The Siege and the Sandfox

1 / 7

Исследуйте дворец и пещеристые глубины древнего города в пустыне, осажденного соседним королевством. Освойте навыки динамичного паркура и используйте хитрость и скрытность, чтобы обнаружить истинную угрозу, скрывающуюся внутри. Уклоняйтесь от стражи, побеждайте врагов, подружитесь с потенциальными новыми союзниками, улучшайте свои навыки и сорвите злой заговор, пока не стало слишком поздно.

2D Stealth Metroidvania с исследованием паркура Богатая пиксельная графика в стиле ретро с покадровой ручной анимацией и современными эффектами Unreal Engine 4. Захватывающий и динамичный звук создает напряжение и подчеркивает опасность. Эклектичный набор персонажей, которых можно обнаружить и которым можно помочь.

Плавное управление и плавная анимация позволяют избегать врагов, уклоняться от захвата и находить другие способы борьбы с угрозами. Используйте скрытность, чтобы проникать сквозь окружающую среду, выводя из строя врагов или призраками прошлого, как будто вас там никогда не было. Бегайте, прыгайте, скользите, тряситесь, раскачивайтесь на шесте и делайте многое другое, перемещаясь по запутанному игровому миру, находя новые предметы, снаряжение и навыки, а также открывая ранее недоступные локации.

The Siege and the Sandfox — это стелс-метроидвания с одним гигантским непрерывным миром, соединяющим новый дворец наверху, старые тюрьмы внизу, древний мавзолей и сложную сеть пещер, вплетенную между ними. Встречайте уникальных врагов в каждой области — некоторые из них более способны преследовать подлых песчаных лисиц, чем другие! Будьте начеку, ведь даже погасший факел или оставленная открытой дверь могут вызвать подозрения у тех, кто хочет вас схватить.

Сияющий город лежит в осаде посреди огромной пустыни. Когда луна восходит над королевским дворцом, печально известный убийца наблюдает, как король умирает от руки предателя. Обнаруженные, ложно обвиненные и брошенные в лабиринты подземелий внизу, они должны сбежать и рассказать историю, иначе город падет.

Песчаные Лисы, известные как Кашаи, славятся по всей стране как легендарный род верных защитников и слуг короны. Нынешний обладатель этой мантии был брошен умирать у подножия «Падения Предателя» — глубокой ямы, ведущей в глубины подземных тюрем. Преданный королевой, чтобы скрыть свое цареубийство, теперь вы должны взять на себя роль Песчаной Лисы и начать свое путешествие обратно во дворец.

Спасите королевство от злого заговора королевы и отомстите с помощью культового оружия Кашаи: стеклянного кинжала. В своем путешествии по темным пещерам, пыльным мавзолеям, опасным тюрьмам и разрушающейся древней архитектуре вам придется избегать самых отвратительных обитателей этого подземного мира и помогать более дружелюбным обрести новое лицо. Ваш прогресс приведет к открытию истинной угрозы королевству наверху: занесенному песком злу, появляющемуся внизу.

Когда сумерки сменятся ночью, а ночь сменится рассветом, вам придется положиться на помощь новых союзников, вернуться во дворец и положить конец предательству злой Королевы.

ПлатформерыПриключенческие игрыИнди

Системные требования

Минимальные

  • Minimum:
  • OS: Windows 10
  • Processor: Intel core i3-7100
  • Memory: 8 GB RAM
  • Graphics: Intel UHD Graphics 630
  • DirectX: Version 11
  • Storage: 1200 MB available space
  • Sound Card: DX Compatible

Рекомендуемые

  • Recommended:
  • OS: Windows 10
  • Processor: Intel core i5-10400
  • Memory: 16 GB RAM
  • Graphics: Nvidia GTX 1650
  • DirectX: Version 11
  • Storage: 1200 MB available space
  • Sound Card: DX Compatible

