Siege at Sundown
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Description
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.