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Full Steam announcements and update articles for this title.
Hero: heroes that have been knocked out can no longer receive move orders. This fixes an issue that could teleport your hero into enemy territory.
Stone Quarry: stone quarry effects are now correctly preserved after loading a saved game.
Pause Menu (Hub): removed the unresponsive "Save and Quit" button.
Greetings, Scyrons!
Today we're introducing a brand-new Ancient Essence: Thunder.
If you like chaining damage across groups, stunning enemies down, and turning the battlefield into a no-go zone for the Evil Master's hordes, this new essence is for you.
Strike a small area with a bolt of lightning that jumps between enemies, hitting up to 3 targets in a chain. Each jump finds the nearest enemy to the previous one.
✊ Damage: 100 + 20 * Rage Amplifier
➡️ Range: 1500
➡️ Jump range: 600
⏱️ Cooldown: 40s
💪 Scale with Rage Amplifier
Evolutions: Add more targets with Extended Chain, give each jump a chance to split with Forked Lightning, or stack damage with each jump using Escalating Storm (+20% per jump).
Summon 3 electric orbs that orbit around you, exploding on contact with any enemy. If you relaunch the skill while any orbs are still active, then the orbs get replaced.
✊ Orb explosion Damage: 50 + 20 * Arcane Power
🔘 Explosion radius: 400
🔘 Orbit radius: 400
⏱️ Cooldown: 40s
✨ Scale with Arcane Amplifier
Evolutions: Spawn more orbs with Swarming Orbs, chain explosion damage with Cascade Overload, or stun enemies on hit with Static Concussion.
Place two points to draw a line of lightning between them. Enemies crossing it take a big hit of instant Thunder damage. Enemies staying inside keep taking damage over time.
✊ Crossing Damage: 100 + 10 * Fate Amplifier
✊ Inside damage: 20 + 2 * Fate Amplifier / sec
➡️ Range: 2000
➡️ Rift Length 1000
⏱️ Duration: 10s
⏱️ Cooldown: 40s
🙏📿Scale with Fate Amplifier
Evolutions: Buff allies passing through with Charged Path by getting a Movement Speed and Attack Speed bonus, both scaling with Tactical Amplifier, stun enemies still inside when it expires with Static Field, or Charm instead of killing enemies with Mind Rupture by Charm Chances: scaling with Arcane Amplifier.
During the Day, your Auto-Attack and Power Strike have a 20% chance to apply the effect Thunder on hit. Units affected by Thunder takes damage each seconds for 6 seconds
Evolutions: Extend it to Night with Eternal Storm, recover stamina per Thunder kill with Cascade Surge (5 stamina per kill), or gain a run speed burst after every Lightning spell cast with Lightning Speed (Run Speed Bonus: 5 + 5 * Rage Amplifier for 5s, resets on each cast).
Go give the Thunder Essence a try, we can't wait to see what you do with it. Share your builds and strategies on Discord and Reddit!
~Tindalos Interactive
Content
Added the Thunder Ancient Essence.
Removed the Threadveil Petal component for the Elixir of Vitality potion.
Gameplay
Underground units are now properly invulnerable and untargetable.
Walking Shadow: Fast Shadow evolution is now properly reapplied after respawning.
Performance
Performed an optimization pass on the in-game HUD, including the skill bar, evolution list, status effects, and displayed statistics.
Fixed a performance issue causing an approximate 3 FPS drop due to the Elemental plane rotation.
Improved overall tooltip performance.
Fixed several freezes that could occur during multiplayer sessions.
Multiplayer connections will now dynamically switch to P2P instead of Steam servers
when latency is lower.
Fixes
Fixed the Chronomancer Council Building's Nexus evolution not functioning properly after loading a save.
Fixed several multiplayer desyncs, primarily related to auto-attack targeting and units dying during combat.
Fixed a text alignment issue in the Hub Wargear UI affecting certain languages.
Fixed the campaign completion status displayed on save slots.
Fixed an essence upgrade panel bug where a 4th level could be unlocked.
Fix a gpu crash linked to NVIDIA RTX 40/50 series.
Greetings, Scyrons!
We are thrilled to unveil the new Wargear to the EverSiege roster: Xenoth, the Owl Mage.
This mid-range arcane wielder bends the fabric of the battlefield through incremental spells, adaptive elemental power, and unmatched mobility. Whether you prefer to rain destruction from a distance or teleport out of danger at a moment's notice, Xenoth offers a deeply versatile playstyle.
Xenoth is a mid-range spellcaster. His moderate HP pool demands tactical positioning, keep him alive, and its incremental damage mix with versatile elemental powers will make him the perfect lethal weapon.
Let's dive a bit deeper into his base stats:
➡️Walk Speed: 500
⬆️Run Speed: 1050
🩸Max HP: 800
⚡Max Energy: 200
✨Arcane Velocity: 0
🔦Sight: 4000
✨Equipment Type: Range
These stats are accompanied by its auto-attack Magical Projectile.
It unleashes a magical projectile that deals damage to its target and a small area on impact, making it effective against tightly grouped enemies.
✊Damages: 50
🔘Radius: 300
⚡Projectile speed: 600
💥Attack Speed: 0.8
🔘Range: 1200
⚡Critical Chances: 20%
On top of dealing damage, Astral Detonation's behavior changes depending on the Ancient Essence you have selected.
It can charm nearby enemies, leave a poisonous zone in its wake, heal allies and more. Leaving you with a wide range of combinations to experiment.
