Siege Survival: Gloria Victis

A medieval city under siege and a handful of civilians are all that keep the walls from falling. Mixing survival strategy and resource management, build your camp, craft supplies, and scavenge the occupied city to supply the last troops holding back the invaders.

Siege Survival: Gloria Victis is a singleplayer, city builder and immersive sim game developed by Black Eye Games and published by Ravenscourt.
Released on May 18th 2021 is available only on Windows in 13 languages: English, Polish, Russian, Turkish, Simplified Chinese, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil and Traditional Chinese.

It has received 1,596 reviews of which 1,258 were positive and 338 were negative resulting in a rating of 7.6 out of 10. šŸ˜Š

The game is currently priced at 3.99ā‚¬ on Steam and has a 84% discount.


The Steam community has classified Siege Survival: Gloria Victis into these genres:

Media & Screenshots

Get an in-depth look at Siege Survival: Gloria Victis through various videos and screenshots.

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 7 Sp. 64-bit
  • Processor: Intel Core i3 or AMD Athlon II X4 with at least 2,7 GHz
  • Memory: 4 GB RAM
  • Graphics: GeForce GT 740, Radeon HD 7750 - at least 1GB GPU memory
  • DirectX: Version 11
  • Storage: 10 GB available space
  • Additional Notes: Game requirements may change in time (optimization).

