Besiege is a physics based building game in which you construct medieval siege engines and lay waste to immense fortresses and peaceful hamlets. Build a machine which can crush windmills, wipe out battalions of brave soldiers and transport valuable resources, defending your creation against cannons, archers and whatever else the...
Recent Reviews:
Overwhelmingly Positive (829) - 96% of the 829 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (25,145) - 94% of the 25,145 user reviews for this game are positive.
Release Date:
Jan 28, 2015
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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Early Access essentially puts us in dialogue with the community and the players. We want Besiege to be easy to access, and we would like to involve and address player feedback as the game progresses. Also, we really love to see how far everyone can push the building mechanics, and we want to be able to respond to the crazy methods people are discovering that we weren't even aware of!”

Approximately how long will this game be in Early Access?

“We aren't entirely sure how long it will take to release the game, our initial estimate put the release between 1.5 and 2 years but due to the success of Besiege we’ve been able to greatly expand the scope of the game with far more ambitious features than were initially possible. We are currently two years in and we’re estimating another year of development until release.”

How is the full version planned to differ from the Early Access version?

“The full version will contain more levels, in a variety of environments, as well as more blocks, building tools and other larger scale features that we’re not quite ready to talk about just yet!”

What is the current state of the Early Access version?

“The Early Access version contains 38 levels, comprising the kingdoms of Ipsilon, Tolbrynd & Valfross. There are three sand-box levels to test creations and in any given level you can disable all limitations, allowing for experimentation. There is also a time-dilation dial, allowing the game to be viewed in slowmotion, or at 2X the normal speed. The game contains a broad suite of building tools and pieces, including flying pieces, flamethrowers, cannons, contractible springs, axles, detachable joints, explosives and much more. You can also save and load machines in any given level, as well as share them online via the Steam Workshop.”

Will the game be priced differently during and after Early Access?

“We are going to scale the price with the amount of content available. So as more features, game modes and levels are added we will add to the cost incrementally. We hope that players will feel they paid the appropriate price for the amount of content available at any given stage of the games development.”

How are you planning on involving the Community in your development process?

“We are already being surprised by what people are constructing and discovering. It is quite amazing, and we want to expand and address features that the community finds or wants. For example, some members of the community are building an immense Siege Walker type thing – we never even realised this was possible. We want to facilitate such creativity, so we will be constantly looking toward what everyone is doing!”
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Recent updates View all (48)

July 9

Small Bug Fix Update



Hello Everyone!

Today we've got another small bug fix update for you, you can read the changelog below.

As always if you encounter any issues please try the usual; verifying of the game cache, disabling mods and if that doesn't work please report the issue on the Steam forums so we can take a look at it!

I'd also like to just thank everyone for their feedback after yesterdays update, we really appreciate it!

Cheers,
Von

Changelog:
V0.85-10364

FIXES:

- Machines in ghost mode cannot collide with other objects anymore
- Duplicate blocks button in AB is now also available when level is simulating
- No longer tries to access NAT helper when shutting down a LAN server/client
- Fixed various issues with the achievements not being setup correctly
- Multiversal Challenge no longer requires playlist mode to unlock
- Fixed error when trying to access an achievement that doesn't exist
- Archer AI no longer tries to force AI to update at the wrong time scale
- Fixed floating geometry in Marksman's Pass
- Fixed broken Ipsilon tent interpolation
- Fixed fleeing pose for Ipsilon Archer
- Moved mountains in Barren Expanse to Floor layer
- Resolved inconsistencies in AI blood decal scaling
- Resolved FireTag/Controller, childBodies and outline/highlighting issues on modded entity prefab
- Short log/wooden pole mesh wouldn't return to default mesh when it doesn't have a custom skin
- Reenter camera block after respawning
16 comments Read more

July 8

Update 0.85 - Campaign Levels, 80+ Bug Fixes and Much More!



Hello Everyone!

Today we’ve got another update for you, Version 0.85!

This update contains the last 2 Valfross levels & a whole bunch of features; rebinding base game controls, war machine sorting, new optional controls, respawn zones for multiplayer, more achievements, various performance tweaks and more than 80 bug fixes!



In the final two Valfross levels you will obliterate the gigantic Mountain Barrier & decipher the ancient mysteries of the Rotating Monolith, bringing the island’s campaign to a close.



As time has gone on, we’ve all built up a huge collection of war machines in our game files and trying to find the right file amongst your saved machines has become tedious. With this update we’ve added a new sorting system which allows you to change the way your saved machines are organized, making it much easier to find the projects you’re looking for!

Another commonly requested feature has been added to Besiege in this update, rebinding of the game’s base controls. Controls such as the camera hotkeys and building hotkeys may now be changed in the main options menu!



Respawn Zones have now been added to the Multiverse logic editor, allowing you to change where a player can respawn and can be used as checkpoints or randomized spawn positions. Further details can be found below in the patch notes.



Last but certainly not least on the list is bug fixes! We’ve been working hard to crush as many bugs in the game as possible, as we work towards a 1.0 version of Besiege. The full list is below in the change log. We’ve also managed to make even more improvements to the game’s performance in a number of areas, particularly when it comes to fire.
If you find a bug and can describe how to replicate it, then please do post on our forums or the steam forums and let us know!

We hope you enjoy this latest batch of features & fixes and look forward to bringing you the next installment!

Von

PS: To prevent compatibility issues, all mods are automatically turned off when starting the game for the first time after the update. You can manually turn them back on in the Mods menu, but they may cause bugs if they don't support the new update.

Changelog V0.85-10322:

http://forum.spiderlinggames.co.uk/index.php?threads/update-v0-85-10322-patch-notes.6992/
39 comments Read more
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About This Game


Besiege is a physics based building game in which you construct medieval siege engines and lay waste to immense fortresses and peaceful hamlets. Build a machine which can crush windmills, wipe out battalions of brave soldiers and transport valuable resources, defending your creation against cannons, archers and whatever else the desperate enemies have at their disposal. Create a trundling behemoth, or take clumsily to the skies, and cause carnage in fully destructible environments. Ultimately, you must conquer every Kingdom by crippling their castles and killing their men and livestock, in as creative or clinical a manner as possible!

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP (latest SP)
    • Processor: 2.2Ghz Dual Core
    • Memory: 2 GB RAM
    • Graphics: 512mb Dedicated VRAM
    • DirectX: Version 9.0c
    • Storage: 1 GB available space
    Minimum:
    • OS: OSX 10+
    • Processor: 2.2Ghz Dual Core
    • Memory: 2 GB RAM
    • Graphics: OpenGL 2.0 compatible, 512 MB VRAM
    • Storage: 1 GB available space
    Minimum:
    • OS: Ubuntu 12.04 or higher
    • Processor: 2.2Ghz Dual Core
    • Memory: 2 GB RAM
    • Graphics: OpenGL 2.0 compatible, 512 MB VRAM
    • Storage: 1 GB available space
    • Sound Card: ALSA compatible

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