
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
It's a very fun game. I thought the last level was impossible, but then read a guide on here to figure it out One bug that I noticed is that some enemies would be invisible, which is fairly minor.
Kleines aber gutes spiel.Man wird richtig gefordert und man muss auch das etwas glück haben um gute runen zu bekommen sonst schafft man das lvl nicht.Ich habe immer den Archerturm benutzt und nur bei grossen gegnern den magieturm dazu.Wenn man zu wenig dmg macht dann wird es zuviel.
Someone finally made a new rampart-style game!!!
Back in the 2000s flash era, these games were common. So-called defense games, where you are stationary and shoot at waves of enemies. It's not a tower defense, so don't buy it expecting that. The game is rough, and way too hard in the beginning. Level 1 gives you 3x less gold and 4x more waves than the tutorial level - that is a way too steep difficulty curve. The game is super fun once you've learned how to aim somewhat accurately, and gotten some projectile speed and spread shot runes. I just think most players wouldn't play it that long in its current state. Some suggestions for the devs to make the game more accessible for less hardcore defense-genre fans: - Make level 1-3 smaller and shorter. smaller because aiming at long distances is too hard, shorter because it makes no sense to have 40 waves in level 1 when you die at wave 20 because you haven't learned to aim yet. You shouldn't need to grind your skills and runes to complete the first level. The difference between what the game feels like at level 1 and the cool stuff shown in the trailer is way too big. if I were you, I would perhaps increase the basic arrow speed, to make the game more fun at the early stages. - There are crazy amounts of enemy types already at the first few levels. they are super small and I have no idea what the differences between them are, except for a few that have noticeable attacks. - Explain runes properly. you need to show for example that each rune collected is tied to a specific tower. The fact that you are told "+30 damage for bomblista" when picking an archer rune is super confusing. I assumed it would increase the ballista's damage, but it didn't. if the powerup isn't relevant for the current tower, why show the info text? - Explain the rune inventory properly (i.e. what does the rune inventory actually do. I played for over an hour thinking it was permanent upgrades, because the game said "you will keep any runes you find". What they actually are, is your pool of upgrade options when you unlock a powerup in battle.) - Explain the rune merging limitations. I've completed levels 1-3 and I still haven't found any clues on how I can upgrade to blue runes. It's very frustrating that I have multiple green runes of the same type but cannot merge them. I want to progress, why am I forced to use only green runes for so long? - Be sure to use the same words everywhere. It is not clear that "bomblista" refers to the ballista for example. - The tetris walls seemed fun at first, but after 30min it's just frustrating that you're not able to build walls fast in a straight line to gather upgrades. They are good when your walls are breached and you need to try to fix the gap using the shape you have - then it feels like a nice challenge. - It's kinda weird that you keep the powerups after losing the ground where you gained them. Maybe you should remove them from the map once they've been gathered, to make it clear you don't need to protect them? - Spreading out archers to reduce distance to the front line is fun, but then suddenly the closest archer stops firing, and the archer on the other side of the map fires instead, obviously missing. This is just stupid, please fix it. - bug: I am put into the tutorial again when clicking "continue", or even "load game". I can manually exit to the world map, and my progress is still there, but the natural reaction when this happens is "oh no my save was wiped", which likely causes players to stop playing. Anyway, please continue working on this game! I think it'll be one of those small quirky games I will be coming back to play over and over again.
Игра необычная для Tower defense и не всё понятно сразу, но видно, что сделана старательно и в общем получилось интересно.
The only game where you can speedrun carpal tunnel and a migraine at the same time. Walls are made of paper and die so quickly that replacing them becomes a waste of time, once you're under attack at the centre you just get the camera shake saying you need to encircle your citadel every few seconds since many enemies one shot the walls, every single shot needs to be manually aimed but there's no easy way to control the multiple variations of turrets you have to aim so you're just frantically mousewheel scrolling and clicking almost at random. There's no strategy here, it's just rushrushrush to grab upgrades and then hope you can fend off carpal tunnel long enough to reach the ridiculous wave limit.
Siegecaster ist ein aktives, skill-basiertes Sieg-Bau-Verteidigungsspiel: Du schützt deinen Turm gegen Horden von Orks, Drachen und dunkler Magie, errichtest Waffen und Mauern wie bei Tetris, sammelst Runen und setzt magische Fähigkeiten ein. Die Mischung aus Tower-Defense, Basenbau und direkter Aktion verlangt schnelle Entscheidungen und präzises Zielen – kein passives Zuschauen, sondern Mitten im Geschehen. Stärken Einzigartige Mauermodi: Mauerteile erscheinen in zufälliger Form (Tetris-artig), was Strategie und Adaption erfordert. Manuelles Angreifen: Keine automatischen Türme – du zielst und schießt selbst, was taktische Tiefe und Geschick fordert. Runen-System: Umschlossene Runenstatuen (Runespires) buffen deine Waffen – riskant, aber lohnend. Aktives, intensives Gameplay: Tempo und Druck bleiben hoch, aber cleveres Design ermöglicht auch taktische Luftpausen in der Bauphase. Atmosphäre & Gestaltungsliebe: Chaotisch-farbige Fantasy-Welt, handgemacht und mit Herz entworfen. Schwächen Hohe Lernkurve: Einstieg kann schnell überwältigen; Tutorial bleibt knapp und erfordert Trial & Error. Technische Macken: Vereinzelt Abstürze oder kleine Bugs - kein kritisches Hindernis, aber störend. Siegecaster ist ein kreativer Mix aus Action-Strategie und Tower-Defense, der aktive Teilnahme, präzises Timing und Improvisation belohnt. Ideal für Spieler, die Herausforderungen mit direkter Kontrolle und visuellem Stil suchen. Nicht perfekt, aber definitiv eigenständig – ein Titel „worth trying“ für alle, die etwas anderes wollen. Video: https://youtu.be/evr9V2gDQXs
This seemed right up my alley but I can't give it a positive review. The lack of information for any of the tower stats has you blindly choosing gem upgrades based on vibes. Lacks a level of polish that you would expect. Feels like a $2 game or a free online flash game of old.
This is a really cool and addictive skilled based siege defence game. I like replaying using different start locations and trying out different builds like. Sometimes I'll build a really big wall and sometimes I'll go crazy with cannons. Well worth your time.
Nice game
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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