
Hero Siege is a fast paced Pixel Art ARPG featuring an expansive roster of unique classes, deep build experimentation, and a player driven economy.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
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): 38/day in the week to Aug 25 → 45.57/day in the week after.
One market had a chart position on both sides of this cut. One sale in one country is an anecdote — read it next to the store-wide figures below.
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 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.
About
Step into Tarethiel, a world under siege by the Forces of Hell.
Face Demon Lords, ancient monstrosities and fallen angels as you hack and slash your path through endless hordes of the undead. Hero Siege is a fast paced Pixel Art ARPG featuring an expansive roster of unique classes, deep build experimentation, and a player driven economy.
Craft your hero through two main skill trees and individual sub-skill trees that reshape how every active ability works. Combined with a massive item pool and powerful crafting options, the game offers limitless build possibilities; from blood hungry melee bruisers and bow wielding archers to gun slinging demon slayers, sentry engineers, summoners, spell casting mages and everything in between.
Hero Siege evolves in seasonal cycles every four months, delivering fresh content, new systems, items, events, and quality of life improvements. As a small, experienced team, we work closely with our community to improve the game based directly on valuable player feedback.
23 Playable Character classes Every class offers its own unique play style and skill set. Sub-skills and item based modifiers allow you to push your build in unique and creative directions.
1000+ Unique Items Loot ranges from randomized magic items all the way to handcrafted Satanic, Set, Heroic, Angelic and Unholy items. Runewords can be created using white bases with sockets. Items can be buffed, crafted and modified in various ways through the crafting system.
Tarethiel Market Travel to Village of Mos'Arathim to List your items for sale or buy gear from other players in real time. Trading is a core part of character progression and build crafting.
Adventure Journal A fully integrated in game encyclopedia containing mechanics, unique items, runewords, prospecting recipes, crafting recipes and augments.
Endless Replayablity Designed for seasonal play. Each season adds new content such as: items, bosses, gimmicks and surprises from our development team.
Wormholes Push your character as high as possible and earn seasonal cosmetic rewards such as skins, wings, portraits and more.
BIG NO-NO for Pay to Win We never sell game play advantages. Fair competition is a core value for us.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.99 | 47.8Kreviews | 67% | — | $7.6M |
| $19.99 | 231ratings | 79% | — | 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.
Updates
Engagement
Reviews
Themes across 1694 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Whoever thought that it would be a good idea that every second monster pack has on-death effects, should be shot
The game is great and an absolute blast to play. The developers and their mods are complete trash. ive had the game for a week or so when a friend gifted it to me, and have been banned do to "suspicious behavior resembling rmt". they have no proof, because there is none, and then you have to on their discord to appeal the ban to a bunch of power tripping mods. Dont use their in game trade house market, as it will trigger whatever they think is suspicious trading, even though its Their trading mechanism that they put into their game. If youre gonna be ban happy, have proof, which they cant because it didnt happen, or unban people who use the Your built in trading system.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Latest in each market: best BR #69, worst UA #97 · 12 markets collected
US · last 30 days
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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Finnish, Portuguese - Brazil, Russian, Simplified Chinese, Japanese, Korean, German, French, Spanish - Spain, Polish*languages with full audio support
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 1.7K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Basicly unplayable money grab. Was a good game long ago
I miss the old 2014 Hero Siege. It was so much fun.
I bought the Gates of Valhalla DLC, they removed it and turned it into skins, HUDs, and portraits. I only received one skin. I want what I'm missing. I bought the DLC and lost out, and I didn't get all the items they promised
Прикупил игру+длс за 700+ и стартанул на демоническом отродье. В целом прекрасная убивалка времени, побегать под киношку, аудиокнижку или что-еще-там... На 36 уровне решил попробовать кого еще, создал Йотуна... и отродье перестал запускаться. Выбираешь его, а создать игру уже не можешь. С Йотуном - можешь, со стрелком - можешь, со всеми можешь, а отродье заного уже никак. Написал письмо в поддержку, прошли сутки - пока глухо. Соответсвенно и не рекомендую. Пока.
