Warlords Under Siege
Warlords Under Siege

Warlords Under Siege

3
in-game
Data taken from Steam
Steam
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Gameplay Trailer
Warlords Under Siege
Warlords Under Siege
Warlords Under Siege
Warlords Under Siege
Warlords Under Siege
Warlords Under Siege
Warlords Under Siege
Warlords Under Siege
Warlords Under Siege
Warlords Under Siege
Warlords Under Siege
Warlords Under Siege
Warlords Under Siege
Warlords Under Siege
Warlords Under Siege
Warlords Under Siege
Warlords Under Siege
Warlords Under Siege
Warlords Under Siege
Warlords Under Siege
Warlords Under Siege
Warlords Under Siege
Warlords Under Siege
Warlords Under Siege
Warlords Under Siege is a mix of RTS and Roguelike genre, where you build a small city and defend it against continuous waves of enemies. Improve your assortment of weapons with each playthrough, unlocking new possibilities to beat the ever-increasing threat.
Developed by:
RedKar Devs
Published by:
RedKar Devs
Release Date:

Steam
Latest Patch:

Steam
Categories
The categories have been assigned by the developers on Steam


Death and Taxes
Has been in:
• 5 bundles
Death and Taxes
From 1,79€
Do No Harm
Do No Harm
From 12,63€
Torn Away
Torn Away
From 6,65€
The Ouroboros King
Has been in:
• 3 bundles (Fanatical)
The Ouroboros King
From 4,51€
Reviews
The reviews are taken directly from Steam and divided by regions and I show you the best rated ones in the last 30 days.

Reviews on english:
Reviews
82%
229 reviews
190
39
5.2 hours played
Written 26 days ago

Summary- Terribly balanced, requires grinding the same levels many times over (10+), a lot of bad design decisions around the card system where you need to bloat your deck with lots of things to get what you really want, such as needing a tier 1/2/3 card for swordsmen/archers/etc. And no real story whatsoever. Anyone that has ever played a card game knows that a bloated deck is always a bad idea without some sort of effective cycling mechanic, which this game does not have at all. You get a handful of cards to start with by default but then you pick from a selection of random cards drawn from your deck when you reach a certain number of kills. So if you have a selection of cards where you have a choice between getting an upgrade for your hero, a tier 2 barracks, a marketplace, an upgrade to your sawmill, or an upgrade to your iron mine you only get to pick one per card choice until the next kill threshold is reached. If you try to have a varied and well balanced deck then you will likely have so many cards in your deck that you wont actually get to pick them all before either you die or win the level. If you have a tier 3 saw mill, quarry, gold mine, iron mine, just for resources alone that is 12 different cards (tier I/II/III). That doesn't even include walls, towers, or a gate, all of which have tiers up to 3. I assume you will at least want walls for your castle (lol) so that is another 3 cards if you want tier 3 walls. If you want to use your military buildings to make an actual army above the tiny unit cap of 2, you also need to get farms (again tier 1/2/3 so up to 3 cards required) on top of the military buildings themselves. Another issue that makes this worse is that you have only a small number of building slots (Pre-positioned depending on the map) to actually put down your various buildings which further limits your ability to have anything more than a highly specialized military force such as all archers, or all spearmen, or all swordsmen, etc. In addition to the above you have a hero unit that can get upgrades/abilities, each of which requires a card slot in your deck. So as you can see even if you try to build a basic deck you end up easily having dozens of cards in your deck that you simply need just to support your economy, make a basic military, have any abilities/upgrades for your hero, increase your unit cap above 2, etc. If you want to have much more than that, good luck! You likely wont even get to see all your cards before the map ends with your victory or defeat. The game has a meta upgrade system where you use gold earned in the various maps to get permanent upgrades, but most of them are not particularly interesting and they are required to beat the maps which makes it feel less rewarding and more of a mandatory grind just to complete the first level. The game sometimes crashes when you pause and then unpause it and the aggressive move button (attack move) never worked for me and units would sometimes just stand around getting attacked until I manually ordered them to attack enemies. This is less of an issue with ranged troops which further limits the desire to have a varied military. As for the story, well there really isn't any. You get a couple paragraphs on some map nodes that you click on to load a level that spawns waves of enemies at you.
3.9 hours played
Written 13 days ago

[h1]Title: Grindlords Under Deceit[/h1] [b]Imagine an RTS in 2025 with:[/b] - No shift+queue commands - No hold/patrol/retreat functions - No minimap - No unit selection (you heard that right — click a squad, get the whole blob) - “Economy” boiled down to 4 static slots (gold/wood/stone/iron) - Base building that's less strategic than a mobile idle game - RNG card draw as the only source of variety — and it’s rigged with filler This isn’t a strategy game. It’s a treadmill disguised as one. A skinner box hiding behind blurry art and “roguelite” buzzwords. And just wait — [b]the longer you play, the less XP you get[/b]. Yes, re-running early maps gives less XP over time. Why? Because the devs know you’ll wise up after two hours, so they built a time-delay bomb to sabotage refunds. At 3.8 hours I finally saw through the illusion. Not sure if refund would be accepted, so just in time to warn others. [b]Do not reward this model. Do not touch this game.[/b]