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Hero Siege on Steam

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Hero Siege is a fast paced Pixel Art ARPG featuring an expansive roster of unique classes, deep build experimentation, and a player driven economy.

Hero Siege is a action rpg, pixel graphics and hack and slash game developed and published by Panic Art Studios Ltd.
Released on January 29th 2014 is available on Windows, Linux, Steam Deck and Steam Machine in 11 languages: English, Finnish, Portuguese - Brazil, Russian, Simplified Chinese, Japanese, Korean, German, French, Spanish - Spain and Polish.

It has received 36,933 reviews of which 24,745 were positive and 12,188 were negative resulting in a rating of 6.6 out of 10. 😐

The game is currently priced at 7.79€ on Steam.


The Steam community has classified Hero Siege into these genres:


Here is the detailed breakdown of supported languages for Hero Siege:

UI Subtitle Audio
English
German
French
Korean
Spanish - Spain
Simplified Chinese
Russian
Japanese
Polish
Finnish
Portuguese - Brazil

Media & Screenshots

Get an in-depth look at Hero Siege through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: Intel Core i5
  • Memory: 8 GB RAM
  • Graphics: GeForce 8 Series 2 GB+
  • Storage: 4 GB available space
Linux
  • OS: Ubuntu 22.04 LTS 64bit
  • Processor: Intel Core i5
  • Memory: 16 GB RAM
  • Graphics: 2 GB
  • Storage: 4 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

1737 hours played
Sept. 2026
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.
7 hours played
Aug. 2026
-Installed the game -Create Lobby -Create Necromancer -5 mins into the game acquired Rainbow Relic ( Shoots Rainbow at straight line ) -Somehow unlocked all Necromancer summons + Mercenary Hired ( 12+1 ) -Main Skill Rainbow shooting pretty OP it scales to your level and no need to change it -Somehow my Summons just there to accompany me on the ride didn't need to do anything -Rainbow Relic all the way till the end. 8/10 This is the Gayest Necromancer i have ever played.
115 hours played
Aug. 2026
Although some of the monetization practices are questionable (It's my belief that if you're going to charge for storage tabs, the game needs to be free to play. Otherwise, you need to get rid of purchasable storage tabs), i do find the gameplay to be very satisfying. Clearing out a bunch of enemies in one blow really fits the modern ARPG power fantasy, and this game seems to be more causal than Path of Exile, and more along the lines of modern DIablo in terms of Difficulty. I'd Recommend anyone interested in ARPGs to check this out if it goes on sale, unless you have 8 dollars to spend just laying around. I don't think the rampant negetive reviews are indicative of what the game is now. Most negetive reviewers seem to be mad the game went from a survival Roguelike to a seasonal ARPG, and being mad at this is understandable. But there's no need to fradulently give the game negative reviews at this point. The developers aren't interested in going back to what it was, so you have to look at it for what it is now, and that's a 2D ARPG with a satisfying loop and some on the nose meta-humor sprinkled about. You can tell the devs grew up on video game culture, and it shines through very well.
409 hours played
Aug. 2026
This game is a fantastic way to get into ARPGs. If you looked at POE and was terrified by the skill tree, or looked at the price of Diablo and said nope, then this is a great middle ground. It has lots of classes, a great tutorial system, clear ways to tell how much damage you are doing, and its easy to mess around with builds (given you have the items). Beyond that, PAS has been making some great choices with the game recently, and many of the previous complaints about content being locked behind DLCs is being alleviated. Next season they will be making multiple of the previously paid only classes to be free, and will be making the DLC acts now just a part of the base game. Additionally, it seems that many performance issues will be fixed in season 10, so if you are wondering whether you should get the game, its probably going to be releasing its best season yet in just a few days from me writing this review.
1974 hours played
March 2026
Do not be confused about the mixed rating this game has, it changed genres and people downvoted years ago for the sudden change. Great ARPG with active devs who are trying to make the game something special each season. If you like ARPGs like Path of Exile, Torchlight Infinite, Diablo etc. give this game a go.

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Frequently Asked Questions

Hero Siege is currently priced at 7.79€ on Steam.

No, Hero Siege is currently not on sale. You can purchase it for 7.79€ on Steam.

Yes, Hero Siege received 24,745 positive votes out of a total of 36,933 achieving a rating of 6.63.
😐

Hero Siege was developed and published by Panic Art Studios Ltd.

Yes, Hero Siege is playable and fully supported on Windows.

No, Hero Siege is not playable on MacOS.

Yes, Hero Siege is playable and fully supported on Linux.

Yes, Hero Siege is playable on Steam Deck, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

Yes, Hero Siege is playable on Steam Machine, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

No, Hero Siege does not support VR.

Hero Siege offers both single-player and multi-player modes.

Hero Siege includes Co-op mode where you can team up with friends.

Yes, there are 11 DLCs available for Hero Siege. Explore additional content available for Hero Siege on Steam.

No, Hero Siege does not support mods via Steam Workshop.

Yes, Hero Siege supports Remote Play on TV and Remote Play Together. Discover more about Steam Remote Play.

No, Hero Siege does not currently support Steam Family Sharing.

You can find solutions or submit a support ticket by visiting the Steam Support page for Hero Siege.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 08 October 2026 20:46 UTC
SteamSpy data 11 October 2026 12:31 UTC
Steam price 13 October 2026 03:01 UTC
Steam reviews 11 October 2026 09:53 UTC

If you'd like to dive deeper into the details about Hero Siege, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Hero Siege
  • SteamCharts - Analysis of Hero Siege concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Hero Siege compatibility
Hero Siege
Rating
6.6
24,745
12,188
Game modes
Multiplayer
Features
Online players
831
Developer
Panic Art Studios Ltd
Publisher
Panic Art Studios Ltd
Release 29 Jan 2014
Platforms
Remote Play
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