✊Damage : 100 + 5 x Arcane power
➡️Range: 1500
🔘Inner circle radius: 200
🔘Outer circle radius : 400
⏱️Cooldown : 30 seconds
Condensed Ray is Xenoth's sustained damage tool. Hold it steady to ramp up damage over 5 seconds, reaching five times the power of a single auto-attack hit per second.
Use it on high-priority targets, elite enemies, or boss encounters… but mind your stamina.
✊Starting Damages: Auto Attack Damage / seconds
✊Max Damages: Auto Attack Damage*5 / seconds
⏱️Charging time to reach maximum damages: 5 seconds
🔘Beam Range: Scyron’s Range
➡️ Width: 50
⚡Stamina Activation Cost: 30
⚡Stamina consumption: 30/ seconds
If you are surrounded, in a single second, Xenoth can vanish and reappear out of enemy reach.
Blink is your escape hatch when the horde closes in, your setup tool for landing Astral Detonation at the perfect angle, and your answer to any situation that demands immediate repositioning.
🔘 Range: 1500
⚡Cost: 80 stamina
⏱️Time between disappearance and reappearance: 1s (0.5s-0.5s)
Xenoth rewards players who think ahead. Combine Astral Detonation with the right Ancient Essence to shape the fight on your terms, sustain pressure with Condensed Ray on elite targets, and use Blink to stay on range while untouchable.
We can't wait to see how you wield the arcane arts in Bastion's defense. Share your builds and strategies on Discord and Reddit!
~Tindalos Interactive
New Features
Add a new wargear : Xenoth
Content
New potion effects added: Oracle Blossom (Elixir of Vitality), Farseer Lily (Arcane Infusion), Sageleaf (Harmony Philter) and Warvine (Warlord Concoction).
6 new Wargear Shards and 2 new Essence Shards can now be unlocked by collecting Echoes.
Gameplay/Balancing
Reduce the daily life scaling of the Unraveler's lane units by 10%.
Dot damages on boss are divided by 4 and multiplied by 2 on unraveler's lane units.
Kadath perk ( Bone Prison ) no longer respawns while the Guardian is dead.
Audio
Polished the Vinewraith pods explosion SFX integration and mix.
Bug Fixes
Crystal Tomb: in multiplayer, using the town portal no longer kills creatures while another player remains in the dungeon.
Astral Detonation: fixed a format issue on the damage display + corrected description and localization.
Titan's Vine Powder potion buff now properly use the potion duration.
Town portal Cancel button is no longer visible on heroes other than the local one.
Blessed Weapon common evolution now properly scale on Arcane Power
Greetings, Scyrons!
You asked for mid run saves, and we heard you. The Solo Save System is now live in beta.
We know you’ve been waiting on this one, so thank you for sticking with us while we built out the Save system for solo runs.
It works similarly to other save systems, where you can “Save and Quit” your run in the pause menu. The main menu now features both “Continue” and “Load Game” options to either load the most recent save or choose which one you want to load yourself. Again, please keep in mind that this system only works for solo runs.
About the beta: while we’ve done our best to ensure overall stability, we’ll need your help testing this at a larger scale over the coming weeks. Expect some minor hiccups along the way as your reports come in. We’ll be fixing bugs and issues as quickly as possible.
What’s next on our Roadmap:
Now that Resynch in coop and the Save System in solo have been deployed and will be receiving the final tuning touches in the coming weeks, our next big update will include the new Wargear, for free, for everyone and very soon!
We’re not sharing too many details just yet (at least here, feel free to hop on our Discord where you may stumble some teasing assets).
As always, keep the reports and feedback coming on Steam, Discord, and Reddit. Your support means a lot and helps us move faster towards delivering a better Eversiege experience.
A new way to play has been unlocked, Scyrons, see you on the lanes!
~ Tindalos Interactive
In-game Save System: Beta version of the in-game save feature.
Gameplay
Dead entities no longer block living units in physical collision.
Charmed creatures aggro behavior fixed.
All heroes now properly exit the lair when the end-game victory condition is triggered.
Replaced the Untargetable effect on dash/jump skills with a 0.5s post-skill invulnerability window.
Phase Javelin reactivation is now blocked while the hero is dead or in ghost form.
Vinewraith patrol aggro range fixed — patrols were not focusing any target.
Wargear upgrade level is now clamped to the max value in the subsystem to prevent button-spam exceeding level 4 in UI.
Economy/Hub
The Antiques Market 50% discount now correctly grants 50% off at the Artefactor (was 30%).
UI
Fixed life bar color on the unit information UI.
Fixed the essence image displayed in the hub battle-prep skill selection.
Tooltip description values now capped at 1 decimal.
In multiplayer, remove name display on the current player's own hero.
Fix hero life HUD in multiplayer.
Wildlands domains: button animation no longer plays once the domain is fully upgraded.
World
World Generation: Improved the shape of the Main Lane and Sub-Lanes, making sharp turns easier to read and navigate. Outposts are now positioned more consistently along the lanes.
Boss/Units
Boneweaver visual effects are now properly removed after the boss is defeated.
Other
Setup horse highlight behind assets.
Resync
Cataclysms are now restored in their active state after a resync instead of disappearing.
Fix unit size after resyncing "Blood moon" cataclysm.
Archery Hall — Defense Training evolution: the attack speed bonus given to archers walking through the range of unrestored towers is now correctly removed once they leave the outpost.
Blood Moon no longer suddenly activates after a player resync.
Mercenary Regiment can no longer be repurchased after each simulated resync.
Chamber of Elixir: potion cooldown reduction buff is now fully reapplied.
MortisChain effects on units are now saved.
Domain effects on lane units are now properly re-granted.
