
Fight hordes and defend your Stronghold in a bullet heaven survivor-like with co-op and tower defense. Gain power-ups every level, collect random artifacts from chests and grow stronger to survive, defeat the boss and claim a top spot on the Sineus Arena leaderboards!
Modeled estimate, not a reported figure. How we estimate →
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About


Sineus Arena Survivors takes the chaotic thrill of the survivor genre and expands it with co-op, building and base defense. This is a fast-paced, third-person 3D bullet heaven, playable solo or in 2-4 player co-op.
Fight hordes of the Khmar, level up your hero, collect weapons and artifacts and build structures and towers right in the middle of combat. There are no calm pauses for decisions - combat, building and survival all happen at the same time.
At the center of the arena stands the Beacon - the heart of your settlement and your last line of defense. As long as it burns, your team still has a chance. If the Beacon falls, darkness consumes everything.
Venture beyond the base to search for rare resources, chests, altars, trials and enemy lairs. The farther you go from the Beacon, the greater the risk - and the more valuable the reward.
At launch, expect 10+ heroes with different archetypes and combat styles, 5 factions with unique allies and visual identities, 13 building types, 25 weapons, 18 types of upgrades, 50+ artifacts, skins, quests, achievements and meta-progression.
Play solo or team up in 2-4 player co-op. Revive fallen allies, split roles and decide who holds the line while another player pushes out for loot.
Earn currency by surviving, killing enemies and completing quests. Unlock heroes, weapons, skins, boosts and other rewards through the Magic Chest and its upgrade collection - every run brings you closer to new content.
Your base is not scenery - it is the heart of survival. Upgrade your settlement, reinforce its defenses and stop enemies from reaching the Beacon.
Slap down towers and buildings mid-wave without losing your momentum. Building is so fast and intuitive it never distracts you from the core bullet heaven loop. You focus on the intense survivors-like action; the base has your back.
Stay behind the walls or risk going beyond the base for rare resources, artifacts and trials. Greed can lead to victory. Or to a very stupid death.
Combine weapons, passive upgrades and artifacts. Every run is a new chance to find a build that can survive invasions and the final battle.
A match lasts 10 minutes or longer and continues until players move to the next biome difficulty level, complete all three stages for a full victory or get crushed by endlessly scaling final waves. Defeat the boss, activate the Beacon and push forward - or stay in the fight for a record as long as your build can hold.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Russian*, Simplified Chinese, Traditional Chinese, French, Italian, German, Spanish - Spain, Czech, Japanese, Korean, Polish +4 more
Engagement
Hours played at review time, across 132 reviews with recorded playtime.
Reviews
Themes across 132 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
СЫРАЯ НЕДОДЕЛКА !Цена ей 100Рубрей не больше !
10/10
great game
还可以,比较喜欢这种类幸存者的游戏,画风也是我喜欢的一个原因。不过游戏目前并不耐玩,那种一步步升级的越来越强的感觉没用。东西全靠箱子开出来,来源单一且乏味,获取也容易。有个建议就是取消单人游玩时开宝箱后抽卡的暂停游戏机制,本来玩得好好的突然卡住了让游玩有点割裂
[table] [tr] [th]游戏由SteamPY鉴赏家提供[/th] [/tr] [tr] [td]SteamPY鉴赏家[/td] [/tr] [tr] [td][h3]上SteamPY淘海量超低价游戏[/h3][/td] [/tr] [/table] 幸存者like的基础上加入了生存建造,乍一听还蛮有意思的,生存建造可以理解为提供定向能力,比如造给攻击词条的建筑,那升级这个建筑只会给攻击或是暴击等词条,场面上放建筑的坑位也是有限的,可以当做提高战力的一种手段。此外我们还需要到处去搜刮来提升自己,还挺像雨中冒险的开箱子玩法,跑遍地图找各种魔物巢穴,给的奖励主要是提升人物自身属性,升级奖励则是更多用来提升武器强度,在我看来整个游戏各种系统,其实就是把原版中的超武拆分出来,不过实际玩起来还是挺有意思的,有朋友联机的话才是这游戏的完全体。 解锁人物靠战后获得的宝箱,比较坑的是只有集齐碎片才能拿到新武器或者是人物,不过有万能碎片的设计,倒也不用担心想玩的武器一直开不出,不过想全解锁也是少不了一顿猛肝。目前来说地图是真的少,只有2张地图可玩,而且玩法之间没有拉开差距,对单人玩家来说前几小时体验还是挺不错的,后面就趋近于同化了。
boring
Good start. I want more bosses and weapons.
très bien
refreshing game i really like it
Yes
Related
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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.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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