
Mage Tower: Call of Zadeus is a fantasy roguelike deckbuilder where you customize your cards to create broken builds, battle advancing waves of monsters, and push your luck in dangerous mini-roguelike dungeons.
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About
Mage Tower is a roguelike deckbuilder built around tight 45-minute runs, 3 bosses per run, and the thrill of turning a modest deck into something wildly overpowered. Travel across a fantasy world, fight off advancing waves of monsters, and shape your deck with spells, soldiers, artifacts, and absurd combinations.
Travel across a node-based map by visiting towns, events, obelisks, bazaars, and dungeons as you improve your deck. Monsters roam the map and can chase you down, turning exploration into battle at any moment. While movement is free-roaming, you can pause and inspect the map whenever you want, so it still captures the route-planning feel of other roguelike deckbuilders.
Enhance your cards with boons, turning simple units and spells into tools of destruction. Give a soldier infinite attacks. Make a spell hit harder, cost less, or gain new effects. Take a card that seemed just okay and turn it into the centerpiece of a broken, unfair build.
In the card battles, enemies do not just stand there waiting to be attacked! They advance in waves (like a tower defense game), creating constant pressure. You must decide when to defend, when to build momentum, and when to unleash your strongest spells. You retain your hand between turns, which makes planning and card advantage a huge part of survival.
And then there are the dungeons. These dangerous side areas feel like a mini-roguelike inside the larger run. You do not recover health inside. So every extra fight, treasure, and step forward comes with increasing risk. Leave now with your rewards, or push your luck to grab one more treasure!
The original Mage Tower released in 2013, during the early wave of deckbuilder experimentation that followed classics like Dominion. It explored a focus on combat (instead of on buying cards from piles), and introduced a "same-energy-every-turn" resource system.
Run-based roguelike deckbuilder with 45-minute runs, with 3 bosses per run
Explore a node-based map, pause at any time and look at the map to plan your route
Battle through waves of monsters similar to a tower defense game
400+ cards and 100+ artifacts
130+ in-game achievements to unlock
Two characters with 8 subclasses (different starting cards/skills) among them
Upgrade and enhance cards to create customized builds
Explore mini-roguelike dungeons with high-risk, high-reward decisions
Deep endgame progression system via customizable "Plight" challenges
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 33 reviews with recorded playtime.
Reviews
ok so first, if you like shandalar, you're just going to want this, so let's get that out of the way Mage Tower 2 is a charming little bite sized roguelike experience, with an engaging enough complete-objectives-based progression system, some very silly self-aware artwork, and some legitimately cool spells. where it really shines is the core gameplay though, just the fundamental decisions about how to play your hand each turn often feel a little more engaging than most roguelike deckbuilders for me. sidenote, i find a lot of games by small teams without AAA quality UI designers like this are built for very hardcore audiences and are really difficult to get into, and you'd be forgiven for assuming that about mage tower, but it's actually really accessible imo. i think anyone comfortable with playing slay the spire or any card game on a casual level will be just fine here.
[h1] A Card Game KING review [/h1] Call of Zadeus feels like a lot of different ideas were thrown into a pot and them immediately went to stirring. That is not to say that game elements feels disconnected or that it's a bad game, but there is an overwhelming lack of cohesion. I 'm not just talking about divergent art styles ranging from medieval, high fantasy, dark fantasy to even low quality 3D. I'm also talking about gameplay mechanics and card effects that don't have an obvious build around (e.g. left most card or discard synergies). A quick summary of the gameplay: The game is a roguelike deckbuilder that does away with the map nodes and adds a free-roaming map (which I liked). The cardplay is fairly unique, instead of fighting a small group of enemies, you fight a dozen enemies with the goal of surviving their onslaught. Once an enemy attacks, they are permanently removed making way to new enemies but once the enemy deck is depleted you win the battle. Face tanking may not be the best strategy but knowing when to let damage through and save cards for bigger threats is a key tactical element in the game. On top of that you can usually only attack the front enemy, so you will need to use card effects to set yourself up for victory (or failure). I have to say the card play felt good. There are a lot of different card effects, and while they might not be a lot of synergy support, they are fun to play individually. Unfortunately, the rest of the game feels a bit unpolished and not as streamlined. For