Headline: A corrupt, microtransaction-ridden scam run by power-tripping dictators. Avoid this game and this amateur developer at all costs. The game itself has turned into a pathetic, soul-sucking Korean-style grindfest. To make matters worse, stuffing the game to the brim with predatory microtransactions. They expect you to pay real money for every single basic quality-of-life feature, from inventory space and stash tabs to market slots. It's the ultimate hypocrisy. I was arbitrarily banned out of nowhere. No warning, no explanation, and they didn’t even bother to send a single automated email explaining why. Their customer support and moderation are a complete joke—they act like corrupt, power-tripping dictators who hide behind overseas offices to avoid any real accountability or consumer protection laws. They treat their player base like absolute garbage. Don't respect companies that don't respect your time or your wallet. This is a dead game managed by a garbage company. Save your time and your money, go play Diablo 4, Grim Dawn or Path of Exille 2 instead.
나는 무기가 증발한다는 평가글을 보고 뭔 소리인지 알지 못 했다. 내가 직접 당해보기 전까지........... 이 게임을 하지 마라. 게임이 켜진 상태에서 눈 깜빡하니 장비하던 무기가 사라졌다. 내 노력이 사라졌다. 이 게임을 하지마라. 이 게임을 설치하지 마라.
Great game overall, but here are some core areas that need improvement to keep the community engaged long-term: 1. Meta Progression: Hero and Ether levels should be account-wide. Starting from zero on every new character creates unnecessary friction and discourages players from trying new builds. 2. Loot Filters: We need more robust filtering options, specifically the ability to show/hide items by their specific names. 3. Pet Mechanics: Loot collection should be radius-based (e.g., 2 screens wide) rather than tied to the pet's movement speed. This would significantly reduce waiting pet loot time. 4. Tarethiel Market (AH): The UI needs a major overhaul. A web-based trading platform (similar to POEs) would be a game-changer for accessibility, price checks and listing items. 5. Satanic Zones: These should last longer (at least 1 hour) with more impactful mod combinations and better drop rates. Currently, they often feel unrewarding at all. 6. Quality of Life: Mailboxes should be available in all Acts. 7. Content Variety: Increase the number of daily quests to give players more stuff to do. 8. Trading: Soulforged rings and other bound items should be sellable. If there is market demand, players should have the freedom to trade them. 9. Codex Rework: The current Codex system is frustrating. They should either drop with a fixed 5-sockets/random sockets with gems included, or be reworked entirely. To have 100% 4sockets recipe, 5 sockets recipe and 1>2>3>4>5 sockets upgrade recipe 10. Chaos Tower Integration: Chaos Tower progress should contribute to the Essence Vault. Kills any mob-Logion Mob it should fill essence vaults. players shouldn't be punished for choosing Tower over mapping. 11. Group Play & Bossing: Players should be able to invite others to their boss fights at the cost of a portal. There’s no reason for a helper to spend a full key's worth of portals just to assist, as long as the boss HP scales accordingly. 12. Mob Rework (Bees & Exploding Orbs): While high difficulty is expected, these two specific mob types feel mechanically broken rather than challenging. https://i.gyazo.com/1f3db5cf886117dba08670d31128cfd9.gif https://i.gyazo.com/de38c76ca39d46b0adda2b8a1a53c7b9.gif The suggestion: Bees: They should no longer be able to Stun Lock players, and their "Extra Projectile" modifiers should be removed. Being locked in place by a swarm is a frustrating experience with very little counter-play. Red Explosive Orbs (after-Death Effect): The number of projectiles released upon death should be significantly reduced (fewer than 15), and their movement speed should be lowered. Currently, they create unavoidable "death zones" that feel more like a gear-check than a skill-check. 13. Relics - The most unused relics needs a rework and this is also speaks about the one that got nerfed and nearly not usable 14. Relic Pages - I would be amazing to let players to have different relic setups just like trees, and this should be account wide and not character bound. 15. Buried Monsters: These mobs currently serve no purpose other than spawning directly on top of your head and releasing "resurect in town" lightning burst. It feels like an unavoidable death with zero time to react. The suggestion: Either increase their spawn detection range so they appear further away from the player, or simply have them spawn as regular, non-buried mobs. There should be a clear visual tell before they deal damage so players have a fair chance to dodge. 