
Retreating ends here. Defend Bastion against evil hordes, reclaim lost powers, rebuild ancient ruins, and adapt your tactics to reverse the siege. Shape your playstyle in this hero-strategy rogue-lite solo or co-op up to 3 players.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 3.71/day in the week to Aug 28 → 4.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
EverSiege: Untold Ages is a "hero-driven" strategy rogue-lite where you don't just survive the siege, you break it. Build devastating combinations by fusing powerful Wargears with Elemental Essences, while summoning elite troops to overwhelm the Evil Master's hordes.

Roam a procedurally generated kingdom, shifting with each run, to gather and grow unique powers as you rebuild the city's might upon its ruins.
Adapt your strategy on the fly, complete quests, rally jungle foes to turn the tide, and breach the enemy lair.
Solo: Master every decision. Co-op (3 players): Coordinate builds, synergize powers.
Experiment with wide build varieties and discover synergies that transform you from defender into destroyer. There is no single path to victory, only the one you carve through steel, sorcery, and cunning.
Bastion awaits. Will you liberate it, or fall like so many before you?
Think you can hold the line? Bastion needs more than defense.
Hordes are pushing. Will you rebuild the Knights Barracks, Antiques Market, or the Protection Gates? Strike the right balance between the military and the economy.
But Gates only buy time. Clear Creature Camps for Skill Shards. Storm Dungeons for Artifacts. Recruit Drasil allies. Unlock Domains for troop evolutions.
Grow your powers to ascend from defender to destroyer!
Bow (Zirenth) for range. Daggers (Thallos) for stealth. Axe (Ferun) for melee. Sword & Shield (Vanadius) to tank. Lance (Rutheon) to dominate. Hammer (Osmunth) to Crush.
Will you freeze them, then burn your enemies, or melt them under acid rain?
Deploy Mounted Crusaders and Warhounds to rush the lanes, or archers and catapults to hold a defensive stance.
6 Wargears. 6 Essences. 20 troop types. Mix and match them to suit your strategy. 15 pairs. 72 spell evolutions. 148 items. 70 random ability upgrades.
Beat the Evil Master? Do it again. And again. Across every timeline!
Time travel is your endgame. Every leap backward reveals harder challenges.
Geography shifts. Quests, strategic points, and enemy types evolve. New bosses emerge. Do you have what it takes?
• 6 playable Wargears with unique weapons and signature abilities
• 6 Essences to combine for diverse spell builds
• 72 spell and evolutions + 70 abilities evolutions
• 148 collectible items: 80 Artifacts, 36 Relics, 12 Shards, 20 Potions
• 20 troop types to deploy and upgrade
• 38 buildings across Bastion, domains, strategic points, and towers.
• 31 enemy types across multiple factions and bosses
• Procedurally generated maps with evolving enemy factions
• Time-travel ascension’s level, introducing new challenges.
• Rogue-lite progression that unlocks new powers and strategies each runs
RETREATING ENDS HERE. WILL YOU ANSWER THE CALL?
Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 2.1Kreviews | 69% | — | $1.2M |
| $19.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 220 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The game is pretty much like eating unseasoned cold noodles. The issues with this game is that the matches are both too long (60-80 minutes) and not long enough. How? Well, for most of the match you are hitting like a wet noodle and falling over like a wet paper towel. Once you've got a build going, the match is all but over. What's more is the once you've played one "Age", you've pretty much played them all. The replayability just isn't there when the core gameplay is agonizingly dull for 90% of the game. Additionally, new abilities/heros/upgrades are locked behind harder and harder ages with no re-roll mechanic. And all of these are just a slightly different brand of flavourless noodles. Yikes. The matches also have you doing busy-work. Every in-game day you've got to run across the map collecting power nodes just so you can scale. This removes agency from the player as you're now forced to do this task over and over again. Often times you don't even have time to clear dungeons until you've massively out-scaled them due to the fact that they take too much time otherwise. To fix this issues, the devs would have to implement a pause function to the day/night cycle while inside a dungeon. What's more is the abilities each hero gets feel pretty uninspired and lacking in proper scaling. They don't scale with level and often have no utility outside of damage. Meaning unless you're pumping power nodes into the stats for those skills, you'll never use it after the early game. And I say "skills" as if there are multiple. But in reality there's 1 skill that scales with auto attacks, and 1 skill that scales with power nodes. So in reality you're scaling one skill on a cooldown at the cost of scaling auto attacks (which is by far the better choice for stat scaling). :/ The game concept is cool and sounds good on paper, but the execution leaves the game feeling "meh". Big thumbs down until the issues are addressed. For the devs: How to improve the game. -Allow remote or even automatic usage of power nodes and shrines after exploration. -Pause day/night time