Wandering Trader now correctly refreshes on the new day when the game was resynched during the night.
Wandering Trader items are no longer unbuyable after a resync.
Snapshot fixes for boid location, wandering trader, and doppelganger.
Doppelganger copies no longer become permanent after a resync.
Fixed an issue where a shard would disappears after a resync in the Elemental Planes
Fixed an issue where the War Dogs would only scale up with restored Towers
Fixed an issue where the Scyron's life bar had a specific visual issue
Fixed an issue where the Quest "Challenging Alliance" would be stucked after a Resync
Fixed an issue where the player is unable to upgrade the first upgrade of any domain after a resync
Greetings, Scyrons!
Today we’re rolling out our first summer roadmap content with the Co-op Resynch System, now live in beta.
Co-op Resynch System — Now in Beta
We know how painful a desync can be mid-run. That's why we've been building a dedicated tool to help you recover and keep going rather than face a brutal forced ending.
Here's how it works: When a desynchronization occurs, an error screen will be displayed, and the game’s host will be prompted with two choices: Resynchronize the run or return to the Hub. In the meantime, the rest of the party will see a "Waiting for host to continue" mention. Make sure not to leave this screen, or the game, in the meanwhile.
Once launched, the resynch may take a moment to complete, as it needs to fully reload the map and the team in the state; they were when the desynch occurred. So, hang tight while it does its thing.
A word on the beta: While we've done our best to ensure overall stability, we'll need your help testing this at a larger scale over the coming weeks. Expect some minor hiccups along the way, such as enemies respawning on previously cleared camps or missing upgrades after a resynch. We'll be fixing bugs and issues as quickly as possible as your reports come in.
Known Issue: In rare cases, if a desync occurs at the very moment that you join a run, the Resynch System won't be able to fix it. This happens when the save files don't synchronize properly during the initial hub join, creating a map generation conflict that a resynch can't resolve. To avoid this, when the desynchronization error screens automatically reappear after a resynch attempt from the host, all players should return to the main menu and rejoin together in the Hub.
What’s next on our Roadmap:
As promised, we won’t stop there; we have already made good progress on what’s coming next, and we're almost ready to share more. Expect a dedicated news post soon covering the awaited mid-run saves and the first content update, “including a much-requested new Wargear”.
As always, keep the reports and feedback coming. Your support means a lot and helps us move faster towards delivering a better Eversiege experience on Steam, Discord, and Reddit
A new age has been unlocked, Scyrons, see you on the lanes!
~ Tindalos Interactive
Patch Notes — v1.2.0
New Content
Resynchronization System — New complete state restoration system allowing players to resynchronize after a desynchronization.
Bug Fixes
Fixed the damages of the "Growing Spikes" evolution of the Frost Sentinel
Fixed a rare case of map generation where half of the map was empty.
Fixed Elemental Planes — players were unable to re-enter the Elemental Planes if all players left/died during the last plane.
Fixed a bug with spider eggs and vinewraith seeds that could prevent the resolution of camps, dungeons and creature lairs.
Online/Network
Fixed an issue preventing connection in certain cases
Fixed an issue preventing rejoining a friend after a disconnection
Animations
Fixed the running animation of the Rutheon wargear
Improved attack animations for lane units
VFX/Visual Effects
Improved visual effect of the Fateweavers projectile
Graphics
Improved rendering for each wargear
Crystal Tombs now finish properly. They now grant the bonus, and you can no longer re-enter them once completed.
The Crystal Tombs daily mission has also been fixed.
Attempted fix for a GPU crash occurring in Crystal Tombs.
Fix a desync that occurred when an acid geyser elemental hazard started on the map.
If you run into any issues, don't hesitate to report them using our bug report template on Steam or Discord, it helps us greatly improve your experience.
Greetings, Scyrons!
It’s been a few weeks since we started defending Bastion with you, listening, patching, fixing, and iterating. And while the team has been hard at work addressing the most critical issues reported since launch, we want to take a moment to look ahead and share what’s coming next.
First and foremost: thank you. Every bug report, every idea shared on Discord, every Steam review, it all matters, and it all shapes what we build. We don’t take any of it for granted.
Now, here’s what’s on the way:
We know how Desyncs could be frustrating. Even if we’ve made meaningful progress in reducing how often they happen, when they do strike, it hurts. That’s why we’re building a dedicated Resync System: a tool that will allow you and your co-op pals to resynchronize mid-run and continue your progress, rather than facing a brutal forced ending.
The Resync system should be available at the end of spring in a beta state first, and your feedback will be crucial to finalizing this feature.
This one has been on our radar since day one. You asked, and we heard you. Early this summer, we will introduce the beta version of mid-run saves for solo players, allowing you to pause and pick up your run right where you left off. Life happens. Bastion can wait.
As more Scyrons are joining, we've been gathering data and reading your suggestions closely. The game will receive a series of balancing passes to make sure challenges feel earned and rewarding across all ages.
More details will be shared along the way. We’ll be extra careful and transparent about how we approach each change. Your feedback helps us improve. We prefer to get it right together, even if it takes time, rather than rush and risk losing what makes your builds special.
Alongside the QoL updates coming your way, we’re excited to confirm that you will soon be able to explore new playstyles and develop your builds in new directions with a first set of new content :
A brand new Wargear coming early in the summer, the missing piece of every respectable DnD group
An extra Essence coming afterward to expand your arsenal
As a thank you for your support throughout the development and launch period, we’re happy to offer these for free!
Along with this list, a series of smaller but meaningful improvements are on the way, addressing friction points throughout the game based on your feedback. More details will come with each update.
