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.

로그인하셔서 게임을 찜 목록에 추가하거나, 팔로우하거나 또는 제외로 지정하세요.

앞서 해보기 곧 출시

이 게임의 개발자는 플레이어의 피드백을 반영하여 개발 중인 게임을 출시할 예정입니다.

참고: 앞서 해보기 게임은 완성된 게임이 아니며 개발이 진행됨에 따라 크게 바뀔 수 있습니다. 게임의 현재 상태가 흥미롭지 않게 느껴진다면, 개발이 더 진행될 때까지 기다려 보세요. 앞서 해보기에 대해 자세히 알아보세요.

개발자의 한마디:

왜 앞서 해보기를 진행하나요?

“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.”

얼마나 오래 앞서 해보기를 진행할 계획인가요?

“From 4 too 8 months”

정식 버전은 앞서 해보기 버전과 어떻게 달라지나요?

“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.”

앞서 해보기 버전은 현재 어떤 상태인가요?

“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.”

앞서 해보기 기간 전후로 게임 가격이 달라지나요?

“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.”

개발 과정에서 어떻게 커뮤니티와 소통할 계획인가요?

“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.”
더 읽어보기
한국어(을)를 지원하지 않습니다

이 제품은 귀하의 로컬 언어를 지원하지 않습니다. 구매하기 전에 아래에 있는 지원하는 언어 목록을 확인해주세요.

이 게임은 아직 Steam에 출시되지 않았습니다

출시 예정

관심이 있으신가요?
찜 목록에 추가하고 출시가 되면 알림을 받으세요.
찜 목록에 추가
 
모든 토론 보기

버그를 신고하고 게임 토론에 피드백을 남기세요.

게임 정보

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.

시스템 요구 사항

    최소:
    • 운영 체제: Windows 10
    • 프로세서: Intel I3
    • 메모리: 16 GB RAM
    • 그래픽: Nvidia GTX 1060
    • 네트워크: 초고속 인터넷 연결
    • 저장 공간: 560 MB 사용 가능 공간
    권장:
    • 운영 체제: Windows 10
    • 프로세서: Intel I3
    • 메모리: 16 MB RAM
    • 그래픽: Radeon rx580
    • 네트워크: 초고속 인터넷 연결
    • 저장 공간: 1500 MB 사용 가능 공간
이 제품에는 아직 평가가 없습니다.

이 제품의 평가를 직접 써서 자신의 경험을 커뮤니티와 공유할 수 있습니다. 구매 버튼 위의 기입란을 이용하여 자신만의 평가를 써 보세요.