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.

Warlords Under Siege is a early access, action roguelike and action rts game developed by RedKar Devs and published by RedKar Devs and Hawthorn Games.
Released on December 02nd 2022 is available only on Windows in 6 languages: English, Polish, Simplified Chinese, Traditional Chinese, Italian and Russian.

It has received 401 reviews of which 331 were positive and 70 were negative resulting in a rating of 7.7 out of 10. 😊

The game is currently priced at 6.33€ on Steam and has a 35% discount.


The Steam community has classified Warlords Under Siege into these genres:

Media & Screenshots

Get an in-depth look at Warlords Under Siege 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, 8 or 10
  • Processor: Intel Core i3 2.00 GHz or AMD equivalent
  • Memory: 4 GB RAM
  • Graphics: Nvidia GeForce 710M or higher
  • DirectX: Version 11
  • Storage: 4 GB available space
  • Sound Card: Could probably benefit from one

Reviews

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

Nov. 2024
After the latest patch (0.98), the responsiveness of units is way better now. Now I can recommend it. The game is hard in the beginning and you'll see some losses probably until you have enough cards unlocked and done some meta progression. I enjoyed the different levels but would like more challenging levels. Especially when you aim for Chaos mode, your towers, units and hero will be overpowered for all regular maps, so some more maps with strong enemies (basically some more enemy types) would be great. But for that price, I did enjoy the game. In terms of heroes, you'll soon realise that range beats everything. So the ranger will be your go-to hero most of the time. The melee hero is by far the worst (decent with 4 passives). Combining RTS with deckbuilding and a roguelite progression system hooked me. I hope for a successor with more maps and enemies.
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Aug. 2024
First day playing it... and this game is pretty cool development tree and simple enough to figure out with some trial and error. What you put in your deck will determine how long you can survive. Overall it is a good balance game. The only cons I see is this game eventually overruns you with the orcs.... It feels like every time I play a new game, I am already expect to die in the end. Maybe they should give it milestones like 10min, then at the 15min mark, then at 20min mark and so on each 5 mins.. instead of surviving as long as possible. You should only need to meet the milestone on the time. Once you reach the milestone on the time, you can either continue or accept the win. If you accept the win, you keep 100% of the gold you have accumulate. If you decide to gamble and continue playing, and you die before the next milestone is reached, you only keep 60% of all the gold you have accumulated.
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July 2024
I've had an eye on this game for a while and finally got around to giving it a try recently. To put my thoughts simply, this game is a fun little roguelite RTS with a decent amount of content relative to its price. In the general sense, it's fun and worth giving a try. The game does have its flaws, but many are very specific, relatively minor annoyances (for example, some issues I have with the game come from it being unlike RTS I've played in the past) Pros: -Deckbuilding is pretty nice. Not every build is balanced, but you can make any unit type work and any hero work. -Being able to choose between 5 cards is really nice. Roguelite games usually only give 3, but 5 works well here for reducing the chance of getting screwed early on. -Progression is fairly good. You get a decent amount of gold even on failed attempts, which easily pays for plenty of card packs and upgrades. It might take a while to beat even the first stage, but you probably won't get hard stuck on any at Normal difficulty once you get enough cards and upgrades. -The Gamepedia is excellent. It very clearly labels what every unit and building is along with their stats and abilities, which helps to determine what cards work best with them. -The variety of scenarios added in later updates that encourage specific deck building are very appreciated. If this game gets more content after 1.0, more of that kind of stuff would be awesome. -Infinite progress in the Town Hall upgrades is nice for tackling higher difficulties and makes Gold constantly relevant to farm. Cons -As others have mentioned, not conveying that the deck limit is effectively 36 is awful and should be remedied. -Controlling multiple units is generally painful to do. If you want to deathball a bunch of units together (like with Archers, ranged Spearmen, or Paladins), they need to be micromanaged one at a time or they try to line up in a formation that's rarely helpful. Having an option to change unit control between line and deathball would be nice. -Pathfinding is really finicky. I've seen units get stuck on towers and even random small rocks in the terrain. Units also continuously move "towards" a location even after reaching the location. -Merlin is awesome, but his balance is disappointing. His damage comes from his abilities, but he doesn't scale with hero upgrades at all. Unless I'm misunderstanding something, he's prone to falling off hard at higher Nightmare difficulties. -Summons not scaling with any upgrades is also disappointing. I wouldn't mind them getting nerfed if they scaled with upgrades, though they seem fairly weak already especially at higher difficulties. Other Random Notes/Suggestion Stuff: -Being able to hold Shift and issue commands to queue them up like in a number of other RTS games would be nice, especially for queuing move commands to pick up dropped goodies on the map. -An infinite wave defense scenario where you earn bonus gold after maxing out fate points would provide an interesting, somewhat different experience. While there is an endless mode for existing stages, one that's available early that isn't max Nightmare difficulty would be nice. -Strictly skill-based scenarios with prebuilt decks would also vary up the gameplay experience in an interesting way. Closing Thoughts: Despite the negative criticism and suggestions, I want to reiterate that I do recommend this game, especially for those who are interested in roguelite and/or RTS games.
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July 2024
This review comes after 16 hours of play, all cards unlocked and maxed out, with about 4 rows of the town hall upgrades purchased. First, a tip for new players: the game doesn't mention it, but there is a maximum of cards that you can end up playing in a single game. Functionally this means that, if you have more than 36 cards in your deck, you can end up maxed out with cards left in your deck which cannot be played. I'm hoping someone creates a mod to bypass that restriction, because it is my personal pet peeve. The good: 1) It's an enjoyable game loop. Create/edit a deck > jump into a real-time mini-rts/tower defense against incoming waves > get crushed > realise you need to tweak your deck > Create/edit a deck 2) The initial grind is made less painful by the card unlocks, as it's fun to open card packs and see what new options you get 3) Town hall upgrades are meaningful, and worth getting 4) Some maps require creating a new deck specific to the challenges that map presents (I'm looking at you, Merewood.) The bad 1) It IS grindy. I'd say %70 of my runs have been on map 1 with a deck dedicated to making gold to get new cards and upgrades 2) THE GODDAMN HIDDEN DECK LIMIT. Please TELL ME that having more than 36 cards is a WASTE of deck space once I enter the actual combat. Discovering that your 'fate level' has a maximum level absolutely sucked when taunted with all the cards left in my deck I couldn't play. "Oh, you WANTED to build that level 3 Archery Range? Too bad sucker, your fate limit is maxed." Sure, NOW I know to limit my deck size to 36, but suddenly the game feels a lot less free in terms of deck building. 3) Following on from level 2 - if you aren't playing the Mage with Tier 3 Archery Range and building the unit 'Watchers', you are basically playing in a suboptimal fashion. Swords and Spears might as well not exist. 4) Once you have all the card packs unlocked the grind starts to feel a lot more grindy, as the town hall upgrades become very expensive and slow to grind for. There's more good than bad here, and I have had a very fun time with the 16 hours I've played. I suspect I've got a few more hours of fun left in this before I move on to a different game. Definitely worth the sale price.
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July 2024
Pretty okay game, but doesn't feel innovative. for a more interesting version of this, where the RTS mechanics are better leveraged, try Thronefall. Can recommend because of the low price point. Value for price is fair.
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Last Updates

Steam data 20 November 2024 10:00
SteamSpy data 19 December 2024 19:08
Steam price 23 December 2024 12:29
Steam reviews 22 December 2024 05:47
Warlords Under Siege
7.7
331
70
Online players
7
Developer
RedKar Devs
Publisher
RedKar Devs, Hawthorn Games
Release 02 Dec 2022
Platforms