This is the road ahead, and we’re committed to walking it with you. As always, every update will come with detailed patch notes, and we’ll keep you in the loop every step of the way.
In the meantime, keep your feedback coming on Steam, Reddit, and Discord. You are, as always, our best compass.
Hold the lane, Scyrons. Summer's coming fast.
~ Tindalos Interactive
Patch 1.1 Hotfix #6 is live, and with this, we have reached a first milestone! In a few days, EverSiege: Untold Ages will be officially one month old (even though some of you have been playing it for almost a year now).
This hotfix is also our 10th patch (if you count the release of the game as a patch), and we hope this goes to show how invested we are in addressing the feedback we have been receiving since the launch of the game.
Our main focus for this first month of support has been reworking the co-op shared progress system and fixing as many desync situations as we could. We’re glad to report that our efforts have been fruitful, and that we are seeing strong improvements in desync occurrences levels in our data, hopefully making the experience much better for those of you jumping in to save Bastion with a friend, or two.
It is now time for us to broaden our scope of work when it comes to your feedback. We have been monitoring your reports and suggestions since launch, and we’re eager to get to work on those as well, while still working on overall desync issues, of course.
Also, we know you have been asking for more visibility about what is coming in the game, whether it is QoL updates or in-game content, and we’re happy to say that we have been working on that front behind the scenes as well!
Very soon, we will share with you our first roadmap for what is coming soon in EverSiege: Untold Ages, we hope that this will show you how dedicated we are in supporting this game alongside you.
Thank you all again for your support! <3
Zirenth: vision range increased (3200 → 4000).
We’re normalizing Zirenth’s vision range with other Wargears, with this change, every Wargear will have the same vision range.
Scorching Ray: improved rotation responsiveness during casting.
Fixed an issue with Doppelganger when combined with Mystic Transmutation.
Fixed Voidberry Dust potion effect when Mystic Transmutation is active.
Creatures no longer remain stuck after the Charm effect ends.
Workers no longer continue walking on the lane after being killed.
Fixed an issue blocking the other users when the host would quit the game
Fixed a desync issue with Osmunth’s Sweeping Blast.
Fixed a desync related to navigation.
Fixed various crashes.
Fixed crashes related to world generation.
If you run into any issues, don't hesitate to report them using our bug report template on Steam or Discord, it helps us greatly improve your experience.
We've just deployed Patch 1.1 Hotfix #5 to keep addressing desync issues experienced by players in multiplayer mode, as well as fully reverting the Range Shard nerf from last week after seeing your feedback.
We’re hopeful that this hotfix is a strong step towards tackling desync issues. Both monitoring and working on these issues remain a strong focus currently, while we’re also working on other aspects of the game that we will share more about when we can. 👀
Again, thank you for your continued help and support in sending reports and clips. 🙏 It is thanks to you that we can address these issues as quickly as possible.
Fixed early in-game desyncs caused by hero setting synchronization.
Fixed desyncs caused by pathfinding issues.
Range Shards bonus reverted to original bonuses for each rarity tier (5%; 12.5%; 22.5%; 35%; 50%).
Flying Blade base value and scaling reverted to original values (0.4).
We’re keeping Zirenth’s range at 1500 (vs 2000 originally) at the moment and will monitor overall community sentiment on the situation to adjust if needed.
Fixed empty evolution panel occurring in rare cases.
Fixed map-wide grey texture occurring in rare cases.
Thank you again for your continued support and for helping us make EverSiege better with every patch!
If you run into any issues, don't hesitate to report them using our bug report template on Steam or Discord. Every report counts!
We've just deployed Patch 1.1 Hotfix #4 to fix several high-priority bugs that were impacting gameplay and performance.
Co-op desync continues to be a major focus, and this update brings another round of improvements as we work toward eliminating these issues entirely.
Shoutout to all the players sending in clips and bug reports. You're helping us make EverSiege better with every patch!
Combat / Abilities
Fixed a bug where scorching ray no longer updated its direction during channeling.
Heroes are now properly untargetable while using dash skills.
Fixed a bug with the Desperate Measure edict that prevented Bastion HP from being restored by the Bastion Restoration edict.
Fixed a bug where elemental resistances granted by master of corruption, master of devastation and master of tempest were not properly applied.
Fixed the daily quest that required destroying a creature lair not completing properly.
Many fix on charmed units behavior.
Trial of the Beast no longer grants its bonus when killing Leskard’s mirror images.
Fixed a bug where the interactions buttons would disappear after canceling a skill while smart cast was enabled (notably Word of Command).
Phase javelin no longer blocks stamina regeneration.
Multiplayer
Fixed instabilities that could occur when establishing a multiplayer connection.
From now on, multiplayer games that end due to a desync will trigger a withdrawal, granting players the resources from the match.
Fixed a bug where wargear and essences progression could be lost after copying the host's save in multiplayer.
Fixed a bug where mechanic unlock notification could appear repeatedly after each game.
Improvements to the multiplayer battle preparation screen: locked state visualization, better display of empty slots, and the 3rd evolution slot is now properly shown.
World / Navigation
Fixed a bug where miners could get stuck on obstacles. They now navigate around them and teleport past if blocked.
UI / Display
Improved and fix reward display in the distortion selection panel.
Fixed HP bar scaling on high-DPI and 4K resolutions.
Crashes / Stability
Fixed several crashes reported by players.
Audio
Fixed a bug where combat audio would restart when moving the camera.
Fixed multiple audio bugs.
Fixed a bug where rain and blizzard sound effects could play unexpectedly at game start.
