The match runs in cycles: during the day you develop your base and economy. At night you can no longer construct buildings; battles and the siege begin. Each subsequent night is longer, and the final night is endless. Victory goes to the one who destroys the opponent s fortress.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are 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?

“We chose Early Access because Siege at Sundown is a competitive PvP game where balance, readability and match flow are critical. We need time to test heroes, economy and the map together with players, to see which strategies are too strong or too weak and which direction the game should grow in.

Early Access lets us:

gather real match data from 1v1 games against human players;

react quickly to feedback and ship balance patches;

test new ideas (heroes, buildings, modes) in practice instead of only on paper.

We understand that Early Access is a commitment to keep working on the game and to see it through to a full release.”

Approximately how long will this game be in Early Access?

“From 4 too 8 months”

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

“During Early Access we want to focus on the core game loop: 1v1 matches, the day/night cycle, one main map and a small roster of hero-civilizations with their basic building sets.

Over time we plan to:

add more hero-civilizations and additional building options for them;

expand the map pool and introduce more variants of the central objective (Temple of Plenty and other key structures);

improve UI, onboarding and tutorials for new players;

add new modes and meta features such as ranked play and extra progression.

The exact scope and order of these additions may change based on feedback and our resources, but the goal is for the full version to feel more complete and polished than the Early Access version.”

What is the current state of the Early Access version?

“At the start of Early Access we expect players to have:

a working 1v1 mode with the day/night cycle and castle sieges;

one main map

a small roster of hero-civilizations with unique roles and building sets;

basic UI, controls and controller support;

the ability to play online against other players.

Some elements are still in development: additional content, improved onboarding, a ranking system and some of the planned heroes. For a detailed list of current features, please refer to the “About This Game” section on the store page.”

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

“At this time we expect that the price may increase slightly for the full release, once the game contains more content and features. The current price reflects the Early Access state and helps us continue development. However, we reserve the right to revisit this plan later if development shows that a different approach would be better.”

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

“We expect the community to play a key role in shaping Siege at Sundown. During Early Access we plan to:

read and discuss feedback on the Steam Community hubs;

gather suggestions about hero balance, maps and the economy;

regularly share short roadmaps and update reports;

run small surveys and polls to understand which changes and heroes are most important to players.

This feedback will directly influence our development priorities: which factions and modes we add first, and which issues we fix before others.”
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About This Game

Siege at Sundown – a 1v1 tactical PvP strategy about castle sieges

Siege at Sundown is a 1v1 top-down PvP strategy game about short, high-stakes sieges.
By day you hunt for coins and strengthen your fortress, by night construction is locked and the siege begins. Each night is longer than the last, and the final night is endless until one fortress falls.

Day: hunt and build

During the day a truce protects all buildings: you cannot damage structures yet, but heroes and armies fight over coins and artifacts on a symmetrical map.
You contest monster camps, coin spots, chests and safe artifact stalls, upgrading your defenses and preparing for the coming night.

There is a single resource: coins.
Your hero carries them in a bag – if you die, you drop part of what you carry and your opponent can pick it up. To avoid losing everything, you can return to the fortress and bank your income in the treasury, where it is safe. Construction and upgrades spend coins from both bag and treasury, so every push on the map is a risk–reward decision you make.

Night: raids and siege

When the sun sets, the truce ends.
You can no longer place new buildings – you must fight with what you managed to build. All your daytime choices turn into power for your army and hero across night raids. Each night is longer than the previous one, and the final night has no timer until one castle goes down.

At the center of the map stands the Temple of Plenty.
By the third night, players are strong enough to contest the temple, defeat its boss and construct a civilization-specific temple. It applies ticking damage to the enemy fortress and prevents matches from stalling into endless, passive defense.

Heroes as civilizations

Seven starting heroes each represent a full civilization and a playstyle:
northern mountain clans, a pirate confederation, eastern sultanates, a techno-theocracy of the future, a masked Renaissance canal city, Slavic marshlands and jade provinces.

Every hero combines a classic role archetype (tank, duelist, mage, commander, assassin, engineer, warrior) with their own architecture, building priorities and tempo.

Each hero has two active abilities and one passive.
Instead of classic mana there are energy shards that are spent on abilities and regenerate one by one over time. The system is simple to read but creates a lot of timing decisions: when to dive, when to fall back and when to hold charges for the next fight.

Readable low-poly combat

The combat is built around clarity:

  • a top-down camera,

  • thick tracers for projectiles,

  • high-contrast cones and zones for attacks,

  • short audio cues for key events.

It should always be clear who hit whom and with what.
A faceted low-poly art style keeps the screen clean, looks good on video and is friendly to weaker PCs – making the game comfortable for streaming and for play on Steam Deck.

Key features

  • 1v1 top-down PvP strategy with short, intense matches.

  • Clear “Day → Night” cycle: hunt and build by day, raid and siege by night.

  • Single-currency coin economy: risk carrying coins in your bag versus safe banking in the treasury.

  • Seven hero-civilizations with unique roles, architecture and playstyles.

  • Temple of Plenty in the center as an anti-stall mechanic that pushes matches to a decisive end.

  • Simple but expressive shard-based ability resource instead of classic mana.

  • Faceted low-poly visuals tuned for combat readability and streaming.

  • Controller support and a comfortable experience on Steam Deck.

System Requirements

    Minimum:
    • OS: Windows 10
    • Processor: Intel I3
    • Memory: 16 GB RAM
    • Graphics: Nvidia GTX 1060
    • Network: Broadband Internet connection
    • Storage: 560 MB available space
    Recommended:
    • OS: Windows 10
    • Processor: Intel I3
    • Memory: 16 MB RAM
    • Graphics: Radeon rx580
    • Network: Broadband Internet connection
    • Storage: 1500 MB available space
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