A downloadable game for Windows

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About Siege Scape

Tear up the tower defense blueprints! Siege Scape fuses deep Card Game strategy with Tower Defense action, empowering YOU to sculpt the battlefield. Forget fixed paths and pre-set kill zones – draw your hand and deploy towers, traps, and powerful upgrades ANYWHERE you choose.

Face relentless enemy waves that swarm across an open field. Adapt your tactics on the fly, construct intricate defenses or impenetrable walls, and discover powerful card synergies. In Siege Scape, your creativity is your greatest weapon against the overwhelming onslaught. Build your deck, craft your 'scape', survive the siege.



## How to Play SiegeScape (Early Access - Work in Progress!)

Welcome to the early stages of SiegeScape! While some features are still under development, the core gameplay loop is here for you to experience. Here's a guide to get you started:


 **Getting Started:**  

**Title Screen:** Upon launching the game, you'll be greeted by the Title Screen. Here you can: 

 **New Game:** Begin a fresh run. You'll be prompted to enter a name for your character. 

 **Quit:** Exit the game. 

 **Load:**  Load a previously saved game. 

 **Continue:** Resume your last played run. 


**Preparing for a Run:** 

 **The Starting Area:** After starting a new game and naming your character, you'll find yourself in a small area with two NPCs. 

 **The Merchant:** Look at the NPC and press **E** to interact. This NPC offers to sell you a new starting **Deck** and a powerful **Enchantment** using **Gold** (earned after completing runs - see "Tavern Shop" later). Decks are currently a work in progress. 

 **The Run Initiator:** Look at the other NPC and press **E** to speak with them. This will take you to the **Run Screen**. 

 **The Run Screen:** Before starting a wave defense run, you'll have a few options: 

 **Select Deck:** Choose your starting deck for this run. Decks are currently a work in progress, so your initial choices might be limited. 

 **Words of Influence (Seed):** Enter a **seed** (a string of text or numbers). This seed will influence the procedural generation of the run, including the enemy waves. Experiment with different seeds for varied experiences! 

 **Chaos Mode:** Toggle **Chaos Mode** ON or OFF. * **OFF (Default):** Enemy waves will always be the same for a given seed. * **ON:** **Beware! Chaos Mode randomizes the stats of all Towers, Traps, and Enemies.** It also introduces unpredictable elements to your card draw order, shuffle, and even which enemy types and strengths will appear in each wave. You might encounter tougher enemies much earlier than expected (e.g., Wolves on wave 1!). **Please verify if Wolves can indeed appear on wave 1 in Chaos Mode in the current build!


** **During a Run:** 

**The Goal:** Enemies will spawn from the top edge of the map and attempt to reach the **gate** located at the bottom. Your objective is to build defenses to eliminate them before they breach the gate. 

 **Building Defenses:** You can build **Towers** and place **Traps** on the grid. Simply select a building from your available options and place it on an empty grid cell.

 **Pathfinding:** Enemies will dynamically recalculate their path based on your building placements. * **No Blocking:** The game will prevent you from placing a tower if it completely blocks all possible paths for the enemies to reach the gate. 

 **Tower Progression:** 

 **EXP and Levels:** Towers gain **EXP** (Experience Points) by attacking and defeating enemies. Once a tower accumulates enough EXP, it will **level up**, increasing its various stats (e.g., damage, attack speed, range). 

 **Targeting Priority:** Towers have various **targeting priority** options that you can select (e.g., First Enemy, Last Enemy, Strongest Enemy, Weakest Enemy). Experiment to find the best strategy for different situations. 

 **Damage Types:** Towers have a specific **damage type**.

* **Enemy Armor:** Enemies possess different **armor types**. Armor is fully implemented and will reduce the damage taken from certain tower types. Pay attention to enemy armor to optimize your tower placements. 

 **Inspecting Units:** You can **click on** both **Towers** and **Enemies** during a run to get a closer look at their stats, level, targeting priority (for towers), armor type (for enemies), and other relevant information.

* **Traps:** **Traps** can be placed directly on the enemy path. They have a **limited number of uses** before they are consumed. Use them strategically to slow down or damage groups of enemies. 

 **Power Cards:** You may acquire **Power Cards** during a run. These cards have a powerful effect on **all currently placed towers and traps** for the **remainder of the current run**. Use them wisely to overcome challenging waves.

 **Between Waves:** 

**The Shop:** After each wave is completed, you'll be presented with a **Shop** screen. 

**Soul Essence:** You earn **Soul Essence** by defeating enemies during the waves. (Read the in-game lore for more information on the significance of Soul Essence!) 

 **Purchasing Cards:** In the shop, you can spend your hard-earned **Soul Essence** to purchase new **cards**. These cards will be added to your deck for the *current run only*, allowing you to build more powerful defenses in the upcoming waves.

 **After a Run:** 

 **The Tavern Shop:** Once a run is complete (either by successfully defending all waves or by failing), you'll return to an area where you can access the **Tavern Shop**. * **Gold:** You earn **Gold** for completing runs. * **Permanent Upgrades:** In the Tavern Shop, you can spend your **Gold** to purchase: 

 **New Decks:** Unlock different starting decks for future runs. Remember that decks are currently a work in progress. 

 **Enchantments:** Acquire permanent enchantments that provide various bonuses for your future runs. 


**Important Notes (Early Access):** 

 **Decks are a Work in Progress:** The deck system is still under heavy development. Expect changes and limited functionality in this early version. 

 **Basic Visuals:** All **Towers** are currently represented by basic shapes and **lack attack animations and sounds**. * **Basic Traps:** **Traps** also have basic visuals and lack detailed effects.

 **Framework Focus:** The primary goal of this early access build is to establish the core framework of the game. Design and polish will be the focus of future updates.

 **Quitting the Game:** 

 **Alt + F4:** You can quit the game at any time by pressing **Alt + F4**. 

 **Pause Menu (Coming Soon):** A proper **Pause Menu** with a "Quit" option will be added in the next update.


 Thank you for checking out SiegeScape in its early stages! Your feedback is valuable as development continues. Enjoy the challenge!



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siege-scape-windows-64-beta.zip 430 MB
Version 5

Development log