Reviews

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

Oct. 2024
I just 100%'d this game as part of my Steam Achievement Tidy Up, and it reminded me how much I loved it when it came out. It's basically This War of Mine but you're in a castle. You've got characters with strengths and weaknesses, who you've got to keep fed, watered, healthy and unharmed while supplying a garrison of troops - if you don't keep them prepared enough, the next day of the siege you're currently weathering will whittle down more soldiers or their morale, causing an eventual break and a loss. During the night, you go out and scavenge parts of the city for food, water, medicine, weapons and crafting materials - or stay in bed because you're knackered, all while dodging enemy patrols or resolving neat little choice-based encounters. During the day, you craft various workbenches, repair broken gear, make new gear, feed the animals, cook - or stay in bed because you're knackered. It's a really satisfyingly tight combination of game mechanics that deserves a chef's kiss.
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Sept. 2024
Short Answer: I'd argue that this game does everything "This War of Mine" does, but better. "This War of Mine" does do a good job at what it set out to do. Don't get me wrong. It's a fine piece of Art, but Siege Survival takes everything TWoM did good, and does it A LOT better. EZ recommendation. Not a question! If you're uncertain, wait for a sale. ... Long Answer: Remember when This War of Mine got meme'd on? I do. From small details completely derailing what the game set out to do (The game's whole tone was "War Bad", and during the 2010's when the game came out, that was definitely the train the game decided to ride), to a variety of other reasons, as a result, the game ended up suffering under it's own weight a little, due to War being... well, i dunno - a pretty broad topic that can't exactly be summed up by "War Bad". Also, the Muscovite-Ukraine Conflict would kick up in 2020, where Moscow announced their infamous "3 day operation" (now entering it's 3rd/4th year, and as of this review being written, is still ongoing), which, uuuuhhhhhhhhhhh... Yeah. Try approaching a Ukranian and tell him "War bad. Just don't fight" and I hope someone has a camera to videotape the absolute beating you'd rightfully get. Which is also extra ironic, because This War of Mine actually had a fundraiser for Ukraine... which resulted in them alienating their audience, because "War Bad! Context disregarded!" tends to draw in a crowd of people who... uh... are good at disregarding context. So yea that got them backlash for zero good reason. Because yeah, no shit Sherlock. War is bad, but as time marched on, life has proven that there are high amounts of exasperatingly diverse (and above all, PERFECTLY GOOD AND SOUND ) reasons to FIGHT when wars inevitably crop up, which they will . That was the brick wall that This War of Mine hit face-first, and hit so hard, it broke itself on. That kinda happens when your whole game is nothing but "War bad, regardless of context!" Also, we might even start seeing wars over water soon, due to infrastructure being built that would redirect tons of rivers, resulting in lots of people dying of famines in the countries dependent on those currently existing rivers. And let's be real: if the Price of peace is your extermination to feed the existence of someone that hates you for the crime of existing... why SHOULDN'T you go to war against them? You have a right to exist if nothing else! Yes, today we have tik-tok footage of people being blown up by drones with people editing CGI fortnite dances over people dying in IRL wars. Yes, today we have bombs. Yes, today we have guns. But we also have human rights and lines that we at least TRY not to cross. Back then, such lines just weren't a thing. Siege survival centers itself around, as the name implies - Siege Warfare, the game nails everything This War of Mine was going for, without running into its issues. This game does a damn good job keeping that specific horror of war front-and-center, as you play as a bunch of stragglers trying to help the Garrison fight against the enemy in any way you can. Sure, the Garrison and Lords of the Castle ain't exactly paragons of virtue. It's implied that the only difference between them and the invaders is that the garrison genuinely doesn't want to kill you (or at least doesn't have a good reason to). Considering that you are caught in the middle of a siege, and that the Garrison isn't the force that burned your life to the ground and killed people for the crime of being in the wrong place at the wrong time... I'd say that's reason enough to stick around and do what you can to help avenge the life and lives lost at the hands of this seemingly random invasion. Sure, your characters can't exactly fight, but they don't have to. Fighting is not even in your job description (or oath as a serf to the Lord, or however Feudal society citizenship worked. I don't know). All you need to do is scavenge the city for whatever the Garrison needs, so they can do their job until the enemy army runs out of supplies, gets bored, and eventually leaves (which was how you won when being besieged, back in the day). As you search the city, you can just... see what the enemy army has done. It wasn't done with bombs, or planes, or modern technology. Remember what I said earlier about pre-Napoleonic war being more horrifying than modern war? This is what I mean: There is literally a random dude, hung from a tree in the center of the town. No context is ever given. The poor guy is just hanging there, because he was in the wrong place at the wrong time. Back in those days, you were not going to get shot with a gun, or blown up with grenades, or killed in a drone strike. Instead, you were hacked to death by other people. If you were lucky, you died to shock. If you were unlucky, you got to live long enough to watch them repeat the process to someone next to you. The besieging army committed these acts with their own hands. This War of Mine felt off because everything felt way too detached, the characters felt like massive hypocrites, and very obviously the developers did a good job with what they had, but a lot of things fell flat, didn't fit, didn't land, and then world events would kick off which then lead to the game aging in a particularly bizarre direction, where the entire game feels like you are somehow playing a half-truth, or you were never getting the full context to what was going on. Siege Survival: Gloria Victis on the other hand, everything feels up front and PERSONAL. The enemy army PERSONALLY hung a random dude for the crime of being in the wrong