while inside dungeons and other instances. -Scale damaging aspect of abilities to level, and only the utility part to power nodes. -Make abilities hit much harder, they have a damn cooldown for a reason. Auto attacks shouldn't be the best damaging method, even when heavily invested. -Smoother scaling curve for heroes. Currently the balance is too heavily sided towards "late game". -On that note, give players a reason to play the eternal night. Currently you don't even seem to gain any additional resources for playing longer than needed. -Secondary abilities (the ones not tied to heroes) mostly feel underwhelming with a couple of exceptions. These abilities should have some "oumph!" to them. Decreasing the damage taken by allies that die instantly isn't exactly inspiring. Oh wow, they die in two volleys of the 10 catapults now instead of 1 volley. -Add the ability to respec points invested into heroes/abilities. And don't make it stupidly expensive, make it cheap to allow players to actually have some replay value of your game. I hate when games give players options to respec, but make it so expensive they may as well just start again or continue grinding. -Make larger or smaller maps that the player can choose. And possibly more varied zones. -What's more, the devs need to go back to each hero and make them unique. Right now they are just different flavours of the same hero. Dash ability 1. Auto attack scaling ability 2. AoE ability 3. There's no soul in these.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Simplified Chinese, Russian, Traditional Chinese*languages with full audio support
Hours played at review time, across 220 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A very fun game that does not deserve the "mixed" review, although I admittedly haven't even tried the multiplayer mode which seems to be the main cause of negative reviews. From a single player perspective there are a few things that I had to learn and understand about the game to fully appreciate it, so I thought it might make sense to share those with you: - General Idea - This game is not about picking a single champion (called Wargear) and trying to master it like you would do in something like LoL. Instead it is more of a puzzle game where the game generates a random combination of boss type, resistances, damage type, available buildings and so on. The game lore calls this a "possible timeline". Your task is to work your way backwards through time finding timelines (matchup combinations) which are winnable for you by finding a working strategy, which involves combining the right champion with the right essences. Not all of those matchups are equally difficult and some may not be winnable at all because the circumstances are stacked against you. The longer you lasted in a matchup before you lose the more currency you get, which allows you to improve stuff or simply rerolling the matchup/timeline for something which you can hopefully handle better than the one before. - Timing - During the match you never have enough time to do everything you would like to do and therefore you need to figure out priorities that allow you to snowball. Which buildings you first build in your Bastion is also extremely impactful. You will fall behind if you don't have a plan on how to generate gold quickly. For example some building gives you gold for every plant you collect. Some give you gold every 60s for each tower you have rebuilt, some towers give you gold for each enemy they kill. Those will help you generate early gold so you can conquer and upgrade the 3 gold mines on the map, which will fuel your late game. - Difficulty - Don't try to brute force your way through every matchup with all "Distortions" enabled. It will just be frustrating to lose over and over again. Disable them completely if you are stuck on a certain age and come back later to rerun the age with the Distortions enabled for the bonus rewards. By then you will have much more upgrades to handle them more easily. - Pitfalls - The enemies in a matchup deal a certain damage type and the resistance upgrades are hidden behind seemingly arbitrary Bastion buildings. On a fresh game you can be unlucky and the enemy deals a damage type which is an upgrade hidden behind a Bastion building which you don't have unlocked yet. In this case you are not allowed to construct the building in your first matchups and you can't gain the needed resistances. I am strongly recommending to unlock all types of buildings first before going for the upgrades, so you have all options available which are necessary to come up with a working strategy. I hope this game will receive further updates and expansions since it has a very unique concept with great potential.
This game has a good concept, but if you were planning to play with friends. I highly do not recommend you to play this game in its current state. The multiplayer is so hopeless poorly optimized, I'm playing with players in the same house, and we're on a constant 200ms connection to one another. One day when the multiplayer connection is fixed, I can recommend it again. But at this point, look elsewhere.
The gameplay and mechanic are okay, but the difficulty increases way too quickly. Unlocking things is very resource-intensive, and a single playthrough takes a long time. Not recommended for those with limited time to play.
