Hero Siege is a Hack 'n' Slash game with roguelike- & RPG elements. Annihilate hordes of enemies, grow your talent tree, grind better loot and explore up to 6 Acts enhanced with beautiful Pixel Art graphics! This game offers countless hours of gameplay and up to 4 player online multiplayer!
User reviews:
Overall:
Very Positive (8,746 reviews) - 80% of the 8,746 user reviews for this game are positive.
Release Date: Jan 29, 2014

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Recent updates View all (263)

April 28

We are opening Expansions a bit

So since we have 4 tabs in the serverlist, we will instead just have 1 server list. Anyone can join any expansion server, but only host the ones they own. So you can technically play all the DLC without buying them if someone who has them hosts a game with them.

BUT you still wont access the DLC exclusive relics, class etc.

Anyway we wanna simplyfy how the serverlist works and connect more players to each other!

Any thoughts you have, please share!

15 comments Read more

April 28

1.6.1.8


GENERAL
- Disabled shop button while loading saves which was causing lost gold / crystals etc.
- Remade the minion section in shop.
- Khorga crashing game fixed
- Fixed renaming only giving max 6 chars
- Text now works properly in chat.
- Fixed Marksman's homing missile.
- Fixed player 2 selling items crashing game in co-op
- Exitting Siege Mode resets relics and relic factor, this is not the place to farm relics in.
- Wormholes are now guarded by the Demon God.

CLASSES
- Paladin Lightning now fixed 25% chance to proc.
- Changed how paladin's lightning works

16 comments Read more

Reviews

“Fun and addictive gameplay, great graphics and sound”
95/100 – Cub Like Foot

“THE HERO SIEGE EXPERIENCE IS AN IMPRESSIVE ONE.”
100/100 – Game Maker Blog

“Hack'N'Slash at its best!!”
87/100 – IGN

Alot of Fixes to online multiplayer

We have sat down to read the most "helpful" reviews which are mostly negative since there have been problems in the game. We really worked hard and took action to fix all those, and have managed to iron them out! I'd like to personally thank everyone who has taken the time to actually write a review of the game, negative or positive. It helps alot to be able to read them! After all thats what we want, a product as flawless as possible!

- Vexorian

About This Game


Hero Siege is a Hack 'n' Slash game with roguelike- & RPG elements. Annihilate hordes of enemies, grow your talent tree, grind better loot and explore up to 6 Acts enhanced with beautiful Pixel Art graphics! This game offers countless hours of gameplay and up to 4 player online multiplayer!

We developers are interested in your feedback. So if you choose to get the game see you on the forums! - Vexorian



In the depths of Tarethiel a group of monks united the four pieces of the brimstone talisman, waking up the slendering demons below... The Act was fortold in the Ancient Book of Revelations and that Satan would raise from Hell to rule the earth... Someone needs to stop him or else the mankind will soon face extinction!


- ONLINE MULTIPLAYER with up to 4 players!
- Randomly generated levels, items, dungeons, bosses, secrets and events. Every game session you play is different!
- Over 170 unique crafted items that are either passive, usable or orbiting.
- Over 80 different enemies with the possibility to spawn as rare or elite with extra hp/damage and abilities, but dropping better loot and giving more exp!
- Over 30 Achievements to unlock!
- Customize your character with over 60 different hats!
- 4 Acts to play through! Extra acts come with Expansion sets!
- Random Dungeons and Crypts to explore and clear from loot and enemies!
- 7 playable classes! Extra classes come with Expansion sets!
- 4 different difficulty levels to unlock!
- Tons of random! Start discovering all the wonderful secrets and content!
- Loot system with: normal, superior, rare and legendary loot!

Hero Siege has full controller support!