Audio polish: improved various audio.
Balancing
Range weapons rebalancing:
Zirenth base range reduced from 2000 to 1500
Flying Blade base value reduced from 0.4 to 0.2 (scaling also reduced from 0.4 to 0.2)
Shards range bonus reduced for each rarity tier (5% → 2.5% ; 12.5% → 6.25% ; 22.5%->11.25% ; 35%->17.5% ; 50%->25%)
Martial Balance effect nerfed (now 25% / 75% / 150%).
Localization
Fixed the description of Transcendental Death: now correctly says "after death" instead of "after resurrection".
Fixed the wording of the "Echoes gained per day elapsed" line in the end-game summary panel.
Graphics / Performance
General performance optimization across many static meshes (Nanite triangle reduction).
Performance optimizations and visual polish on dungeons and dungeon elements.
Fixed a bug where evolution were not properly added to the player collection after returning from a game.
Thank you again for your continued support and for helping us make EverSiege better with every patch!
If you run into any issues, don't hesitate to report them using our bug report template on Steam or Discord. Every report counts!
⚠️ Quick heads-up from us:
the demo for EverSiege: Untold Ages will be sunset on Monday, April 13th.
With the full game now out in the wild, we're shifting our focus entirely to patching and improving the main experience based on your ongoing feedback. The demo no longer reflects where the game is now or where we're taking it, so we've made the call to take it down.
That said, it's staying live through this weekend if you want to jump in and try EverSiege for free one last time before it goes offline.
Could the demo return down the line? Maybe.
If we find the time to bring it up to speed with all the updates and polish the full game is getting, we'd love to. But for now, our priority is making the main game the best it can be.
Already own the game?
Stay tuned. 👀 Monday's hotfix #4 is bringing improvements and fixes your way.
Haven't grabbed it yet?
This weekend's your last shot to try it before you buy it. 😉
Still on the fence?
Wishlist the game to stay in the loop on updates and future sales.
Thanks as always for your support, Scyrons. We'll see you on the other side.
Following our recent updates, we’ve deployed Patch 1.1 Hotfix #3 to address a couple of high-impact gameplay bugs that were affecting game experience and technical performance. This includes another focused effort to tackle desync issues in co-op, as part of our ongoing work to address them.
A huge thanks to the players who shared clips and bug reports, your feedback is essential!
Fixed a multiplayer desync issue caused by pathfinding.
Fixed a multiplayer desync related to Sweeping Blast and other abilities.
Fixed a multiplayer desync with Griffin.
Fixed a multiplayer desync that could occur during Shadow Strike.
Fixed a multiplayer desync that occurred when a Scyron died while mounted.
Fixed a bug where the Blazing Light effect persisted after the Scyron's death.
Fixed Scorching Ray not properly cancelling on death.
Fixed a bug where town portal cooldown was applied even when the ability was cancelled (e.g. by a stun).
Fixed a bug where manual attacks were possible while mounted in direct control mode.
Fixed a bug where the edict Reinforcing the Gates that should give HP to protection gates was incorrectly applying also to units.
Pressing Escape in the battle preparation screen now properly closes it and cancels the ready state.
Fixed a crash that could occur during procedural map generation.
Fixed an issue where enemy lane units could stop advancing after the player selected the Bastion’s Forcefield edict.
Fixed a missing stat name in the potion recap for Harmony Philter - Zephyr leaf Extract.
Fixed a visual issue on the fountain of life.
Removed unintended hover highlight on props inside the village.
Fixed incorrect visual effects on several Vinewraith skills.
\ — \: increased number of geysers from 4 to 6, geysers now deal damage on impact and apply damage over time. Added preview indicators on damage areas.
\ — \: reworked ability timings with a new double phase mechanic and updated visual effects.
\ — \: adjusted attack targeting.
Updated the description of Dreadwing's Unraveler Perks to accurately reflect its effect (Max HP and Damage buff on Flesh golem).
Various performance optimizations: optimized particle effects and some materials.
Visual polish: improved materials on various buildings, updated protection gate tower energy effect and flag visuals.
Improved Scyron's auto-attack sounds for more impact.
Refined Zirenth's evasive dash sound.
Adjusted group unit battle mix
Added tower hover sound effect.
Overall improvement of localization in English/French/German language.
Thank you again for your continued support and for helping us make EverSiege better with every patch!
If you run into any issues, don't hesitate to report them using our bug report template on Steam or Discord. Every report counts!
Thank you!
Following our recent stability updates, we’ve deployed Patch 1.1 Hotfix #2 to address a couple of high-impact gameplay bugs that were affecting combat fairness and technical performance.
A huge thanks to the players who shared clips and bug reports, your feedback is essential! Bug Fixes:
Fixed Flesh Golem regenerating its entire health pool every second, making it effectively unkillable
Fixed a desync issue caused by using the skill Shadow Strike
⚠️ If you are experiencing desync issues, can you please provide your version numbers and to ensure that all players in their session are fully up to date.
Thank you!
Following the Patch 1.1 from yesterday, we have deployed a hotfix to address a few critical issues reported by the community. Thank you for your patience and for providing the logs that helped us track these down so quickly!
Desync Resolution: Fixed a desync issue occurring when skills were cast in rapid succession.
Matchmaking Fix: Fixed an issue preventing matches from starting correctly.
We’re happy to share that, in Patch 1.1, we are moving from shared session saves to a fully individualized progression system. Whether you play solo or join a friend, your unlocks and upgrades are now tied permanently to your own personal profile.
