Hero Siege on Steam - User reviews, Price & Information

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Hero Siege is a fast paced Pixel Art ARPG featuring an expansive roster of unique classes, deep build experimentation, and a player driven economy.

Hero Siege is a action rpg, pixel graphics and hack and slash game developed and published by Panic Art Studios Ltd.
Released on January 29th 2014 is available on Windows and Linux in 8 languages: English, Finnish, Portuguese - Brazil, Russian, Simplified Chinese, Japanese, Korean and German.

It has received 43,512 reviews of which 29,813 were positive and 13,699 were negative resulting in a rating of 6.8 out of 10. 😐

The game is currently priced at 7.79€ on Steam.


The Steam community has classified Hero Siege into these genres:

Media & Screenshots

Get an in-depth look at Hero Siege through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: Intel Core i5
  • Memory: 8 GB RAM
  • Graphics: GeForce 8 Series 2 GB+
  • Storage: 4 GB available space
Linux
  • OS: Ubuntu 22.04 LTS 64bit
  • Processor: Intel Core i5
  • Memory: 16 GB RAM
  • Graphics: 2 GB
  • Storage: 4 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

1198 hours played
June 2026
Great game overall, but here are some core areas that need improvement to keep the community engaged long-term: 1. Meta Progression: Hero and Ether levels should be account-wide. Starting from zero on every new character creates unnecessary friction and discourages players from trying new builds. 2. Loot Filters: We need more robust filtering options, specifically the ability to show/hide items by their specific names. 3. Pet Mechanics: Loot collection should be radius-based (e.g., 2 screens wide) rather than tied to the pet's movement speed. This would significantly reduce waiting pet loot time. 4. Tarethiel Market (AH): The UI needs a major overhaul. A web-based trading platform (similar to POEs) would be a game-changer for accessibility, price checks and listing items. 5. Satanic Zones: These should last longer (at least 1 hour) with more impactful mod combinations and better drop rates. Currently, they often feel unrewarding at all. 6. Quality of Life: Mailboxes should be available in all Acts. 7. Content Variety: Increase the number of daily quests to give players more stuff to do. 8. Trading: Soulforged rings and other bound items should be sellable. If there is market demand, players should have the freedom to trade them. 9. Codex Rework: The current Codex system is frustrating. They should either drop with a fixed 5-sockets/random sockets with gems included, or be reworked entirely. To have 100% 4sockets recipe, 5 sockets recipe and 1>2>3>4>5 sockets upgrade recipe 10. Chaos Tower Integration: Chaos Tower progress should contribute to the Essence Vault. Kills any mob-Logion Mob it should fill essence vaults. players shouldn't be punished for choosing Tower over mapping. 11. Group Play & Bossing: Players should be able to invite others to their boss fights at the cost of a portal. There’s no reason for a helper to spend a full key's worth of portals just to assist, as long as the boss HP scales accordingly. 12. Mob Rework (Bees & Exploding Orbs): While high difficulty is expected, these two specific mob types feel mechanically broken rather than challenging. https://i.gyazo.com/1f3db5cf886117dba08670d31128cfd9.gif https://i.gyazo.com/de38c76ca39d46b0adda2b8a1a53c7b9.gif The suggestion: Bees: They should no longer be able to Stun Lock players, and their "Extra Projectile" modifiers should be removed. Being locked in place by a swarm is a frustrating experience with very little counter-play. Red Explosive Orbs (after-Death Effect): The number of projectiles released upon death should be significantly reduced (fewer than 15), and their movement speed should be lowered. Currently, they create unavoidable "death zones" that feel more like a gear-check than a skill-check. 13. Relics - The most unused relics needs a rework and this is also speaks about the one that got nerfed and nearly not usable 14. Relic Pages - I would be amazing to let players to have different relic setups just like trees, and this should be account wide and not character bound. 15. Buried Monsters: These mobs currently serve no purpose other than spawning directly on top of your head and releasing "resurect in town" lightning burst. It feels like an unavoidable death with zero time to react. The suggestion: Either increase their spawn detection range so they appear further away from the player, or simply have them spawn as regular, non-buried mobs. There should be a clear visual tell before they deal damage so players have a fair chance to dodge. 16. Proximity Shields: Every mechanic needs counter-play. Currently, this modifier is a dead stat on Codexes; since the game is built around zooming, stopping to enter every shield feels clunky and disruptive. The Evidence: The market is flooded with these Codexes because no one is willing to buy them. The Suggestion: Make shields larger or periodic (cycling on/off), similar to the Path of Exile balance. Alternatively, introduce a "Shield-Piercing" Charm or mechanic to allow dedicated builds to bypass them. 17. Account/Season-Wide Progression: Everything should be account or season-wide. There is no reason for progression to be locked to individual characters. Specifically, this should apply to: * Mercenaries and their equipped gear. * Relics (Season 10 is supposed to add relic storage, but they shouldn't be character inventory bound). * Keys, Runes, and Material inventory tabs. * Hero levels (thank God we got the 300% buff mid-season). 18. Codices & Balance: Instead of nerfing the current ones (which only affect Cards and Rifts anyway), consider adding new ones. Rework the existing unusable codices and find a practical use for the 80% of orbs that currently sit completely unused. 19. Charms Inventory: We are missing 3 slots to fill the inventory completely. Why not add 3 new quests to unlock them? For example: kill Gabriel on Inferno, kill Amun-Ra on Inferno, and kill the Orbiter. Voilà, problem solved. 20. Journal Improvements: * Drop Locations: Add more detailed descriptions for item drop locations and required difficulties. For example: "Shadow Occultist's Wraps – Drops in Hell 1 or above, 10% drop chance." * Relic Preview: On the relic page, add an option to hold Ctrl or Alt to view a relic's stats at level 10. Right now, we can only see level 1 stats, which hides the special effects unlocked at max level. 21. Steam Achievements: If I'm playing on SC, I get SC achievements, right? If I'm playing on SSF, I get SSF achievements, right? If I'm playing on HC, I get HC achievements, right? So why is it that when I'm playing SSF + HC, I don't get the achievements for both categories, considering this mode combines them both? This definitely requires a fix. 22. **Fragments & Shards:** While playing on Inferno difficulty, Battle Fragments and Dimensional Shards should not drop from altars and other sources; instead, they should all be Infernal. 23. **Target Farming:** While SSF & SSFHC both should be reworked to offer more loot and more ways to obtain gear, I personally have been after Glacier Talons for nearly 9 days on Inferno and target-farmed them. Eventually, I got them from a non-target-farm zone when I wasn't expecting them at all. Target-farmed items and their locations should have a significant drop boost for them specifically. What is the point of target farming if a week of farming leads to nothing, and then some random chest in a different zone drops it? 24. **Crafting Resources:** Orbs, Codexes, Satanic Dices, Gypsy, Mallets, and Kits should be easier to obtain. While you can purchase them on Trade, they are vital on SSF/SSFHC, and getting only a few a day on Inferno just ruins the entire experience. 25. **Bifrost Keys - Shadow Realm:** Why do we even have it there? Not the arena itself, but the default entrance that costs nothing to enter? and can be found in 1-2 zone refreshes'. This should be reworked to teleport you directly to the arena instead, and ideally to the area with double bosses and an increased chance for the rarest loot like torches. 26. **Bifrost Keys - Tower Boss:** This boss should be added to the key pool. 27. **Bifrost Keys - Vanaheim:** This one should be much more common. Using 27 keys without a single Vanaheim drop is painful, especially for SSF/SSFHC folks, especially considering a Vanaheim/Luna drop isn't even guaranteed to be good. 28. Obtaining divine moon & divine soon should be boosted on SSF/ SSFHC just like the overall 30% more MF on everything else in this mode. 29. Teleport Items vs. Teleport Class Skills — Is there any actual reason why items with a built-in teleport have a faster cast rate and a longer range than an actual class skill? Take Jotunn, for example. The teleport skill itself even has a dedicated skill tree meant to upgrade cast speed and range, yet it’s still significantly shorter and slower than the item version. See for yourself here: https://streamable.com/jpsl9m More to be added or removed according to the changes.
47 hours played
Dec. 2025
APPARENTLY MOVING AWAY FROM 'the excessive pay to play content' COULD BE GOOD this game did vslikes before vampire survivors. it did isaacstyle artifact upgrades (and lost them too). ive played it in three strikingly different forms, all of which were honestly pr satisfactory, and multiplayer but ye, crazy history of paid extra content, game wipes, game redesigns and so on. its cool that its been around for so long, but progress and accounts have been reset over the years, and that sort of thing hurts. why play something that forgets you?
1531 hours played
Oct. 2025
IMO the best ARPG on the market, it's as if D2 had kept getting updates and actually cared about it's player base. Lots of classes and lots to do, the devs seem to care but the player base is pretty toxic. If you play with friends or keep away from global chat it's a fantastic time. TLDR If you like ARPG's this is a master class on how to make a good game, every season brings new and engaging updates. Just be sure to stay away from global chat.
35 hours played
Oct. 2025
Patch 2.0 is bad. Destroyed the game. On the good side they allowed old version (for local play at the moment) in latest patch. Hopefully they'll see their mistake with 2.0, accept it as failure, remove it from the game and move from older version. I understand that they spend time in development of it and don't want that time be wasted but a failure is a failure. Recommended for single player mode in old version, not recommended for 2.0.
20 hours played
Oct. 2025
Almost everything is behind a paywall.. inventory, housing, character classes, Skins /etc. Features that should be standard feels locked away Still, the core gameplay can be surprisingly entertaining, and there's potential if the dev ever decides to listen.