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows 7 or Windows 8
    • Processor: DualCore 1.8 GHZ
    • Memory: 4 GB RAM
    • Graphics: 512 mb
    • Storage: 100 MB available space
    • Additional Notes: This game DOES NOT WORK on low end laptops with INTEGRATED GPU's such as HD4000 ETC.
    Recommended:
    • OS: Windows 7 or Windows 8
    • Processor: QuadCore 2.4 GHZ
    • Memory: 6 GB RAM
    • Graphics: 1 GB
    • Storage: 100 MB available space
    • Additional Notes: This game DOES NOT WORK on low end laptops with INTEGRATED GPU's such as HD4000 ETC.
    Minimum:
    • OS: OS X -versio Leopard 10.5.8, Snow Leopard 10.6.3, or newer
    • Processor: Intel Mac 1.8 GHz
    • Memory: 4 GB RAM
    • Graphics: 512 mb
    • Storage: 100 MB available space
    • Additional Notes: This game DOES NOT WORK on low end laptops with INTEGRATED GPU's such as HD4000 ETC.
    Recommended:
    • OS: OS X -versio Leopard 10.5.8, Snow Leopard 10.6.3, or newer
    • Processor: Any QuadCore processor
    • Memory: 6 GB RAM
    • Graphics: 1 GB
    • Storage: 100 MB available space
    • Additional Notes: This game DOES NOT WORK on low end laptops with INTEGRATED GPU's such as HD4000 ETC.
    Minimum:
    • OS: Ubuntu
    • Processor: DualCore 1.8 GHZ
    • Graphics: 512 mb
    • Storage: 100 MB available space
    • Additional Notes: This game DOES NOT WORK on low end laptops with INTEGRATED GPU's such as HD4000 ETC.
    Recommended:
    • OS: Ubuntu
    • Processor: QuadCore 2.4 GHZ
    • Graphics: 1 GB
    • Storage: 100 MB available space
    • Additional Notes: This game DOES NOT WORK on low end laptops with INTEGRATED GPU's such as HD4000 ETC.
Helpful customer reviews
128 of 150 people (85%) found this review helpful
18 people found this review funny
97.5 hrs on record
Posted: January 19
I've written a review which is too long, therefore I'm posting only the most relevant part. For full review, please see comments below. Thanks.

TL;DR - game is released as "complete" with 4 DLCs while still being unplayable beyond single player

UPDATE 21 January 2016: now with hilarious developer comments below

UPDATE 3 March 2016: this about sums up what the dev says about "vocal minority" of not satisfied players http://steamcommunity.com/id/gomical/recommended/269210/

Multi player

OK, so this is the part that, after many hours in-game and countless patches released by developers, made me write this review.

Long story short: I bought the game mid-June 2015, noticing a fun indie title with overwhelmingly positive (back then) reviews. Well, ♥♥♥♥ me, I bought a 4-pack to play with friends, bought the DLCs, told friends to buy DLCs (or bought them myself then gifted) so we can play the whole thing together, that sort of thing - you know the drill. Tried playing - nope, had to portforward, as peer-to-peer wasn't available back then. OK, no big deal, added one rule to firewall and all is good. Tried again - massive synchronisation problems, invisible monsters, traps working out of sync from the server. Game was basically unplayable, because it seemed like each player was seeing different game. So the game was shelved, hoping that errors will be patched, network protocol will be fixed and so on.

Fast-forward to 2016: things are unbelievably and utterly ♥♥♥♥♥♥. I don't think I've ever seen more horribly broken piece of network software than Hero Siege and believe me, I've seen some seriously ♥♥♥♥ed up brain-damaged ♥♥♥♥ working as a professional and fairly low-level programmer and hobbyist gamedev. Out of morbid curiosity, I would like to peer into this abyss of shoddy sourcecode, knowingly that there could be an unspeakable, lovecraftian horror lurking inside, waiting for another soul to consume.

