Four walls. Three warlords. One golden prize. Command Rome’s legions and take the holy city — before winter forces you home.
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In AD 70, four Roman legions surrounded Jerusalem. Inside its walls, three rebel warlords were at war with each other while the city starved. You command the siege: break the four great walls, master the chaos within, and seize the Temple’s golden Menorah — before winter forces Rome to retreat. History’s strangest siege, as a game you can actually win.
Rome came to Jerusalem in 63 BC, when Pompey marched into the Temple and found the Holy of Holies empty. What followed was not one war but a long confrontation — client kings, Roman governors, tax and insult and uprising; a people who would not be assimilated, and an empire that would not let go.
It broke three times. In AD 66 Judea rose and destroyed a Roman column, taking a legion’s eagle. Half a century later the provinces burned again. And in AD 132 Bar Kokhba raised a final revolt that cost Rome so dearly the emperor omitted the customary greeting from his report to the Senate.
AD 70 is the hinge. When Titus took Jerusalem, the Second Temple burned and never rose again — the centre of a civilisation carried off as spoil. Everything after was aftermath.
This is that siege. You command the legions at the moment the world turns.
Titus the conqueror, Tiberius the engineer, Josephus the turncoat. Each is a different way to win: the assault, the siege engine, the whisper in the enemy’s ear.
Jerusalem’s three factions hate each other as much as they hate you. Bribe them, provoke them into open war, and make one throw open the gates.
Feed your army while you starve theirs. Build farms and supply roads, defend them from raiders, and tighten the noose before your own food runs out.
A branching campaign narrated by Josephus, the traitor who watched his own city fall. Your choices decide who lives, who burns, and how Rome remembers you.
Storm the walls, rot the city from within, or starve it to dust — each a different game, each a different ending, plus the perfect victory: take the Menorah whole.
Randomized setups, opening situations, four difficulties, unlockable perks, achievements, and a history codex. No two campaigns are the same.
A full run takes roughly 45–75 minutes. Here is its shape.
You arrive with an army and open ground. Raise farms, quarries, workshops and watchtowers behind your lines, choose which officers work the camp and which ride to the walls, and decide what kind of siege this is going to be. What you build here you will be living on in twenty turns’ time.
The Third Wall, the Second, the Antonia, the Temple. Every turn you spend Command Points on assaults, siege engines, envoys and supply — while winter fills one clock and Rome’s patience empties the other. The city answers: sallies, fire in your engines, raids on the road behind you.
Storm the walls and take the city by main force. Seal it and let hunger do the work. Or turn a warlord and walk in through a gate opened in the night. Each is a different campaign with a different ending — and above all of them sits the perfect victory: the Menorah carried out whole.
Four difficulties, randomised openings, unlockable perks and a history codex that fills as you play. No two sieges run the same way.
Everyone makes games about Rome crushing barbarians in a field. This is the siege that ended a world — historically grounded, genuinely strategic, and unlike anything else you’ll play. Command it in your browser. No install, no fluff.
Four walls stand between you and the Menorah. Winter is coming for your army either way.
One-time purchase · No subscription · Plays in your browser · No install.
Price in USD. Taxes may apply at checkout depending on your country.