> Sack eight castles or die trying. Build your keep on a grid between battles, then > command the fight live — spending food to field archers, knights and siege engines down > one brutal lane. Every castle you take pays plunder. Every one after is tougher.

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Planned Release Date: December 2026

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About This Game

**Eight castles. One lane. Sixty seconds a round.**

Lane Siege splits every round in two. First you build: lay out your castle courtyard on a

grid, choosing what to raise and what to leave empty. Then you fight: your barracks stream

warriors down the lane for free while you spend food from the command card, calling in

exactly the units the moment demands.

**Take a castle, then take a harder one**

A battle lasts sixty seconds, but a siege lasts as long as it takes — enemy walls hold

their damage between rounds, so you grind them down assault after assault. Crack the keep

and you sack it: plunder scaled to how tough that castle was, your own walls mended, and a

fresh enemy fortress rising across the field, better built and better led than the last.

Do it eight times and the campaign is yours, with an ending that depends on the difficulty

you earned it on. Then take Prestige and start again — a tougher enemy, richer spoils, and

everything you learned last time.

Only your own keep falling ends a run.

**Build the castle you need**

Every building earns its plot. Barracks train warriors automatically — stack more and they

pour out faster. Farms grow the food that pays for everything else. Mines dig materials for

siege engines. An Archery Range, Blacksmith or Siege Workshop doesn't just sit there:

constructing it unlocks its units on your command card.

Upgrade your Keep and every building can climb with it — farms yielding more, barracks

training faster, workshops sending out whole squads on a single order.

**Command the fight, don't just watch it**

Warriors march on their own, but archers, crossbowmen, knights, war wagons, battering rams,

mangonels and sappers all come from you, paid for in food and materials, one press at a

time. When your walls are about to break there are always the mercenaries — a lane-sweeping

army bought with gold, and the price climbs every time you panic.

**Your castle fights back**

Archers on your battlements pick off attackers as they close. Your keep flies a banner you

design yourself — your own colours and heraldry, on the walls and in the field.

**Modes**

- **Campaign vs AI** — eight castles at Easy, Normal or Hard, against an opponent that

builds, upgrades and spends through exactly the same rules you do. It opens carefully and

sharpens with every castle it loses.

- **Player vs Player** — head-to-head over a local network, plus a solo practice mode.

*(Online play over Steam is planned for a future update.)*

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

HOW THIS GAME WAS MADE

Lane Siege is a one-person project built with an AI assistant, and it seems only fair to say exactly where that line falls.

Written with AI: the game's code, the logo and store artwork, the in-game text, and the balance numbers. Every one of those was directed, reviewed and playtested by me, and the design decisions are mine.

Made by people, not AI: every 3D model, sound effect and music track in the game is the work of named human artists, used under open licences and credited in full.

And nothing is generated while you play. The opponent you fight is ordinary game AI - rules it follows and a small table of what has worked against players before. No AI model runs while the game is running, and Lane Siege never connects to an AI service.

System Requirements

    Minimum:
    • OS: Windows 10 64-bit
    • Processor: x86-64 (64-bit) dual core
    • Memory: 4 GB RAM
    • Graphics: Direct3D 12 capable GPU with 1 GB VRAM
    • DirectX: Version 12
    • Storage: 500 MB available space
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