How it works now: When you open a save slot, it creates what we call a player profile. This slot will gather your personal unlocks, progression spending, and Ages rewards from both solo & co-op sessions launched from it, regardless of whether you are the host.
Buying upgrades in multiplayer hub: During a co-op session, all players can buy Wargears and Essences upgrades that they will carry over.
The Hourglass: This will be only accessible to the host during a multiplayer session, and each player will keep their own echoes.
Unlocking Ages & Mechanics: The ages and mechanics available during a session are those of the Host. If you defeat a boss together, it unlocks the next age in all players' progression (e.g., if the host is Age -4 and you are Age -2, you will unlock Age -5 and Age -3 respectively).
UI Update: Only your specific resources and upgrades will be visible in the UI to prevent confusion.
Host Save Copying: This remains available if you wish to carry over past group progression.
Upgrades:
Echoes
Hourglass upgrades (if you are host)
Shards
Wargear upgrades
Essence upgrades
Unlocked evolutions.
Unlocked Content:
Ages
New Mechanics.
In a nutshell, no matter whose game you join, every upgrade bought is a permanent step forward for your Scyron.
Aside from progression, addressing connectivity issues is our main priority. We’re committed to delivering a smooth experience:
We are running tests to identify the cause of latency issues reported in some regions
We are continuing to fix multiplayer desyncs
We will provide regular updates on our progress
We are also actively working on:
Performance Optimization: Refinements to enhance system efficiency and frame rates
Saving and Resuming: We are working hard to find a solution for saving active runs
Gamepad Integration: Active development of Controller Support
Our mission remains to develop a rewarding experience for all 40,000+ of you. Please continue sharing your thoughts on Steam, Reddit, and Discord!
⚠️ Note: The 25% discount is ending this Sunday, April 5th. If you have friends waiting to join the fight, now is the perfect time!
Thanks a ton!
Added an individual Meta-Progression system:
Multiplayer progression is now saved per player instead of being fully shared across a session. At the end of an Age, each player receives their own rewards and keeps their own persistent unlocks and purchases on their personal profile:
Evolution added to Collection
Wargear unlocked and upgrades
Essence unlocked and upgrades
Echoes
Aphotic Shards
The Celestial Hourglass still remains tied to the host during a multiplayer session. If you join another player’s game, you will see the host’s Hourglass progression, and you cannot spend your own Echoes on it. Your Wargear and Essence upgrades, however, still use your own personal resources. This means that two players can complete the same run together and still leave with different long-term progression, depending on what they had already unlocked and what they chose to upgrade on their own profile. Your rewards and permanent progression are personal, but the host’s Celestial Hourglass still defines the session.
The Fresco reflects your personal progression. In multiplayer, the Fresco does not automatically unlock Ages just because you joined a host who is further ahead. If you play a later Age with another player, you only validate the next Age available on your own profile, along with its associated rewards. Your long-term Age progression therefore follows your personal unlock path, not the host’s overall advancement.
For players who already had multiplayer runs in progress with friends, the option to copy the host’s save remains available, allowing you to keep playing with the host’s progression instead of starting over from scratch on your own profile.
Performance improvements to procedural maps generation
Performance improvements to first level map
Improved stability and fixed specific crashes
Fixed a crash that could occur when attempting to move the hero during certain combat situations
Fixed a crash that could occur when joining a multiplayer game when some session data was not yet available
Fixed a crash that could occur when using Rutheon’s ability with certain evolutions not yet unlocked
Fixed a crash that could occur when opening the battle preparation screen before a hero was selected
Fixed a crash that could occur when creatures were killed or destroyed
Battle Flare - Reduction of the base value (from 50->30) and scaling value(From 5->3)
Siege Workshop - Mining Cart upgrade - Reduction of the bonus (From 20Gold -> 10 Gold)
Added a cursor size slider in game settings
Reworked Amplifier display in the “Amplifier panel”
Improved the Main Lane to reduce overly narrow angles that were causing issues with protection gates and towers
Rutheon - Detonation Recall Evolution - Updated name and description to properly reflect its effect
Vampires - Concubine and Leskar - Added names and houses for each elemental type
Dark Elves - Minions - Added unit name localization
Added tool tips on empty and locked slots in the Battle Preparation menu
Dungeoneers now properly mention the Elemental Plane
Overall fix over the entire localization on every language
Fixed the Poison entry to correctly display the elemental damage type and percentage
Fixed an untranslated text in the potion component selection screen
Improved the warnings for “Abandon Game,” “Quit to Main Menu,” and “Quit to Desktop” with clearer messages
Minimap icons for Cleared Lairs now appear grey instead of blue
Creature health bars are now visible when they took damage immediately upon spawning (e.g. Vinewraiths’s egg spawns)
New icons for the following items:
Trading Amulet
Blessed Regeneration
Cloak of Sorcery
Added missing Verandiel voice lines in Vinewraith faction introduction cinematic
Added new Verandiel voice lines for faction introduction cinematics
Improved sound mixing for faction introduction cinematics
Polished sound effects for various units, skills, guardians and bosses
Fixed Bastion unit passing through closed protection gates
The Shadow Strike from Scyron & Thallos could hard lock player’s movement if the ability was cancelled by an external interruption (e.g. Spider Stun)
Faction Dark Elfs traps could trigger on Scyrons in ghost form (after death)
Scyron Ferun can not activate mount while using Berserker skill
Dead scyron could remain mounted after death causing issues during the re-apparition
The Dark Elves Boss could teleport themselves during their "Circling Shot"-attack when near map borders
Using Phase Javelin from Scyron Rutheon in a very specific location could teleport the player to the Gate Keeper location
Fixed a visual bug where the Scyron weapons remained visible when the player was riding a mount
Improved Drasilian units attack animations to feel more dynamic
The Flesh Golem now correctly grants its Echoes only once when killed, even if it respawns with the Unraveler Perk
Improved animations for the Flesh Golem
Improved cinematic for the Flesh Golem
Temple of Fate’s evolution “Martyr’s Blessing” was not scaling on the correct stat (was the amount of Fate Power Altar taken and is now the amount of Sacred Shrine interacted with)
Fixed an issue where the Shield Throwing evolution “Bloody Rebound” did not properly apply its effect
Fixed a bug where the Edict icon appeared white for players who did not select it
Fixed a bug that could prevent the party display from being available
In multiplayer the Scyron is now properly removed from the game after a player is disconnected
Fixed indoor areas (Dungeons, Creature Lairs, Crystal Tombs and Elemental Planes) where players could fall out of the playable zone
Prevented environment spawning too close to Portals in procedurally generated maps
Fixed a bug where creatures inside indoor areas (Dungeons, Creature Lairs,Crystal Tombs and Elemental Plane) could target players located outside their area
Fixed a bug where the dead Scyron could be unexpectedly teleported while returning to Bastion for resurrection
Fixed a bug that could lead to a freeze with specific interaction in Verandiel Fresco
Fixed incorrect visual materials on some trees and bushes in various domains
Fixed Bone Dragon and Flesh Golem Rifts from not appearing right at the start of the skill
Rifts from Bone Dragon and Flesh Golem did not stop growing after explosion impact
It’s only been a few days since Eversiege: Untold Ages launched on March 26th, and the energy from this community has been incredible!
