
Long time ago, when mages ruled the land, common people raised the rebellion against their magic, arrogance and tyranny. They used catapults, ballistas and bombs in the battle against magic castles and powerful spells. Now their destiny is in your hands!
Modeled estimate, not a reported figure. How we estimate →
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): 0/day in the week to Sep 1 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 21 → 0/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.
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Третие сутки куда-то бежишь Не понимаешь, ты мертв или жив Сон наяву или реальность во сне Страшно тебе...
juegovich 👌
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 40 reviews with recorded playtime.
This is a bad version of a popular game. Most would even call this an Angry Birds rip off. There are some aspects that are somewhat "original" like the enemies fighting back in a turn or 2 to destroy your weapons. I just don't find this game fun. Do not buy it.
Siege Wars is a 2D physics-based artillery game developed and published by RunServer that blends classic castle-destruction mechanics with light fantasy elements and incremental upgrades. Rooted in the long tradition of side-view siege shooters, the game focuses on launching projectiles at fortified enemy structures with the goal of dismantling defenses and eliminating hostile units. Rather than relying on deep narrative development, it frames its campaign around a rebellion against magically empowered tyrants, providing a simple but effective backdrop for its destruction-focused gameplay. The core gameplay revolves around operating medieval siege weapons such as catapults and other ranged artillery devices. Players must carefully adjust angle and power to land effective shots, taking into account distance, structure stability, and enemy placement. Each level presents a different fortress configuration, encouraging experimentation with trajectories and attack strategies. The physics system ensures that structures react dynamically to impacts, with collapsing walls and shifting debris influencing subsequent shots. While the mechanics are straightforward, they offer satisfying moments when a well-placed strike triggers a chain reaction that topples an entire stronghold. What distinguishes Siege Wars from more minimalist artillery titles is the inclusion of enemy countermeasures. Opponents can cast spells that protect their structures, heal damage, or disrupt your attacks, adding a layer of unpredictability. This element introduces light strategic thinking beyond simply aiming and firing. Players must decide whether to target defensive casters first or weaken the overall structure to minimize spell effectiveness. Although these mechanics do not fundamentally transform the genre, they inject occasional tension and variation into the otherwise consistent gameplay loop. The campaign consists of numerous levels spread across multiple scenarios, gradually increasing in complexity. Early stages introduce basic structure layouts and simple enemies, allowing players to become comfortable with aiming mechanics. As progression continues, level designs become more intricate, with layered fortifications, stronger defenses, and boss-like encounters that demand careful shot planning. An upgrade system allows players to enhance their siege equipment, unlocking improved damage output and specialized projectiles. This progression offers a modest sense of advancement, encouraging replay of earlier stages to test enhanced capabilities. Visually, Siege Wars adopts a stylized 2D aesthetic that prioritizes clarity over high-end graphical detail. Structures, enemies, and spell effects are clearly distinguishable, ensuring readability during chaotic destruction sequences. Animations are functional rather than elaborate, with impacts and explosions delivering straightforward feedback. The sound design complements this simplicity, featuring impact sounds and magical effects that reinforce the action without dominating the experience. The presentation reflects its indie scale, focusing on accessibility rather than visual spectacle. Despite its strengths, the game’s repetition can become apparent over extended sessions. The fundamental loop of aiming, firing, and watching structures collapse remains largely unchanged throughout the campaign. While the variety of levels and upgrades adds some depth, the strategic possibilities are somewhat limited compared to more expansive physics-based titles. Players seeking intricate tactical systems or highly adaptive AI may find the experience relatively shallow. However, Siege Wars succeeds in delivering a consistent and approachable artillery experience. Its accessible controls, numerous levels, and light progression systems make it suitable for casual play. The fantasy-themed spell mechanics and defensive twists provide enough differentiation to keep the formula engaging, especially for players who enjoy methodical destruction and incremental improvement. Ultimately, Siege Wars stands as a compact and focused siege-based puzzle-action game that embraces its old-school artillery roots. It does not attempt to reinvent the genre but instead offers a steady stream of destructible fortresses and upgrade-driven progression. For fans of physics-driven castle demolition and straightforward strategy challenges, it provides an enjoyable diversion that balances simplicity with satisfying moments of calculated destruction. Rating: 6/10
Think Angry Birds. Now think the "birds" attack you back. Add in 4 unique siege weapons, 8 level upgrades for each, upgrade items tucked away in various levels, and you have yourself Siege Wars. It's almost identical to Angry Birds in terms of gameplay, only a lot deeper, and a lot lot harder. You have 4 siege weapons: Catapult Bombard Ballista Arch-Ballista And as I said each have a max upgrade level of 8. But even if you unlock every hidden level upgrade, you can't even get two full units to level 8, only one per run. So you have to be careful about what you choose to level. There are 5 different "game worlds" each consisting of 16 levels each, so 80 levels in total. The game isn't too hard except for the final boss which is ridiculously too hard in my opinion, but can be beaten with an immense amount of patience. All in all it gave me 5 solid hours of gameplay, and I got it on sale for $.049. Not bad at all. But even at the $2 mark it's still well worth it if you like this type of gameplay.
⣿⣿⣿⣿⣿⣿⣿⣿⡿⠛⠉⠉⠉⠉⠉⠉⠉⠛⢿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⠏⠄⢀⣠⣶⣶⣶⣶⣤⡀⠄⠄⠹⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⡏⠄⠄⣾⡿⢿⣿⣿⡿⢿⣿⡆⠄⠄⢻⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⡿⠃⠄⠄⢿⣇⣸⣿⣿⣇⣸⡿⠃⠄⠄⠸⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⡿⠋⠄⠄⠄⠄⠄⠉⠛⠛⠛⠛⠉⠄⠄⠄⠄⠄⠄⠙⣿⣿⣿⣿ ⣿⣿⡟⠁⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠈⢿⣿⣿ ⣿⡟⠄⠄⠄⠠⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠈⢿⣿ ⡟⠄⠄⠄⢠⣆⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⣧⠄⠄⠄⠈⢿ ⡇⠄⠄⠄⣾⣿⡀⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⢰⣿⣧⠄⠄⠄⠘ ⣇⠄⣰⣶⣿⣿⣿⣦⣀⡀⠄⠄⠄⠄⠄⠄⠄⢀⣠⣴⣿⣿⣿⣶⣆⠄⢀ ⣿⣿⣿⣿⣿⣿⣿⣿⣿⠏⠄⠄⢸⣿⠇⠄⠄⠹⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⣿⣷⣦⣤⣴⣾⣿⣶⣤⣤⣴⣿⣿⣿⣿⣿⣿⣿⣿⣿
Outstanding artwork, fairly fun game, opening soundtrack is awesome. Very good.
нет
Wasn't worth the work it took to get it to work. Don't buy this, it isn't functional unless you jump through a bunch of hoops, and even if you do, it's just not a very good game.
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Players by region
Where this game's players are, estimated from review languages.
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