place at the wrong time. The enemy army PERSONALLY locked people in their homes and lit the buildings on fire, where you can find their remains - why? Because they were serfs to the wrong Lord. The enemy army PERSONALLY did these horrible things, and did them with their own hands. The "War is bad" theme remains intact, but now you have CONTEXT. You have a damn good reason to still participate in that war without killing anyone yourself (which is awkwardly true to life), and that is where This War of Mine failed. "War bad cuz humans bad" is just another half-truth. Personally, I blame games like Spec Ops: the Line for pushing railroaded "you should feel bad for playing our $60 paperweight" narratives that just don't land... like at all which is also bad because Spec Ops: the Line was criticizing video game violence-heroism that had oversaturated the 2010's market at the time and the entire game didn't even have a war going on - it was just a FUBAR situation where the character Martin Walker has a 4-hour long schitzo episode and drags the player along for a wild ride that blames the player for playing a game that the player spent money on. Siege Survival: Gloria Victis on the other hand gets it correct. It doesn't run into the same problems that other games have, and it doesn't attack the player through the 4th wall for playing it and I love Siege Survival for having the balls to commit to the "War is bad, but you must face it" angle. I want more games that refuse to shy away from how god-awful war is, but at the same time, give you, the player a good reason to fight it. "Get off my lawn" as we're seeing with Ukraine VS Moscow will always be one of billions of good reasons to fight a war - in that case, against a foreign aggressor. As time marches on, we are going to see a "rebellious teen" phase of games that will do similar things and I hope I'm still alive to see it. I don't think the Devs are gonna bother reading my review, but if you do, hey! You guys did an awesome job, I think you nailed what you were going for, and thank you for this unique gaming experience that actually accomplished what other games failed to do! God bless, and thank you for your time.
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April 2024
Pretty chill management/stealth game, quite easy but I had a relaxing 8 hours. I was never really under threat at all from any quarter but I still felt like I had to stock up on everything. I prefer them a bit harder personally but still, I didn't *not* enjoy this one.
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Feb. 2024
TLDR: An interesting take on the ā€˜This War of Mineā€™ survival as a peon game. Rough around the edges, but charming and interesting enough for a few days. General Thoughts/Overview: The basic premise of Siege Survival: Gloria Victis (SSGV) is ā€œWhat if ā€˜This War of Mineā€™ was in a 3D explorable spaceā€¦ and medievalā€¦ and you were actually importantā€¦ and it was significantly easier.ā€ We have survived a brutal assault by an invading force. Most of the guard and citizens have been put to the sword and the city is ablaze. Only a few survivors have holed up in the keep and need to do their best to keep the surviving garrison alive and in battle ready condition. By day you tend your makeshift camp in the bastion. By night you scavenge for the resources you need to keep everything going. Find the odd survivor to grow your team, find traders to barter your goods, and even try to take on the odd patrolling guard if theyā€™re on their own and you think you can recover from the injuries. All the while balancing the needs of the scavenger with the needs of the army protecting them. Pros: [*] The core survival gameplay loop is quite satisfying. The choice of character and their role makes a big difference to the scavenging loop, and there are plenty of ways to optimise your runs, which makes learning and then rerunning the game interesting. [*] The scenarios and challenges give a little replayability to the game, with different focuses to tailor difficulty. Each one lays the resources and events in the city out a little differently, to change your bottlenecks and the rushed feeling. [*] The music, theme, and artwork all pull together nicely to produce an eerie feeling as you pick through the leftovers in the empty streets of a once bustling town, ever vigilant for the guards and the time. Cons: [*] The progression is stepped, and not smooth. This jagged progression makes parts of the game feel unsatisfying. Periodically being held back by designed bottlenecks is not fun. I know what I need but I have to get lucky to find it? While this gets easier the more familiar you become with the game, it feels like poor design. [*] The game suffers heavily from First Order Optimal Strategy. Speaking of becoming overly familiar, as you improve you find yourself falling into the same patterns. While you can tweak the difficulty, it doesnā€™t do much to change the optimal strategies. This makes the game quite stale after a few iterations of your formula. [*] The game feels poorly optimised. I had real trouble with lag at several points in the game, and playing for more than a couple of hours would make the game stutter. [*] It annoyed the ever living snot out of me that we could only find the broken rocks form the first two projectiles, and that we couldnā€™t harvest the arrows in the ground for the garrison. Suggested improvements: [*] Improved save game functions combined with better ā€˜get offā€™ points. I enjoy the ā€˜just one more turnā€™ feeling. Iā€™d have liked it if the game autosaved day AND night to make it easier to put down. [*] More stories, more actions, more interactions. How much more interesting could SSGV be if you could help the traders more? For example turn them into subquests to recruit if you can support them enough or make them compete to clear resources, adding to the difficulty. This is especially true if you only have the time and resources to truly help one set out, or need to deal with the othersā€¦ or ā€˜dealā€™ with them. We have a field hospital, but we canā€™t heal up troops and take them to fight on? We canā€™t recruit anyone from the church at all? Where is everyone else, including the invader? [*] Characters you do not directly recruit should have a ā€˜send to the garrisonā€™ option. [*] Battlefield scavenge. We should be able to loot the battlefield. The bigger the win, the more stuff. I mean, if the dudes have run away, why canā€™t we sneak out to grab weapons and armour for the garrison? Overall Recommendation: SSGV is not a game for people looking to be the hero, or kick in the door guns blazing. This also isnā€™t for someone looking for a grimdark and brutal take on siege warfare. While you can quietly take out a lone guard here or there, the combat isnā€™t the focus. This is a game for people who enjoy stat juggling survival, base management, and the challenge of keeping as many alive in desperate times as possible. I recommend it if you enjoyed This War of Mine, for sure. Overall I give this the thumbs up, I enjoyed the loop and the gameplay. While the game isnā€™t as good, as meaningful, or as unflinching as This War of Mine, it does a good job of trying to be its own thing, and is somewhat less depressing. It is, however, much slower with more running about. [url=https://store.steampowered.com/curator/44852412/] My curator page with reviews by genre. In case you want to find more games, or even reviews, like this one.
