Siege Day 1


# Dev Log #1 – The Birth of Siege

The idea for Siege came to me while my wife was down south visiting family. Left to my own devices with a fridge full of 0% beer, uninterrupted me-time, and the cat for company, I decided to dive into For Honor. Determined to git gud, I racked up around 300 deaths in three days. Impressively bad, I know, but hey, it’s a learning curve. Each failure taught me something: parry timing, when to shoulder bash, why running away from teammates is pretty much always a bad idea. In classic game logic, no matter how many times I died, I always stood to fight again and again.

Narratively, For Honor doesn’t dwell on the implications of death and infinite rebirth. But what if it did? What if dying over and over again wasn’t just a mechanic but part of the story? What if each death mattered?

That’s when Siege started taking shape.

At its core, Siege is a game about accepting and *defying* fate. You will die, but in doing so, countless others may live. Every loop, every sacrifice, every mistake feeds into the knowledge needed to finally break the cycle.

More than just a trial-and-error puzzle, this is a story of perseverance. You play as a soldier trapped in a hopeless siege, forced to relive the battle until they find the path to victory. You don’t just learn how to survive, you learn why you must give everything for the city you defend.

This is a game where death isn’t failure, it’s the only way forward.

Files

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10 hours ago

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