
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 →
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Poor quality, poor design, poor coding.
oynanış kötü oyun kötü angry birds pardon siege wars
Outstanding artwork, fairly fun game, opening soundtrack is awesome. Very good.
6/10
нет
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
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Very nice game
niceeeeeeeeeeeeeeeeeeeeeeeeeee
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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