
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
Fun but hard. If you don't manage your upgrades adequately and prioritize enemies tactfully, you'll quickly be overwhelmed. I'll be crushing it, blink, and suddenly everything I worked so hard for has been destroyed. Lol. I've never played Rampart so I can't comment on how well that inspiration translates, but I can say it's one of those games that doesn't waste your time when all you want is a quick gaming session. I also appreciate that it autosaves your progress even if you're in the middle of a wave. The graphics are super crisp. Controls felt great on keyboard and mouse. Will update once I try on my steam deck.
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!
Enjoyed the first bit I played of this game. Very satisfying blowing up the hordes coming towards the castle. Would recommend!
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.
Fun game!
I am not a big gamer and haven't played many since the arcade era. Siegecaster came across my newsfeed, and I decided to try it because it reminded me of something back then. Plus, truth be told .... an $8.99 price seemed really reasonable. So, I tried my hand. There is decidingly a learning curve, especially for a newbie such as myself, but I got so caught up in making it through the first tutorial level. I was determined! I loved I could set up for easy level to start; that was helpful. I was so mesmerized with building my turrets, acquiring runes,slaying a variety of creatures from Orcs to Dragons while toggling back and forth between battle mode and build mode when I had to fix destroyed walls. Man, I hated that encroaching red line but each time I played I lasted longer before "dying." And, as my husband will attest, I SCREAMED when I finally made it through the tutorial level. I have arrived! Watch out for those pesky bat-like creatures, however, they are fast and annoying. I have two young nephews always asking if I have games. I know they'll have fun because I am having a blast. P.S. The orchestration is beautiful, just so sweeping.
I want to love the only game to steal mechanics from NES Rampart. But this was pushed out the door too soon. My game got eaten by bugs, and now when I try to load my saves, it goes straight to halfway through a level while also choosing a starting fort location, and also all the towers randomly move, and I can't leave build mode while the UI is invisible. Heartbreaking. More games should try new things, but this developer's reach exceeded their grasp.
Próbowałem grać w to coś, ale więcej jest męczarni i frustracji niż przyjemności. Nawet jakby było to za darmo, ciężko mi byłoby to docenić. Fabuła: Jesteśmy magiem który próbuje obronić swoją wieżę, przed hordami przeciwników. Stoimy wieżą pośrodku nieruchomo, budujemy wieże łucznicze, balisty i działa. Założenia mechaniczne: Nasza wieża tkwi nieruchomo, nie przesuwamy więc mapy. Wieżyczki które budujemy, nie strzelają automatycznie, tylko my targetujemy przeciwników, czy raczej obszar w który może pójdą i strzelamy. Czemu tak? Bo każdy z pocisków przez nas wystrzelonych ma czas lotu. I tak łucznicy trafią dokładnie w tylko to miejsce w które zostali wycelowani, balista trafi pierwszy cel na drodze ale zada spore obrażenia, lub działo strzeli po paraboli, dość wolno ale zrobi splash damage i zostawi może jakiś efekt. Brzmi fajnie, jednak tylko na papierze. W praktyce, zalew wrogów jest tak wielki, że nie ma za bardzo czasu przymierzenia i strzelenia z właściwej wieży (różne odporności wrogów), ponadto o ile przy budowaniu mapka jest przybliżona centralnie i wszystko widać, o tyle w czasie bitwy całość jest oddalona x2 czy nawet x4 krotnie, że przeciwnicy nie dość że pikselowi, to wielkości łebka od szpilki :/ Co do budowania, to QoL zostało zmięte, podeptane i wyrzucone za okno. By mieć miejsce na budowanie, czy przejmowanie specjalnych miejsc, które dadzą nam runy wzmacniające wieżyczki, musimy okalać teren murem i tu uwaga! Murem który nie ciągniemy linią, ale co kliknięcie dostajemy losowy klocek z tetrisa, który musimy sobie przymierzyć by zrobić mur. Każdy klocek muru kosztuje, a na początku kasa jest bardzo cenna, wiec nie możemy spamować jak leci tylko kliknąć, przestawić te mikrostkopijne pixele, może nawet obrócić klocek, tak jak w tetrisie i postawić. Dodam jeszcze do tego, że w trakcie budowania, gra nie stoi w miejscu. Jest niby "aktywna pauza", ale nie pauzuje ona gry, tylko ją zwalnia. Przeciwnicy nadal na nas idą, czy atakują zasięgowo, niszcząc nasze mury. Nie wiem, na prawdę nie wiem, po co dodawać tak durnie działający pomysł w szybkiej grze typu tower defence. Bo szybka ona jest na pewno. Nie ma tu wyboru stopnia trudności, fale dzieją się jedna po drugiej, aktywowane samoistnie, na dodatek jest ich aż 40 co daje naprawdę sporo męczenia się z walką. Na dodatek każde podejście, nie licząc różnego rozstawienia mapki czy koloru terenu, w gameplayu jest TAKIE SAME. Niby jest to Rogue-like, bo zdobyte runy, ulepszają nam wieżyczki, ale nie jest to jakiś wielki game changer, który by ułatwiał czy uprzyjemniał rozrywkę. W dodatku można je tylko raz ulepszyć, bo do wyższej rangi, dopiero po 6tym poziomie... nie dotrwałem tak daleko, pomimo 4 godzin gry. WERDYKT: Założenie jest ciekawe, ale bez poprawek o których wspomniałem, gra jest nie warta uwagi, ani pieniędzy.
More infuriating than fun, extremely hard to keep up with the mobs when you have to constantly rebuild your defenses from tanks , spires and wizards that can destroy them in one shot.
There's a lot of potential for this game. In the beginning of a match it's quite enjoyable, but monster health and damage quickly outpaces your own meaning you're going to be spending half of your remaining time fixing the paper thin walls. Walls that get more expensive every time you build one for some reason, and that you are unable to control the shape of. The tutorial is done over several text boxes rather than in-game so I had to read it a couple times to retain everything. Runes don't feel like they do anything. As far as I can tell citadels are unexplained as to what their purpose is. Enemy numbers feel good at first, but spike very rapidly. I'm returning the game for now, but will be keeping an eye on its progress.
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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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