We are more than happy to share that more than 35,000 Scyrons have already joined the fight for Bastion! Whether you are theory-crafting complex builds on Discord or sharing your victories on Reddit and Steam, your engagement is what makes this game thrive. We couldn’t be more grateful for your support and please keep your feedback coming!
Since launch, we’ve seen that multiplayer metaprogression has not reached the level of quality you expected. We understand that progression in co-op needs to feel more rewarding and flexible, so we are currently working hard on a significant rework. Our new direction: moving away from the actual save game sharing system, to build a system that will integrate individualized progression.
▸ Individualized Saves: Your progress will now stay with you, ensuring your profile grows regardless of whose session you join. ▸ Dynamic Unlocks: We are shifting the system so that Echoes, Shards, and core mechanics are unlocked by your progress both in solo & coop modes, making the journey feel like your own. We’ll share more details as soon as this update will be available, along with several other elements improving the multiplayer & online experience.
We want to make sure the first taste of Eversiege is as polished as possible for everyone. We have just released an update for the demo that brings it in line with the latest improvements and balance changes from the full game. Thank you for being part of this launch. We are more motivated than ever to keep pushing the world of Eversiege forward!
We want to make sure the first taste of Eversiege is as polished as possible for everyone. To that end, we have just released a new update for the demo that brings it in line with the latest improvements and balance changes from the full game.
Thank you for your continued feedback on Steam Discussion and Discord, we read all of it - so keep it coming!
Thank you for your continued support and for reporting issues as you encounter them. This focused update addresses a specific technical hurdle to ensure your multiplayer experience remains as smooth as possible.
Fixed an issue where the game would crash when the player was trying to reconnect in the lobby
Fixed an issue where if one player was disconnected from the online session, the other players could continue to play
Fixed fonts for Simplified Chinese
Added a pop up to give better indications when copying a save
Added another save slot, making it a total of four save slots.
To clarify a frequently question: The game is fully playable offline in solo mode. An internet connection is only required when you want to team up with friends or join others in co-op. Thank you for your continued feedback on Steam Discussion and Discord, we do our best to read all of it - so keep it coming!
We are not going to lie, the launch yesterday was a bit of a roller coaster of emotions.
Among the plentiful positive reviews and messages, we also saw the suggestions, issues and concerns you shared with us in the hours following the release. Thank you a thousand times for taking the time to look into our game, giving it a good spin, writing reviews and comments. We don’t take your feedback for granted.
While writing and sharing these notes, be sure that our teams are already working hard on fixing and adjusting technical issues and hiccups.
There are two major pain points we picked up from all the feedback we read: the missing option to save and resume a run & the way Multiplayer Save Game Sharing is currently handled.
Both of these issues will be our main focus points moving ahead.
Our team will look further into the (shared) Multiplayer Metaprogression and how it can be handled better for all participating parties. In the end, it should be an intuitive, rewarding, and fun experience.
In the meantime, we will release a hotfix as soon as possible, to highlight how you can copy-paste the host’s save file directly from the game through UX/UI adaptations. There is no need to look through your game files manually; it only takes a few clicks in the host’s lobby.
💡Here is a quick visual guide that can help you right away.
Issue number two, saving and resuming an active run, is a bit trickier than it might appear. In full transparency, we are not quite sure yet if we can find a method addressing the ask for the desired outcome, or how long it will take – and believe us, we want to make it happen.
As soon as we’ve made progress on this feature, we will of course share it with you!
There are of course other topics that were rightfully pointed out, which we will try to tackle as soon as possible. These include:
Desyncs in Multiplayer sessions
General stability of the game
And since we saw a good number of people wondering if the game can be played offline: Yes, the game, the solo experience, is fully playable offline. Only if you want to play in co-op, an internet connection is required.
Thanks again for sticking with us and giving us your time and support! Our mission remains unchanged: to develop a fun and rewarding experience for all our players in solo and co-op.
