
Game intel
EverSiege: Untold Ages
Liberate Bastion, humanity’s last refuge. Defend against evil hordes, reclaim lost powers, rebuild ancient ruins, and adapt your tactics to break the everSiege…
EverSiege: Untold Ages showed up at the Future Games Show with a new gameplay trailer and a clear plan: a limited-time playtest on Steam running through August 25 and an Early Access launch this autumn. That combo always makes my ears perk up. Tindalos Interactive (Battlefleet Gothic: Armada, Aliens: Dark Descent) has a reputation for smart, systems-driven strategy with a bit of roughness around the edges at launch. Seeing them pivot to a hero-led, action-strategy roguelite inspired by MOBAs and classic Warcraft 3 mods? That’s a bold swing-and potentially a great fit for their “real-time chaos, clever planning” pedigree.
The pitch is clean: you play as Demi-Gods defending Bastion-the final human city-against relentless hordes. You get seven in-game days to flip the script, push out of your walls, and take the fight to the “Evil Master.” Between skirmishes, you scoop up upgrades in the wider kingdom and develop Bastion and its troops. The trailer highlights elemental-style power combos—think melting enemies with acid rain or burning down entire waves—and that reads like roguelite buildcraft where synergy matters more than raw stats.
If you’ve spent nights in Dota custom lobbies or those infamous Warcraft 3 survival mods, you know the vibe: hero-forward action, lane or path pressure, timing windows, and the thrill of a build that finally “clicks.” Tindalos name-checking MOBAs and WC3 mods isn’t a throwaway line; it sets expectations for active abilities, cooldown management, and the kind of decision density that punishes autopilot play. That’s encouraging. Their past work nailed pressure management—Battlefleet Gothic’s command point triage, Aliens: Dark Descent’s stress and suppression systems—and that same pressure-cooker design could make EverSiege sing.
Action-strategy and roguelite loops can be awkward bedfellows if you don’t respect pacing. The seven-day structure sounds like the right scaffolding: short campaigns with escalating stakes, a clear end boss, and enough room to experiment with builds without committing to a 30-hour save file. The question is whether “develop Bastion and its troops” is in-run only or backed by a meta-progression layer that persists between runs. Persistent buffs can be satisfying, but if the meta gets too strong, early runs feel punishingly underpowered and later runs trivialize the challenge. We’ve all seen that arc break otherwise great roguelites.

The other curiosity is co-op. The press materials emphasize PvE but don’t confirm whether you can bring a friend to the siege. Co-op could be the secret sauce for a hero-centric defense game—specialization, complementary builds, and clutch saves are tailor-made for multiplayer. If it’s solo-only at Early Access launch, I’d want a roadmap acknowledging co-op plans and how netcode will be tested long before 1.0.
Finally, the combat fantasy needs clarity. “Acid rain” and “burn entire hordes” imply flashy area denial, but the heart of these games is the micro: when to commit an ultimate, how to kite elites through hazards, and whether environmental control matters as much as raw DPS. Tindalos thrives when they force hard tactical choices under pressure; if EverSiege gives us meaningful crowd control, path manipulation, or defensive infrastructure that synergizes with hero kits, the siege fantasy could hit hard.

Creative Director Romain Clavier says player feedback is “crucial” and that now is the time to “fine-tune systems and upcoming features.” Good—inviting thousands into a playtest before Early Access suggests they’re not just fishing for wishlists. But Early Access lives or dies by scope honesty. How many Demi-Gods and build paths will be available at launch? How much of Bastion’s development tree is in, and how many biomes or enemy factions can we expect? A transparent content roadmap and cadence (monthly updates with one new hero or map, for instance) will matter more than broad promises.
Tindalos’ track record is relevant here. Battlefleet Gothic: Armada found its footing post-launch with thoughtful support. Aliens: Dark Descent had a great design spine but launched with technical issues that took patches to iron out. Translation: expect strong ideas and be ready for some jank in the first build. That’s not a deal-breaker if the team keeps shipping fixes and meaningful iteration—especially if the community’s playtest notes are actually reflected in updates rather than quietly shelved.

Dear Villagers, the publisher, has handled sharp indies with strong mechanical hooks before—ScourgeBringer’s tight feel and Edge of Eternity’s steady post-launch support come to mind. If they’re giving Tindalos the space to iterate in public, EverSiege could find that sweet spot between sweaty micromanagement and accessible chaos. Just don’t mistake “inspired by MOBAs” for competitive play; this is firmly PvE, and that’s the right call for a siege roguelite that lives on dramatic, snowballing builds.
EverSiege: Untold Ages blends hero-driven action, siege strategy, and roguelite runs into a seven-day fight for the last city. The concept fits Tindalos’ strengths, but Early Access success will hinge on build depth, a fair power curve, and clear roadmap communication. The playtest is live until August 25—if you’re curious, now’s the time to help shape what this siege becomes.
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