Отзывы

135 положительных из 211 отзывов

07

Игрок 7107Рекомендует14 ч в игре

I held off playing the siege and the sandfox for about a year after the poor reception, hoping for a patch to smooth things ou. That patch never came so i figured i might as well get it over with and clear it off my backlog. Turns out the game was much better than the ratings had led me to believe. Doesn't mean this game is flawless though, it has many issues that no doubt contributed to its mixed reviews. It's just that for me it does a few things very well, particularly the 2 things that i adore in metroidvania's; exploration and level design. All while bringing something completely new to the table in the form of stealth rather than combat. This is the siege and the sandfox's flagship feature which makes it stand out among its peers. The stealth gameplay is very unique and at times kinda fun, depending on your patience levels. Stealth gameplay has always needed some degree of patience but that's especially the case here. I won't proclaim that it's the deepest stealth system i've seen, especially without throwable distractions. There is a few other unique mechanics though that i appreciated such as peeking through keyholes, closing and opening doors to break LoS and torches that can be doused for the cover of darkness. These mechanics are pretty cool but most often obsolete as the AI is kind of dumb, which does make it feel less rewarding. There's also a few rather challenging sections that are a bit frustrating at times by design. Isolated enemies are almost never a challenge but as soon as they come in duo taking them out becomes a lot harder with them watching eachother's backs. Not every enemy type is equal in this regard though but there aren't too many varients for this anyways. However there were some suprises here and they all had their gimmick to make them different. What made the encounters more pleasant though was your options to deal with them. Taking them out one by one is a viable strategy if their numbers aren't too great but if you were quick on your feet you could also run past them. The most fun and consistent though was platforming above/underneath them in the cracks & crevices of the world without being noticed. Here the level design really shone with every room giving you multiple routes past your enemies, there were quick routes with high risk or slower and safer options. I personally prefered these as it made me engage with the platforming more which was a mostly smooth experience with some asterisks. The jump height itself was the real contributor to the controls feeling a bit akward sometimes since you jump higher when you stand still which some parts of the level design rely on. But doing that while being chased can lead to some early game-overs since you're oneshot when caught. The glide, which you unlock very late into the game, is also rather clunky. If you're falling from up high you can only start gliding early as it'll refuse to open once you reach critical velocity. Light control quirks aside though the platforming is really cool, the way you scale walls and swing poles feels properly badass like a thief in the night. The level design is excellent because it allows multiple paths in each room as mentioned before but even on a larger scale the map allows for so many paths to progress with an INCREDIBLY dense map that's fully interconnected. It starts of sorta linear in the early game but by midgame it blows wide open with a super nonlinear approach that lets you unlock movement upgrades in the order you chose. I also love how the rooms are seamless, so no room transitions that fade the screen to black and break immersion. Just non stop uninterrupted exploration of a rich and varied world. Said world is absolutely gorgeous with some of the best pixel art i've seen, maybe even top 10 for me personally. There's a nice variety in environments ranging from great caverns, grimey cisterns and dungeons to opulent palaces, dusty tombs and lush gardens What i especially love is how the level design and the visuals work in tandem. Each platform and wall feels like it's actually a part of the world instead of a random floating platform sitting there because of video game logic. No, every single thing is attached in the background or foreground which makes the game super immersive paired with the realistic platforming. This immersive atmosphere is further boosted with great sound design, ambient SFX and music that make this world a joy to explore. Said world also lots of puzzles to spice things up a bit and add some variety on top off lots of quests and a handfull of collectibles. Most of these have to be backtracked for which leads me to a nitpick regarding QoL. You can only have two map markers at the same time which is ridiculous for how insanely big the map is. At least quests get marked automatically but the tracking system for their completion is also bugged and thus hard to know if you missed any. It's a pretty hard game to 100% since there's no maps or guides online and the game's completionist tools are basic and inaccurate. I also think that some achievements are bugged because i found every collectible (the tracker said as much) and still it didn't pop. I wish that's where it ended with the bugs but there were many more than that, especially related to the AI which sometimes spazzed in place. I also got stuck inside the actual terrain once but this and every other bug i encountered was fixed on a reload which takes you back to one of the plentifull save points that activated automatically when you run past them. Loading back in goes pretty fast and framerates were smooth although i think i did crash once. So on a technical level the game isn't quite there yet but you can beat it to credits at least. If i had a list of things i'd want the devs to fix it'd be these bugs first, followed by QoL for the map and completionist experience. The tolerance for this type of stuff varies between people though but i can live with it. Finally then there's the narrative which is despite some unresolved plot points still pretty good as well. I was an especially big fan of the narration which was done by a singular female narrator whose voice fit the setting perfectly. Both the writing and delivery were excellent and it made me engrossed in the game's world. There were cool lore snippets found in the collectible scrolls as well as lots of environmental story telling but the ending did leave me a bit bewildered. Also despite having siege in its name the game never feels like it takes place in a city under siege. All of this to say that the narrative and worldbuilding were also pretty cool, so despite some QoL, bug and control issues i liked everything else this game had to offer but that's because exploration and level design are so important to me which this game excelled at.

49

Игрок 3149Не рекомендует1 ч в игре

Got stuck in the wall when using the elevator, checkpoint put me back a long way. Shame, cause it could be decent.

04

Игрок 5404Не рекомендует16 ч в игре

No começo é até legal, mas ao longo do tempo vc fica enjoado. corri pra fazer final logo.

46

Игрок 0146Рекомендует18 ч в игре

Okay, what many of the other reviews are saying is true: this game still has way too many bugs*. It clearly would have required more quality assurance and more bug-fixing attention from the devs**. However, I'm sill giving it a "thumbs up", and here's why: it's also truly special and I've enjoyed it enormously. The Siege and the Sandfox has a good story and even better storytelling, great atmosphere, beautiful pixel art, excellent sound design, and engaging stealthy, parkours-y platforming gameplay. And I loved the narrator! So, if you think you might like this kind of game, give it a try. You'll likely not be disappointed. * I bought the game in August 2026 and it seems the version I played had the most annoying bugs reported by others already smoothened out. I was able to complete the game with no game-breaking bugs. What remains are slight annoyances which at most required reloading from the latest checkpoint (such as levers not working or the player character getting stuck in a wall; also the dustwalker enemies always got stuck - which made them much easier to avoid 😅). Besides that, I got lost twice due to missing quest markers on the map. But I always found back to the path again. ** The credits give a long list of QA people at the publisher, Plaion. I wonder what they actually contributed to the game that qualifies them for being listed there?

44

Игрок 8944Не рекомендует1 ч в игре

An incredibly unique and good idea overshadowed with sloppy controls, graphic bugs, and other sloppiness.

Обсуждения и советы

Открыть форум