You can of course continue to share your thoughts, experiences and comments with us right here on Steam and on our Discord.
Thanks a ton!
╰┈➤ 💬 Code of Conduct ╰┈➤ 📜 FAQ ╰┈➤ 🛠️ Troubleshooting ╰┈➤ 🪲 Known Issues
thank you so much for getting into the fight, breaking the siege. Thank you also for sharing your experience and reporting the occasional issue.
Just to quickly reconfirm:
You should be able to play the game (solo) without any internet connection. Only when you want to play with friends or others in co-op you need to be online.
Game freeze when connection lost in solo play.
With this first hotfix we are addressing reports where players' games would freeze when trying to play offline, or on losing internet connection while playing.
⚠️ If a player loses the connection to the host (through an internet hiccup or outage for example), the game for this player will freeze and needs to be restarted. As of now, it won't be possible to rejoin.
Thank you for your continued feedback on Steam Discussion and Discord, we do our best to read all of it - so keep it coming!
It’s here!
All of us here at Tindalos Interactive couldn’t be happier to finally be sharing this game with all of you!
These last few months were filled with a lot of work, play, revisions, and ongoing collaboration and interactions. Much as hoped for and anticipated in our vision for EverSiege back in June 2025, you took an integral part in this journey.
We couldn’t have done this without you, your playtests, feedback and ideas. Thank you so much for the trust and dedication 🙏
Rest assured that all our communication channels will remain open, here on Steam and of course on our Discord. So, if you want to connect, share your builds, look for someone to play co-op with or just hang out please drop in!
We can’t wait to see all of your guides, screenshots and builds.
And now, please enjoy breaking the siege and freeing Bastion once and for all!
Yours,
╰┈➤ 💬 Code of Conduct ╰┈➤ 📜 FAQ ╰┈➤ 🛠️ Troubleshooting ╰┈➤ 🪲 Known Issues
The wait is almost over.
in just about 24 hours, the gates of Bastion will open and start their final offense against the descending hordes. Are your defenses ready? The strategy, the chaos, and the glory are finally within reach.
It’s almost time to show the world what a true Scyron can do.
Everything you need to know about the Launch Times and Pricing has been revealed in our latest Steam news.
But before the first arrow flies, we have a massive milestone to celebrate: 100,000 Wishlists! Join our Discord and sign up for the Official Release Event to get a notification the exact second we go live!
See you tomorrow for the big day!
We are only two days away from the full release of EverSiege: Untold Ages. Can you feel it too? The building excitement? Well, we surely can!
We can’t wait to share this game with you coming Thursday.
But before that’s the case, here are some nifty information for the release itself.
Taking the different time zones into consideration, EverSiege: Untold Ages will be released at different times throughout the globe. For a better understanding of when the game will be available, have a quick look at our map below.
Official release is March 26, 4pm Paris Time (CET), 11am EDT & 8am PDT.
EverSiege: Untold Ages will come in one flavor only, no special edition, no pre-order bonus, no first day DLC: 100% pure ‘Standard Edition’ for everybody.
Regional pricing, however, has been taken into consideration, so please have a look at the following list as a quick overview:
]EUR 19.99€
USD 19.99$
GBP 17.99£
RUB 900₽
CAD 24.99$
BRL 41.99R$
MXN 140$
CNY 78¥
JPY 2500¥
AUS 33.99$
While this would be the full price, there will be a 25% discount for the following 10 days of the game's release.
See you again very soon™️,
The wait is almost over. In just 7 days, you’ll be able to step into the world of Eversiege: Untold Ages. Retreating ends here. Defend Bastion against evil hordes, reclaim lost powers, rebuild ancient ruins, and adapt your tactics to reverse the siege. We are so proud to finally put this hero-strategy rogue-lite into your hands! Make sure to wishlist the game to be notified of upcoming news and the exact release time. The siege begins March 26!
Hello Scyron, Today we are releasing Hotfix #5. This marks our last planned update to the Demo before we move toward the official launch. You can find the changlog below:
Fixed the option to hide damage numbers
Numerous fixes on evolution and artifact effects
Fixed potion stacking which could malfunction
New potion effect on the Warlord concoction allowing life drain from enemies
We've performed a deep pass on game balance to ensure a fairer, more challenging experience:
Rebalanced scaling for enemies
Adjusted power levels for several skills, evolutions, and artifacts.
Added animations (motion design) on several UI elements
Rework of the essence interface
Rework of the Wargear unlock interface
Rework on some icons
Added hover and press states on certain buttons
Fixed keyboard/controller focus on several menus
Fixed the fresco in 4K resolution
Added a validation popup when abandoning or quitting
Improved desync detection with a new dedicated callback
Fixed an issue where the leader leaving the game caused errors
Fixed a bug where players would not correctly complete the game session
Fixed desynchronization in multiplayer when fighting jungle creatures and using direct control
Fixed daily missions that were not triggering correctly
Numerous visual improvements on VFX
Major optimization of weapon effects
Optimization of thunder and storm puddle effects
General optimization of VFX materials
Numerous visual improvements on VFX
Major optimization of weapon effects
Optimization of thunder and storm puddle effects
General optimization of VFX materials
Numerous visual improvements on VFX
Major optimization of weapon effects
Optimization of thunder and storm puddle effects
General optimization of VFX materials
Numerous visual improvements on VFX
Major optimization of weapon effects
Optimization of thunder and storm puddle effects
General optimization of VFX materials
Thank you for your continued feedback on Steam Discussion and Discord, we read all of it - so keep it coming!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for EverSiege: Untold Ages, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main EverSiege: Untold Ages statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.