
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 immediately pinged my radar because it reads like a love letter to the Warcraft 3 custom map scene-think Hero Siege, Enfo’s, Castle Defense-remixed with modern roguelite structure. You’re a demigod defending the city of Bastion across seven days of escalating pressure, chaining elemental combos, upgrading a battered city, and trying to finally end the EverSiege by toppling the ominously named “Evil Master.” It’s developed by Tindalos Interactive (yes, the Aliens: Dark Descent studio) and published by Dear Villagers, heading to PC Early Access in fall 2025, with a Gamescom-revealed playtest giving us a taste right now.
On paper, EverSiege is a run-based action-strategy roguelike: survive seven days of waves, rebuild Bastion between assaults, and customize your demigod with legendary weapons (axes, bows, daggers) socketed with elemental Essences. Fail a run and time “rewinds,” shuffling conditions to keep scenarios unpredictable. That’s a strong loop if the rebuild phase forces meaningful tradeoffs—do you pump resources into choke-point towers, shore up fragile districts, or power-spike your hero with a new Essence combo for boss burn?
The co-op angle is the real hook. If this is truly built for team play (the studio has floated three-player co-op), then the best moments will come from improvised plans under pressure—one player kiting a brute wave while another repairs a breach and a third executes a Frost->Shock->Shatter combo to neutralize elites. When it works, it feels like calling shots in a clutch Dota defense. When it doesn’t, it’s a wipe and a lesson for the next time loop.

We’ve had hordes of horde games (Vampire Survivors and descendants), and we’ve had solid base-defense hybrids (They Are Billions, Dungeon Defenders). What’s rarer is a tight fusion of responsive hero combat and city-scale strategy that rewards both micro skill and macro planning—exactly what those ancient Warcraft 3 customs accidentally perfected. If EverSiege can modernize that formula—slick controls, readable chaos, smart co-op synergies—it could carve out the space that Hero Siege-likes, ARPGs, and tower defense have been circling but not quite nailing together.
Tindalos brings relevant chops here. Aliens: Dark Descent wasn’t perfect at launch, but it nailed mounting pressure and triage decision-making. Translating that tension to a more arcadey, moment-to-moment hero brawl could work—if the progression systems actually broaden your options rather than just making numbers go up.

Early Access is a smart route for this kind of system-heavy game, but we’ve all seen the pitfalls: progression that drags to pad playtime, balance that favors one cheesy meta build, or co-op desyncs that ruin runs. If the public playtest reveals rock-solid netcode and a clean difficulty curve that rewards experimentation, I’ll be a lot more bullish.
For the practicals: it’s PC-only at Early Access launch (Steam and Epic), with co-op as a stated emphasis. If you’re the “one more run” type who still quotes old DotA tooltips, this is worth a spin—just temper expectations until we see how deep the systems really go.

EverSiege: Untold Ages looks like the modern heir to Warcraft 3’s best custom maps—hero action, base triage, and big “we barely held” co-op moments. The pitch is strong; now the Early Access playtest needs to prove depth, stability, and genuine buildcraft beyond shiny elements and bigger numbers.
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