Full game metadata
| Field | Value |
|---|---|
| Steam app type | game |
| Steam App ID | 3580260 |
| Live current players | 0 |
| SteamPulse tracked peak | 0 |
| Live count (today's peak floor) | 0 |
| Price | No longer available on Steam Store |
| Free to play | No current Steam offer |
| Discount | Not available |
| Original price USD | Not available |
| Current price USD | Not available |
| Release date | Coming soon |
| Developer | Peasant Games |
| Publisher | Peasant Games |
| Owners estimated | Not available |
| SteamSpy owner estimate minimum | Not available |
| SteamSpy owner estimate maximum | Not available |
| Review type | No user reviews |
| Positive review percent | Not available |
| Positive reviews | 0 |
| Negative reviews | 0 |
| Total reviews | 0 |
| Steam recommendations | Not available |
| Achievements | Not available |
| Average playtime forever | Not available |
| Windows support | Yes |
| macOS support | No |
| Linux support | No |
| Parent game | Not available |
| Store URL | Not available on Steam Store |
Short description
Siegebound is a roguelike tower defense strategy game where you build and defend a castle against relentless sieges. Construct walls, deploy units, and upgrade your defenses using a roguelike progression system that makes every run unique.
About this game
Siegebound A roguelike auto-battler fought on a castle instead of a chessboard. Buy a unit. Buy it again and drop the copy onto its twin — it merges, and you choose what it becomes. Do that while an army comes for your walls every single night, and fight alongside your board as a hero with abilities of your own. ⚔️ Merge to evolve Every unit and building grows on its own. Feed a copy into one and it takes an upgrade — a trait you pick from three, or a branch into its next form entirely. Two Archers on the same board can finish the run as completely different units. There is no hand and no inventory. Everything you own is standing on the field, earning its keep and getting shot at. 🏰 The board is ground you have to build Walls, gates and towers do not just add numbers — they decide where the enemy walks and how long they take to get there. Every fortification spends from one pool, so a thick line in one place is a thin one somewhere else. Choose which approach you are willing to lose. 🏹 You are in the fight Pick a class, take it up its own upgrade tree, and swing. Your hero is another piece on the board that grows — not a camera watching one. 🎲 Runs that go differently Each map brings its own roster, so what the market can offer you changes with where you fight. Sets you have never fielded stay hidden until you use them. What you earn is spent between runs on skills that carry into the next one. 🌍 Maps that ask different questions Where the enemy comes from, where the ground will take a wall, what you are defending — every map is a different problem to fortify. No two runs are the same. Experiment, overcommit, find out how deep you get. :) Playtest coming soon. Wishlist and request access if you want to try it early — I read everything that comes back. About the developer I'm Matzgo, a solo developer building my dream game. Siegebound comes out of a love for strategy games like Age of Empires and Stronghold, and auto battlers like AutoChess. I wanted a castle you actually build, an army that actually grows, and a run that never plays out the same way twice. Your feedback means everything. Let's build, defend, and survive.
Supported languages
English * * languages with full audio support