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Feb. 2024
The story starts with a medieval-ish town being attacked what is essentially vikings in that world and it ending with said vikings laying siege to the garrison of that town. And that is where you come in: you're put in control of a bunch of survivors in part of the castle whose task is to make sure that the defenders are well-supplied so that they can resist the invaders until help arrives. The premise that follows then is fairly similar to that of This War of Mine: A bunch of survivors of a war-torn town under siege hunkering down during the day while they try to survive and make things as comfortable for themselves as best as they can and sneaking out during the night to find whatever supplies/materials that they may need while dodging the patrolling guards of the invaders. So far, similar enough to TWoM, aye? However, it's a little more complicated than that here. In TWoM, yor only concern is the survival of your little group of people... But in this game, your concern is not only your little group, but also the aforemented garrison, which you must keep supplied with weapons, armor, food, water and medicine and bandages when the situation calls for it, among other things. So expect having to work a bit harder than in TWoM. Much like TWoM, this is a game that is all about being smart about how you pick your resources and how you handle them. For example, early on it is a bad idea to grab stuff like dirty water, fertilizer and tresure wheĀ“n scavenging at night. Why? Well, the first two will only be of use by the time you have built up things a bit and the last one is only usefull if you know where the traders are which you won't the first time you play unless you've looked that up - and even if you do know, it isn't necessarily a good idea to pick'em up and bring them back with you or use the trader the very first days unless you absolutely have to. But while these things can take a little while to get the hang of, you eventually will grasp it and use it towards making your playthrough more of a success. Also, unlike TWoM, you don't just get access to limited parts/sections of the town as the game goes on. Instead, the whole town is technically open to you from the start. I say technically, because parts of it will from the start be blocked off by stuff that has to be cleared with either a shovel or a torch and determining which parts of the town to unlock first can also play an important part in the success (or lack thereof) in your campaign. For example, clearing one path could allow you to add a new character to your group while another path could unlock a trader or some valuable resources for the garrison. Which to unlock first? Assuming you'll even know which path would benefit you the most to open first... The game has two scenarios - one being the main campaign, Edring's Last Stand, which then has some variations of it available, which the player can unlock as he/she completes the first few scenarios, with said variations all having their own challenges and focuses to them. And then there's The Caravan, a scenario similar to, yet diffierent in some ways to Edring's last stand that players can go for once they've completed the main scenario. The option to create custom versions of both of the aforemented campaigns is also there, as is the option of importing community scenarios, so there's a lot for players who take a liking to the game to do with it. All in all, it is an entertaining game, though not one that is high in tension for most of the time. That said, there are come complaints I do have about certain things in the game: - The warnings you get about some of your food 'getting smelly' is, alas, kinda useless since it seems like you can't ACTIVELY select said smelly food and use it before it expires... - Sometimes, when you're trying to ambush an enemy guard from behind, the 'attack' option doesn't appear at all! In at least one case, this seems to be a bug, but for the rest of it, I'd conclude that the enemy soldiers just have a fairly small hitbox or something, which I wish wasn't the case... - Speaking of ambushing solders, it's a bit of a pity that there's no 'attempt to hide the body' option after you kill'em. Yes, it'd take some in-game time and the even in the way I'd like such a thing implemented at least, there'd be no guarantee of the alert-level not being raised, but it'd be a possibility. - It's a pity that you can't actively do much about the sad/depressed condition - This War of Mine had the same condition, but unlike Gloria Victis, it offered ways of cheering up up the characters. No such thing here, but fortunately, the condition isn't all that debilitating, so it's not as big a problem that it could/should be. - But speaking of the above, I'd have liked if alcohol was part of the game, in part as a way of cheering up the characters and improve the morale of the defenders. It could have been possible to make alcohol like ale, lager, beer and/or moonshine for morale-improving reasons among others. Or alcohol such as those mentioned but also wine could have appeared as rare loot that could either be given to the Bastion or to our merry little gang for morale-improving reasons... - The Lost Caravan scenario is interesting, but it is a bit of a pity that it has no achievements to it unlike Edring's Last Stand... So, as a final note: Siege Survival: Gloria Victis is a game worthy of being added to one's collection, but it is especially recommended to those who look for a game similar enough to TWoM.
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Last Updates

Steam data 17 November 2024 16:16
SteamSpy data 18 December 2024 03:51
Steam price 23 December 2024 20:26
Steam reviews 24 December 2024 02:04
Siege Survival: Gloria Victis
7.6
1,258
338
Online players
23
Developer
Black Eye Games
Publisher
Ravenscourt
Release 18 May 2021
Platforms
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