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Frequently Asked Questions

Hero Siege is currently priced at 7.79€ on Steam.

No, Hero Siege is currently not on sale. You can purchase it for 7.79€ on Steam.

Yes, Hero Siege received 29,813 positive votes out of a total of 43,512 achieving a rating of 6.78.
😐

Hero Siege was developed and published by Panic Art Studios Ltd.

Yes, Hero Siege is playable and fully supported on Windows.

No, Hero Siege is not playable on MacOS.

Yes, Hero Siege is playable and fully supported on Linux.

Hero Siege offers both single-player and multi-player modes.

Hero Siege includes Co-op mode where you can team up with friends.

Yes, there are 7 DLCs available for Hero Siege. Explore additional content available for Hero Siege on Steam.

No, Hero Siege does not support mods via Steam Workshop.

Yes, Hero Siege supports Remote Play on TV and Remote Play Together. Discover more about Steam Remote Play.

No, Hero Siege does not currently support Steam Family Sharing.

You can find solutions or submit a support ticket by visiting the Steam Support page for Hero Siege.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 06 June 2026 00:01
SteamSpy data 10 June 2026 09:32
Steam price 13 June 2026 12:45
Steam reviews 11 June 2026 23:56

If you'd like to dive deeper into the details about Hero Siege, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Hero Siege
  • SteamCharts - Analysis of Hero Siege concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Hero Siege compatibility
Hero Siege
Rating
6.8
29,813
13,699
Game modes
Multiplayer
Features
Online players
486
Developer
Panic Art Studios Ltd
Publisher
Panic Art Studios Ltd
Release 29 Jan 2014
Platforms
Remote Play
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