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2.0 /5

EverSiege: Untold Ages

Prednosti

  • Fun survival and attack loop
  • Ability to experiment with builds
  • Good cooperative gameplay
  • Visually readable in chaos
  • Ambitious experiment with good ideas

Nedostaci

  • Too long runs without adrenaline
  • Lack of matchmaking for co-op
  • Sterile feeling of combat
  • Visually unimpressive roster
  • Performance optimization issues

EverSiege: Untold Ages initially seems like someone threw together a MOBA, roguelite, tower defense, RTS, and co-op and whatever sticks, sticks. Unusual, but here it almost works. In the role of Scyron, an ancient demigod warrior, you defend the Bastion, the last refuge of humanity, while simultaneously rebuilding its walls, strengthening your army, and trying to turn the entire siege upside down. This is the core idea of the game: not just to survive the attack, but to evolve from a defender into an attacker.

This loop is the game's best asset. In a procedurally generated kingdom, each run looks a little different, so during the day you rush across the map, clear camps, gather resources, go through dungeons, and complete quests, while at night you defend the Bastion from increasingly stronger waves of enemies. On paper, this sounds great, and in practice, it can be really fun, at least as long as you feel that the build is slowly transforming from patching together to total demolition of everything in your way.

The most interesting part of the whole system is how the game assembles your build. Wargear here is not just weapons but also the foundation of your playstyle, so you choose between bows, daggers, axes, swords and shields, spears, or hammers. On top of that come Essence combinations that define spells, elemental synergies, and status effects, and then there are also troops led by AI that you recruit and develop. In numbers, it looks excellent: 6 Wargears, 6 Essences, 20 types of units, 72 spells, 148 items, and 70 ability upgrades. In other words, there is really a lot of material for experimentation.

And this is where EverSiege shows why it is interesting at all. When the build clicks just right, the game really comes together. You start modestly, balancing economy and defense, and then little by little you become a moving elemental disaster. That feeling of transitioning from survival to dominance is easily the best part of the experience. The problem is that the path to that can take too long. Matches drag on, and the game lacks the constant adrenaline that similar, often shorter games like DotA or LoL can provide. There, every minute can lead to an explosion, while here you often face yet another round of preparation, another camp, another economic boost. Sometimes it's tactical depth, and sometimes it's just dragging things out.

It's similar with the roguelite progression between runs. Echoes and other permanent upgrades should be quick, but the grind is present, especially when the whole system starts demanding more than what the runs emotionally return. It doesn't help that the game, at least for now, still lacks a proper save option for active runs, although the developers openly say they are working on it. This is the kind of problem that doesn't sound terrible until you realize you've been deep into a match for an hour and you're no longer sure if you're playing for fun or out of stubbornness, and you want to finish it so your effort doesn't go to waste.

Co-op for up to three players should be a big plus. The very idea of defending the Bastion with a team, assembling complementary builds, and distributing who goes for resources and who stays on defense sounds like a recipe for small LAN parties. Unfortunately, matchmaking does not exist and will not be implemented, so you are stuck with manually inviting friends, lobby codes, or looking for people on Discord. The good news is that the developers quickly fixed one of the bigger issues after release, so now each player in co-op retains their own unlocks and progress. The bad news is that they themselves admitted that latency and overall multiplayer stability are still areas they are actively patching. In short: co-op works, but it doesn't yet feel like a fully finished system.

Perhaps the biggest problem of the game is hidden right here. EverSiege has many elements that we associate with MOBA nostalgia, but it lacks that same vibrancy. There are no real opponents, no PvP, none of that unpredictable drama that turns every match into a small psychological experiment and a verbal war. By design, this is a pure PvE title, and you can feel it. You get a decent, often fun, and mechanically solid equivalent, but not the same spark. EverSiege is neater, tamer, and more controlled. For some, this will be a plus. For me, it's precisely the reason why the game remains good but not special.

Visually, EverSiege doesn't look bad. On the contrary, it's readable enough that you always know what's happening in the chaos, and that's more important in this genre mix than pure spectacle. The problem is that the roster of Scyrona and the overall presentation don't sell that diversity of builds well enough. On paper, there are plenty of combinations, but the visual identity of the heroes and a good part of the presentation simply lack character. I also experienced frame drops during the more chaotic phases, to the extent that I had to lower the resolution to 1440p, and the developers don't hide that they are still working on performance optimization.

EverSiege: Untold Ages is an ambitious experiment that has enough good ideas that you can't just dismiss it, but also enough problems that I can't simply recommend it. When it clicks, it really shows why this mix of MOBA, tower defense, and roguelite progression was worth trying, but overly long runs, a sterile feeling of combat, a visually unimpressive roster, and an unnecessarily complicated co-op system constantly pull it a step below what it could have been.

EverSiege: Untold Ages is not a bad game. It's just not good enough to leave a stronger mark. It has an idea, it has a core, and it has moments where it feels like something that could become a small obsession with just a few more right moves. Unfortunately, at the moment, it's more of an interesting attempt than a fully successful hit.

A copy of the PC version of the game for review purposes was provided by the publisher Dear Villagers