
An active skill-based siege defense game. Prepare your aim and quickly assess the coming onslaught. Survive a large-scale assault on your home as you build outward to strengthen your arsenal. Engage epic hordes. Encircle powerful upgrade runes. Enhance your weapons. Siege the day.
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About
Survive an onslaught of enemies as you protect your citadel with an arcane arsenal. Build outward to encompass powerful runespires to modulate your weaponry. Kill powerful rune goblins and survive the battle to gain precious runes and upgrade your power. Epic hordes assault your base, wield the power of the runestones to push them back.
Siegecaster is an active skill-based siege defense game that requires players to strategically build their bases to gain powerful upgrades and fend off epic hordes.
Each level has multiple base locations, allowing players to choose their own strategy to complete the fight. Plan your buildout carefully, as the onslaught from enemies never stops.
Encircle mighty runespires to increase the power of your turrets with upgradeable runes. Choose your rune inventory wisely based on your unique playstyle.
The horde is oppressive and unyielding. To have a fighting chance, you will need to power up your arsenal.
Death is almost certain. For those who can survive, more powerful enemies and new biomes await.
Key Features:
Hordes of Enemies: A variety of enemies abound. Use the right weapon for the job. Face intimidating forces and attempt to overcome the onslaught.
Modular Rune Upgrades: Each rune can be inserted into any weapon in any combination. Granting a variety of upgrades to the Siegecaster’s arsenal.
Build and Encircle Mechanics: Be tactical and build out based on wall piece designs.
Progressive Rune Collection: Earn, upgrade, and enhance your inventory of runes between missions, leveling up your power.
Unique Levels: Each level has multiple starting locations and occurs across several fantastical biomes within the Siegecaseter universe.
Summon Wizard Abilities: Cast various wizard abilities and customize them with the right spell for you.
Great with controller: The game has been designed with full controller support.
Original Soundtrack: Composed by nervous_testpilot (Frozen Synapse, Fights in Tight Spaces, The Banished Vault) the battle comes to life.
Genres
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
Themes across 40 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
I can see why this will be a fun game; it's easy to sink time into. Satisfying loop. I feel this is the kind of game that NEEDS a push pause, if only to catch your breath and reassess everything. Once your walls start falling in the latter portion of a level, (they're made of tissue paper), there's no rebuilding, it just becomes a frantic "shoot everything that's close", and enemies become super spongy to your basic arrow attacks. I've gotten to level three after several hours. I have a full inventory of gems that don't seem to add anything. I fire arrows at enemies and have noticed on several occasions that an enemy in the middle of a spread never get hit. It feels like you need to get a very specific gem build in order to even have a chance. Fun loop, but the rest of the game around it needs a lot of work it feels like.
Too many bad decisions make playing this game not fun. Position of turrets is pretty stupid since each of your shots will be fired from whichever turret is next to fire, so ideally you are clustering all your turrets as close together so they have the same trajectory because you don't know which turret is firing next. (IE you are trying to shoot a dragon down with ballista but because the turret is not next to the others its trajectory causes it to hit a random blob in the way. Walls are made out of paper and are chore to place. The cost goes up over time but the shape and size of wall you get to place is completely random but costs the same amount if you get a long 4x1 piece vs a garbage 1x1 piece. The game doesn't pause while you are rotating around these random walls to expand either, only slows down. If you reach the point where you can no longer kill stuff on screen before it has a chance to shoot a projectile that instantly kills a wall segment and you have not already expanded to take all upgrades on the map, then you will just continue to fall behind because later waves arbitrarily inflate health of all monsters. You don't even really feel like you are upgrading anything, simply getting turret damage to keep up with the inflation of monster health. Most damage over time seems to be damage over nothing never. Fire mage burning spell doesn't do anything for damage and most of the other damage over time upgrades are completely inferior to ones that increase the base damage of the turret by a larger amount. Meta-progression is blocked by level progression. Even if you find a gem you like and would want to combine, the game prevents you from being able to merge a second time until level 6 by which point your entire inventory will be filled with merged runes.
This is like Tetris to me but strategy. Takes 2 seconds and I'm in flow.
This game is on to something, and it has its fun moments. There is a sweet spot for about 5 minutes where its great, but it gets annoying to play very quick. Progression feels lackluster and slow, and combat gets stale. Needs a lot more work before its worth spending money on.
I'll caveat this positive review by saying its frustrating. Its basically designed so you have to farm previous levels to build up runes and even then whether you complete a level is down to what runes you're able to activate during a level run. Its fun enough for the price and if you're a person that plays games to overcome failure by adjusting strategy you'll probably be fine with it. In sort - you need to build up gems by playing levels and killing off the special wizards. you then combine these gems into more powerful ones. When you play a level, you unlock a gem by surrounding it with walls - the selection of unlocks is primarily from your gem stack - so the more powerful ones you have in the stack the better. This also means selling off the crap Gray ones before you go into a difficult level. You don't have to guard everything - once something is activated you can abandon walling it. Its super important to expand as quickly as possible to activate things, then you can abandon that area. You don't _have_ to get to wave 40 (to complete the level) to progress, just 25. Once you get to level to level 5 you unlock the blue gems. Having a good stack of these makes the previous levels much easier. And thats it really - just survive each level to level 25, unlock the next tier of gem, build up gems, throw away crap ones and go back to fully complete the previous levels.
It's not your typical tower defense, there's no rest or break period between waves. Overall gameplay loop is pretty fun when you get into it. I ended up just committing warcrimes using a combo of fire and poison to make the entire field a wasteland. But you gotta think on your feet to build and for harder enemies, fire and poison is not enough.
I went into this game blind and it was a very pleasant surprise, I love the concept, gameplay and mechanics! (the music is also banger) As you build and extend your fortress, you can collect citadels (which boost your income) or runespires, which results in a pop-up with 3 random rune buffs (such as projectile speed, aoe spread, damage over time effects, etc.) - the only thing that carries across levels is the runes that you collect and can merge to upgrade over the campaign, these affect the runes that appear when capturing a runespire. There isn't anything that you can unlock to spawn with at the start of a level, from what I've seen so far. It does have some bugs (currently, there is a crash that happens halfway through level 1 but they have already responded to say that they're looking into it), as any game would do on launch and especially from a small studio but I can't wait to dig further into this game once they've been addressed! Base builder-meets tower defense-meets-bullet heaven-meets-roguelite-meets-Tetris-meets-fun as hell (thank you Half Human Games & Boss Corridor for supplying me with a key to try this out!)
Game is a roller coaster, but in a good way. Starts off like an RTS. Quickly becomes a shooter. Then becomes a rhythm game. Last few waves on the maps are just mayhem. I watched the game humble a few people. Definitely recommend as a game you can play on trips.
A great little game by a passionate group of devs. Start small, expand, and upgrade to stave off increasingly more chaotic waves of enemies. If you like tower defense and want to try something different with more direct action combined with strategic planning, give it a try!
A bit tricky to figure out at first but pretty fun once you do. Good Game is nice to look at Building is fun. Monster designs are cool. It's fun to shoot enemies. Things that could be improved : I'd rather all my turrets auto shoot. Just getting more ammo for building turrets is not that fun. Didn't feel like there is a lot of strategy to the building. After completing a round and thinking I won I guess I actually lost. That wasn't fun.
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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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