I could not get this game to work in co-op multiplayer, which is the reason why I bought this game. Every time I'd make it to the end of the tutorial, the game crashes to desktop with some Unreal Engine error code. I tried verifying the files' integrity. I tried enabling admin privileges. I tried lowering the graphics settings to much lower than my PC can handle. It always crashes for me. I also played this game several months ago, it had severe net code issues which caused the game to lag when I connected to my friend's game. Now I can't even get past tutorial with the constant crashes, so I don't even know if the net code was fixed. I've been very patient with this game since my friends wanted me to play this with them. Now, I just want a refund, this game refuses to work on my setup.
Honestly, I don't see why people are complaining about this game. I haven't played multiplayer, so I can't comment on that. The single player experience is absolutely fine. You just need to focus on synergy. Try and get as many skills as possible to rely on the same essence (coloured crystals) and focus on getting as many of them as possible. If you're struggling, remove the Distortions.
I quite like this game, very fun concept. For me where it could be improved is variety and maybe more "late game" content, like further upgrades, prestige system for scyons stuff like that
Way to hard, can't get passed first map..
Eversiege scratches an itch I didn't know I had, which is doing PvE in a MOBA while also playing the economy side of an RTS. I ended up absolutely loving this game, and felt I should write a review because, after reading a lot of other reviews, I felt the game is getting a bad rap for kind of the wrong reasons. The game is indeed pretty difficult at first like a lot of the complaints say, but once it clicks and you understand the systems and builds and economy, it quickly settles down and you can beat every difficulty level on your first try right through to the end. To me, this means that the game's challenge level isn't due to tangible difficulty (like twitch skill, enemies being too strong, speed efficiency, etc), but due to onboarding and knowledge. You do start off each match pretty weak like a lot of reviews say, but I found that was only because I wasn't playing right. You're not supposed to wreck the waves or big jungle camps early on. You're supposed to fight weaker enemies and help the lane how you can in order to get stronger first. If there's a big jungle camp nearby harassing your lane and it seems impossible to deal with, you're not supposed to 1v1 it. You can do stuff like lure those big boys into your towers until they die, then you can get their big shards as a significant early match buff, repaying the extra time you spent luring and juking the big boys into your towers. There also used to be major multiplayer desync issues, which is where a lot of the negative reviews come from, but now they're mostly all gone after a few updates. The devs also clearly put a lot of work into a game that is only selling for $20 or $13 on sale. There is voice acting, there are old-school CGI cutscenes that introduce every enemy and boss type. Each age's map (even though it's the "same" square MOBA map where you're on the bottom and the enemy is on the top) changes pretty much every single asset contained within the map, from enemy camps and buff buildings, to boss lairs and dungeons -- even including how your creep lane twists and turns up to the enemy base. The game isn't without faults, though. Once you figure out an efficient build/upgrade order, you can pretty much ride it through every single difficulty. I started every match by building the Chronomancer's Council/Mage Tower combo to passively generate gold, and always rerolled away from the one specific boss that disables towers. There are multiple successful build/upgrade systems you can focus on, but you never need to switch it up from your preferred one. You also kind of do the same thing every match (even if lots of things change per match, like locations of everything -- bosses, available buffs, enemy factions, etc), but that can be said about a lot of match-based games. I think this game is super unique and had a blast all the way through. I've now spent a decent amount of time trying to find similar games to scratch this itch I didn't know I had, and haven't yet found one.
so to start with i do enjoy the gameplay loop that was never going to be a proplem however the issues that detract from the expeirince are many for one thing UE5 shipping crashes abound if you try to run the game above 60FPS and for me low graphic preset and without an auto save thoese crashes can delete 60 minutes of play with no rescueing it. in regards to the gameplay itself i can see why others are leaveing downvotes the main issue is the bastion units are just unable to keep up at latter ages which means you get boged down trying to lane which stopes you from getting augments which is crippleing which is another issue you can be getting augments that do nothing if you don't have the skills. I do think there needs to be a bit of a rework for how things are laid out instead of gold mines have the lane enemies provide a bounty outright with the gold mines instead being the synergy buildings such as the iron mine, bastion units should get levels with their production building and an economic building they should also benift from the upgrade you have in the hub for example each damage buff should provide a 5% buff for the bastion units to help keep them competive. right now i can't recommend this game however if the dev fixes the UE5 issues then i'll probably change it to a recommend
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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