
Roguelite wizard game, where you play as a wizard fighting off waves of monsters and bosses using powerful magic, gathering helper bats and perks. Each time you play, you’ll face new challenges in different biomes, making you think on your feet and try different strategies to win.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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About
Mage at Stake is a fun and exciting roguelite game created by two university students during our final year as part of our research for our bachelor’s thesis. We made this game in just seven weeks, putting all our creativity and hard work into it. We hope you enjoy!

Made By:
Thulfekar Issam Alshreese - Game Programmer and Designer
Tom Ellström Johansson - Game Programmer and Designer
Special thanks to Isac Ala and Alexander Rydgren for the music and Noah Dovholt for the 2d art illustration

Genres
Stats
Languages: English
Engagement
Reviews
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Nice mindless pew pew game
Güçlü büyüler kullanarak canavar ve boss dalgalarıyla savaşan, yardımcı yarasalar ve yetenekler toplayan bir büyücü olarak oynadığınız roguelite büyücü oyunu. Her oynadığınızda, farklı biyomlarda yeni zorluklarla karşılaşacaksınız, bu da sizi ayakta düşünmeye ve kazanmak için farklı stratejiler denemeye zorlayacak. Deneyin.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 21 reviews with recorded playtime.
Fun game that you can go in and play for a little while. When playing for about 15 minutes you really start feeling the upgrades taking effect, makes it feel pretty fun. Did not make it onto the top 10 but guess thats a reason for me to come back again. 6.5/10, fun small game to play for a little while. Maybe some more variation in enemies would make me come back and play more than 1 hour.
All my homies love the bats
It's okay needs faster gameplay and better music
risk of poor 2
In its current state, a great one-timer game
𓄿 𓅓𓄿𓎼 𓎢𓄿𓅓 𓆑𓂋𓅓 𓏏𓉔 𓆑𓅲𓏏𓅲𓂋 𓏏 𓋴𓉔𓅃 𓅓 𓏏𓉔𓇋𓋴. 𓇋 𓂧𓇋𓂧 𓈖𓏏 𓈎𓈖𓅃 𓋴𓅲𓎢𓉔 𓅓𓄿𓎼𓇋𓎢 𓇨𓇋𓋴𓏏𓂧 𓅃𓉔𓂋 𓇌𓅲 𓎢𓄿𓈖 𓊪𓂋 𓇋𓈖𓏏 𓄿𓈖𓏏𓉔𓂋 𓅃𓂋𓃭𓂧 𓏏𓉔𓂋𓅲𓎼𓉔 𓄿 𓅃𓇋𓈖𓂧𓅃, 𓄿𓈖𓂧 𓄿𓃭𓋴 𓏏𓄿𓈎 𓏏𓉔 𓆑𓂋𓅓 𓆑 𓄿𓈖𓏏𓉔𓂋 𓊪𓂋𓋴𓈖 𓇋𓈖 𓏏𓉔𓇋𓋴 𓅃𓂋𓃭𓂧. 𓉔𓂋 𓇋𓈖 𓎼𓇌𓊪𓏏 𓈖 𓋴𓅲𓎢𓉔 𓅓𓄿𓎼𓇋𓎢 𓇨𓇋𓋴𓏏𓋴 𓇌𓏏 𓋴 𓇋 𓉔𓊪 𓏏𓉔𓇋𓋴 𓅓𓄿𓎼 𓅃𓇋𓃭𓃭 𓆯𓇋𓋴𓇋𓏏 𓅓 𓄿𓎼𓄿𓇋𓈖.
Mage at Stake is one of literally thousands of student projects infesting Steam. While student projects tend to be better quality than most "amateur" made games, we must still question what value such projects have for gamers. As with all student projects, this isn't really a fully fleshed out game, it's just the result of an academic exercise, and as such it has much more limited value as a game than a professionally developed game would have. Educational institutions should not be using Steam as a dumping ground for homework assignments (especially if the students didn't even pass the course). Sure, it helps their marketing and helps the students feel good about themselves, but this is another case of a business putting themselves before the needs of gamers. This student project is a poorly made, simplistic wave survival shooter with no content (procgen is not content guys, why don't universities teach that???). You just shoot stuff while pretending to be a wizard. You can pretend to be a wizard without needing to download this, though, so it doesn't really offer any real value... just a shallow student project, published on Steam for the students, not for gamers. In terms of visuals, this features fairly low quality low poly 3D graphics which will deter a lot of gamers, understandably. Gaming is a visual medium, and while some developers struggle with creating high quality visuals, failing to do so is a disservice to gamers. It's very difficult to recommend bad looking games. The developer chose not to do the job of a real game developer and create meaningful bespoke levels, narrative based gameplay progression and so on. Instead, they decided that "Procgen IS content!" and lazily tried to use procgen algorithms to create infinite, samey, repetitive, soulless levels, because that's a lot less work. As a result of this poor decision, the game gets tired and repetitive almost immediately. Developers must learn that procgen is a terrible substitute for creating real content. It should not be used as "ez-mode" for content creation, as the developer tried to do here. On the matter of pricing and value for gamers, most "free" games on Steam aren't really free. There's often nasty mobile app cash shops, or content locked behind DLC, or donations being requested, or any other number of shady pricing schemes that could mislead gamers, but in this case I'm glad to say this really does appear to be a fully free game. Nothing demonstrates a developers belief in themselves and their work than giving it away without any remuneration. This is a service to themselves, and the gaming industry, and should be applauded. Of course, just because something is free, doesn't necessarily mean it's valuable, or something you might want to spend your time on. Despite having no up-front cost, this failed to appeal to the 120 million+ gamers on Steam. SteamDB showed the game peaked at only 4 concurrent players... this is a dismal public reception. This was so bad they couldn't even give it away. Bearing in mind that free games don't add +1 to your game collector count, should you bother adding this to your library and downloading it? Not this time. This isn't worth downloading. While this won't cost you any money, you get what you pay for, and sometimes, even when the game is free, it's still not enough.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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