extra se vuelven más sencillos en función del RNG que te toca tanto de personajes, atajos y materias. [b]Lo Bueno:[/b] -La jugabilidad estratégica de como gestionar los recursos ya que son limitados y se tiene que aguantar 30 días para ganar la partida. -Los gráficos con vista cenital son relativamente bonitos aunque sencillos. -La música me recuerda a varios temas de Skyrim y The Witcher entre otros. [b]Lo Malo:[/b] -El gameplay es muy repetitivo y es poco rejugable (yo he hecho 6 partidas y las 3 últimas ya estaba cansado). -La música aunque bonita y amena tiene muy pocas pistas y al final te cansas de escuchar las 4 mismas canciones. -Hay personajes que son bastante chusta que como les reclutes no te beneficiarán. -El RNG juega en tu contra muchas veces. -La IA de las patrullas es repetitiva y sencilla. -El mapa de la ciudad debería variar más para no hacerse tan repetitivo (2 o 3 variaciones de atajos). [h1]Nota: 6,4/10[/h1]
记不得是个啥了,退不了款了,差评走起。
Game was sitting in my backlog for a few years now Quite happy I gave him a chance and played it
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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