16. Proximity Shields: Every mechanic needs counter-play. Currently, this modifier is a dead stat on Codexes; since the game is built around zooming, stopping to enter every shield feels clunky and disruptive. The Evidence: The market is flooded with these Codexes because no one is willing to buy them. The Suggestion: Make shields larger or periodic (cycling on/off), similar to the Path of Exile balance. Alternatively, introduce a "Shield-Piercing" Charm or mechanic to allow dedicated builds to bypass them. 17. Account/Season-Wide Progression: Everything should be account or season-wide. There is no reason for progression to be locked to individual characters. Specifically, this should apply to: * Mercenaries and their equipped gear. * Relics (Season 10 is supposed to add relic storage, but they shouldn't be character inventory bound). * Keys, Runes, and Material inventory tabs. * Hero levels (thank God we got the 300% buff mid-season). 18. Codices & Balance: Instead of nerfing the current ones (which only affect Cards and Rifts anyway), consider adding new ones. Rework the existing unusable codices and find a practical use for the 80% of orbs that currently sit completely unused. 19. Charms Inventory: We are missing 3 slots to fill the inventory completely. Why not add 3 new quests to unlock them? For example: kill Gabriel on Inferno, kill Amun-Ra on Inferno, and kill the Orbiter. Voilà, problem solved. 20. Journal Improvements: * Drop Locations: Add more detailed descriptions for item drop locations and required difficulties. For example: "Shadow Occultist's Wraps – Drops in Hell 1 or above, 10% drop chance." * Relic Preview: On the relic page, add an option to hold Ctrl or Alt to view a relic's stats at level 10. Right now, we can only see level 1 stats, which hides the special effects unlocked at max level. 21. Steam Achievements: If I'm playing on SC, I get SC achievements, right? If I'm playing on SSF, I get SSF achievements, right? If I'm playing on HC, I get HC achievements, right? So why is it that when I'm playing SSF + HC, I don't get the achievements for both categories, considering this mode combines them both? This definitely requires a fix. 22. **Fragments & Shards:** While playing on Inferno difficulty, Battle Fragments and Dimensional Shards should not drop from altars and other sources; instead, they should all be Infernal. 23. **Target Farming:** While SSF & SSFHC both should be reworked to offer more loot and more ways to obtain gear, I personally have been after Glacier Talons for nearly 9 days on Inferno and target-farmed them. Eventually, I got them from a non-target-farm zone when I wasn't expecting them at all. Target-farmed items and their locations should have a significant drop boost for them specifically. What is the point of target farming if a week of farming leads to nothing, and then some random chest in a different zone drops it? 24. **Crafting Resources:** Orbs, Codexes, Satanic Dices, Gypsy, Mallets, and Kits should be easier to obtain. While you can purchase them on Trade, they are vital on SSF/SSFHC, and getting only a few a day on Inferno just ruins the entire experience. 25. **Bifrost Keys - Shadow Realm:** Why do we even have it there? Not the arena itself, but the default entrance that costs nothing to enter? and can be found in 1-2 zone refreshes'. This should be reworked to teleport you directly to the arena instead, and ideally to the area with double bosses and an increased chance for the rarest loot like torches. 26. **Bifrost Keys - Tower Boss:** This boss should be added to the key pool. 27. **Bifrost Keys - Vanaheim:** This one should be much more common. Using 27 keys without a single Vanaheim drop is painful, especially for SSF/SSFHC folks, especially considering a Vanaheim/Luna drop isn't even guaranteed to be good. 28. Obtaining divine moon & divine soon should be boosted on SSF/ SSFHC just like the overall 30% more MF on everything else in this mode. 29. Teleport Items vs. Teleport Class Skills — Is there any actual reason why items with a built-in teleport have a faster cast rate and a longer range than an actual class skill? Take Jotunn, for example. The teleport skill itself even has a dedicated skill tree meant to upgrade cast speed and range, yet it’s still significantly shorter and slower than the item version. See for yourself here: https://streamable.com/jpsl9m More to be added or removed according to the changes.
Politique commerciale agressive. C’est honteux de voir un jeu qui se prend autant pour un triple A alors qu'il est passable avec des prix exorbitants. En plus, certaines classes sont payantes au lieu d’être incluses dans le jeu de base, et coûtent entre 7 € et 10 €. On est où, là ? xD Quand vous visitez la boutique, vous voyez même des packs à plus de 80 €… un vrai cauchemar pour les yeux. Honnêtement, le jeu en lui-même n’est pas mauvais, mais les développeurs finissent clairement par te le faire détester : tout est pensé pour t’encourager à dépenser toujours plus.
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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