Think about everything that can go wrong with synchronising the state of two game clients (or rather: client and server) in a game like this and it will go wrong, plus a lot more. Everything listed below (and more...) was observed while playing on LAN with wired Ethernet connection. No other active machines on network but a server and single client. There can be hardly an environment closer to perfection in multiplayer gaming, and still developers are bullcrapping people that the cause lies in lags and packet loss - see their posting from 8 Jan 2016.
  • Monsters appearing out of nowhere and ♥♥♥♥ing you up? Check.
  • Invisible ranged attacks (arrows, acid) from monsters ♥♥♥♥ing you up? You bet, check.
  • Seeing traps in one place or state, while on the server they're somewhere else or in another state, therefore impaling you, smashing you around or otherwise ♥♥♥♥ing you up? Double ♥♥♥♥ing check.
  • Seeing monsters in one place and attacking them, and seeing hits registering while in actuality they're somewhere else entirely and ♥♥♥♥ing you or someone else up? Oh my ♥♥♥♥ing Gaben...check!
  • Not seeing special monster perks like "punisher" (spiky balls orbiting around monster, making melee attacks dangerous and usually fatal for the attacker) while you try to melee the undying ♥♥♥♥ out of that skeleton, unknowingly ♥♥♥♥ing yourself up? Kamikaze says: check.
  • Not seeing pools of acid (map-based, not monster-attack-based) and similar stuff so that maneuvering in frantic combat can ♥♥♥♥ you up out of the blue? Yep, check.
  • Standing in place while the other game instance (server) sees you as shuffling a bit around, therefore potentially making you get hit with attack, that would otherwise not connect? Less dangerous, but still - check. Remember that server is the authority (for now, read below...) on deciding which attack connects and which does not.
  • Broken quests, where quest items don't spawn and quests are therefore unsolvable, but game registers them as done and you can get your reward instantly? Hm, this is actually rewarding and not punishing, but still a bug, so check please.
  • Seeing entirely different map from the server? You think I'm joking, right? That I'm smoking some unhealthy ♥♥♥♥ and seeing weird things. Tell you what - triple-down XXL mother♥♥♥♥ing check with side order of fries. This was most easily reproduced in fight with V Act boss (Karp of Doom DLC).

All of this was observed while playing side by side, so that I could compare in what state the server sees the world to what is displayed on the client by looking directly on neighboring computer screen.

What's really fun is that some of these problems are directly caused by game engine sucking big time on efficiency front and that networking is seemingly tied to the graphics engine, doing stuff like positions recalculations with each frame redraw. When FPS on server starts dropping for some reason (many monsters and items on the screen) while on the client FPS stays high, ♥♥♥♥ hits the fan in the most spectacular fashion. Rule number two: you don't tie calculations of your world to how fast can you redraw this world on screen.

And don't get me started on playing on properly powerful machine. I comfortably played Diablo 2 (which looks better than Hero Siege BTW) on PentiumII 333 MHz. ♥♥♥♥ing hell, even on 6-core 3.2 GHz CPU this game can noticeably lag while opening chests (when many coins are being spawned on screen) or starting another wave of monsters! We have GPUs for a reason, and that reason is not "standing idly while CPU works its ♥♥♥ off on graphics processing".

What's even more disconcerting is the current idea of dealing with the problems of desynchronisation. In news posting from 8 Jan 2016, developers stated that they want to move the responsibility of checking whether client was hit by a trap or a monster to the client itself.

Seriously. Let that thought sink in for a while.

Rule number one: you do not trust the input from the client.

Rule number zero: you DO NOT trust the input FROM THE CLIENT.

Or else you'll be having immortal players all around, faster than you'll be able to say "you are free to cheat as you like and we won't even bother checking ♥♥♥♥".

To add insult to injury, developers are incompetent on the security front. They got hacked (cracked), not once but twice and it resulted in mass banning of players by the crackers. I do not condone cracking, though it made me think about security practices applied in Panic Art Studios and whether they, for example, store players' passwords in plaintext. Though seeing how they want to fix problems with their networking by blindly believing input from clients, maybe I shouldn't be surprised.

Oh, did I mention that sometimes you'll spawn in town as another character class? E.g. you play a Pyromancer and someone else is Viking. Then sometimes when moving to town you'll become a Viking. Luckily this is only temporary but still it boggles the mind on how deep is the rabbit hole.
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A developer has responded on Jan 26 @ 5:47pm
(view response)
116 of 143 people (81%) found this review helpful
7 people found this review funny
10.7 hrs on record
Posted: December 31, 2015
The developers of this game should hire a proper PR team, as well as a community liaison. Not only do they refuse to listen to ideas that would improve them game for everyone, but they dismiss anyone with even the most courteous of criticisms. Be wary of speaking out against them if you wish to continue to have access to the online portions of the game.


Remember, when you buy a game, you are not only paying for the experience, you are supporting the developers and their practices. Even for .89 USD, I would recommend you spend your money elsewhere.

P.S. Even if you do ignore this and buy the game anyways, the other reviewers are right when they say the base game is nowhere near the full experience. If you thought recent AAA games were incomplete at launch and only cash grabs for DLC and season passes, this game and it's developers present to you more of the same.
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19 of 22 people (86%) found this review helpful
9.3 hrs on record
Posted: March 3
Pros:
-Easy gameplay to pick up and put down casually, makes for great short bursts of fun

-addicting gameplay

-The ability to spawn up to five waves at once, making it as hack and slashy/bullet hell as you choose.

-Great entry point at 60 cents

Neutral:
-Contains meme and game reference voice acting, this can be a pro or a con depending on the person.

Cons:
-Multiplayer is not synced, not even over LAN/Ethernet at less than 10ms, mobs seem to teleport as the clients send each other conflicting data on positions, the official servers currently do not work and without proper netcode they shouldn't bother fixing them.

-Typing in multiplayer (even though MP barely works) will open random menus and interactions such as trade, items and skills.

-There is no semblance of balance, some relics such as Winners Drug make you basically immortal with stacking buffs that don't decay ) while others don't even proc after you change maps (hand of midas)

-Item rarity and level scaling seems wrong and level seems to barely affect the stats of an item compared to the rarity , in the aspects of that at level 50 and act 4 my drops are usually less than level 20, yellow/orange 40 weapons are worse than my 21 purple i got in the first act.

-Primitive mob damage system, being too close to an enemy will instantly hurt you without an animation, even on ranged enemies, this severely hinders melee classes and forces you to strafe backwards for a considerable amount of your time playing, although some argue this is a design decision.

-Half the game is locked away behind DLC, which arguably is justified now considering base price is on sale at 60 cents

-mob spawning seems to happen quite often outside the boundaries of the map and they do not enter the map, i've had rare encounters and loot goblins spawn outside the boundaries, which can be quite frustrating to see but never reach.

-I have been teleported(item proc) out of boundaries, as well as dashing through map boundaries, in overworld maps it teleports you back almost 100% but in dungeons you're stuck, forcing you to end your run completely.

-You can use skills such as Demon Hunter's Dash to cut half way through dungeons, I'm not sure if this is a perk/incentive to buy DLC characters or a bug, but I use it to skip most puzzles and gates.

-seemingly random types of projectiles fly through walls (DH sword throw proc for example)

-melee attacks seem to clip corners and edges of walls, making one way vantage points to funnel mobs, this could be called strategy but its a clear oversight of code or collision

-Unable to remap controls leaves me sometimes summoning a portal when I am navigating the inventory when using a controller.

Conclusion:
even though I bought this thinking multiplayer was functional and that my friends and I would be able to play together, the singleplayer is an okay experience and it wont hurt to buy the base game now to enjoy the singleplayer content, but if you're someone who enjoys balance or multiplayer, I would strongly recommend waiting for future changes.
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17 of 19 people (89%) found this review helpful
3 people found this review funny
132.3 hrs on record
Posted: April 14
Hero Siege - Early Access Forever
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19 of 23 people (83%) found this review helpful
7.9 hrs on record
Posted: March 2
im continuing playing hero siege in hopes it gets better but its not. the developer argued and cussed at me for my last review so here i am after that he posted my review to twitter without blocking out my name then he blocked me from the descussions page. so basically he made me look like the bad guy thought he would cuss at me and then rub my name in the dirt and get away with it well just so you know im not the only one. these developers are nowhere near professional if anything they need professional help for thier profession its quite sad they were pretty kool till they werent.
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