example, the game struggles with enemy variety, but then you unlock dungeons that have a lot more enemies locked away behind a mechanic that doesn't even feel rewarding to interact with. There is plenty of stuff to unlock, but it also feels too slow and not keeping pace fast enough to combat repetitiveness that sets in. [h1][b]The positive[/b] [/h1] + Deckbuilding and card play feel right. + Some interesting and unique ideas and mechanics. [h1][b]The neutral[/b][/h1] * Can't see cards currently in your deck during combat. [h1][b]The negative[/b][/h1] - Clash of different artstyles can be jarring. - Game mechanics salad that don't feel steamlined. Dungeons feel tacked on and unrewarding. The final, final battle is interesting but is a high score chase. Siege of towns is ignorable or frustrating. - Unlocks feel too slow/grindy. This is especially true with difficulty increases tied to classes you played with. Since there isn't much difference between classes you have to chose between more aligned difficulty or more variation between runs. [h1][b]Conclusion:[/b] [/h1] Call of Zadeus feels like a tangled mess of good ideas and unique mechanics that needs polish and a clear focus to become truly compelling. Careful recommendation. [code] [url=https://store.steampowered.com/curator/36948155-Card-Game-KING/] FOR MORE REVIEWS ABOUT CARD GAMES, CHECK OUT OUR CURATOR PAGE: [b]CARD GAME KING [/b][/url] or [url=https://twitter.com/TheCardGameKing][b]TWITTER[/b][/url][/code]
How this game isnt MUCH more popular, is beyond my understanding- I stumbled upon it purely coincidental, and hesitated to even try it, as the videos and screenshots left me with the impression that this would be another half-baked STS-clone. But, i honestly couldnt have been more wrong: Call of Zadeus is actually a LOT more than "just" another roguelike-deckbuilder. Its a very fleshed out card-rpg in the spirit of Magic: Shandalar, where you wander around, collect cards and battle enemies in turn-based card-battles, but has been improved in every possible way: - You dont start with one fixed character, but choose from different classes. - There are a lot of ways to interact with the world. You can construct buildings, upgrade or remove cards, buy new cards (and there are LOTS of 'em), alter your cards in specific ways, discover dungeons, find artifacts, experience events with clear outcomes, and, of course, fight for loot and ressources. - Battle-mechanics are very simple and easy to understand, but at the same time, complex and deep: You get 7 mana per round to play cards. Spells and creatures that deal damage will target the first enemy (if not stated otherwise), and overlapping damage carries on. Each round, new enemies appear from the "Monster Deck". The nearest enemies will become angry, and attack you the following turn, if they aren't removed. When the Monster deck is empty, and all enemies are killed, you win. If your health goes to 0, you lose the game. Of course, there's a myriad of different and really interesting effects and abilities. And, whats sets CoZ appart as well, is that you dont discard your hand. Which gives you a lot of control over your draws. There also are abilities, that you can use. Every turn, you generate 1 gold, with which you can "buy" one of three effects if you wish. Which, in total, leads to deep and interesting battles, where every move counts! - The game is WONDERFULLY intuitive! Which is extremely important to me! Every keyword, symbol, mechanic is explained, all information is always available, there's a detailed world-map, and controls are very comfortable! - And, last but not least: The game is still in active developement, and improved regulairly 🥳 Concluding, i wholeheartedly recommend CoZ, and hope that it will receive the attention and support that it deserves!
"Mage Tower 2: Call of Zadeus" is a rough gem that still needs quite a bit of polish to truly shine, but it's definitely an indie gem that has had a ton of passion and heart poured into it! NOTE: I've played this game for almost two hours on my alternate main Steam account at the time of this review. While lacking the extreme polish found in other deck building games like "Slay the Spire", this game tries to add a whole procedurally generated map to explore every time you play. This map exploration with trails, towns, and random enemies definitely gave me a "Mount and Blade" vibe. The game will let you know when an enemy is attacking a town and show you the direction to head should you want to try and save the town and be a hero. https://youtu.be/SVeeKIOn0o0 While the UI and settings can definitely use some work and polish, the artwork is surprisingly well done for such an indie game and in my opinion makes this game worth the $15 USD asking price. When you consider all of the hard work put into this game, the price is certainly understandle. Indie developers with games like this obviously don't have a hundred thousand dollars to put into marketing to gamble for a pay off in return. What you get is a well done rough diamond here that might seem a little higher priced than you'd hope to pay but think about it from their POV. They've invested probably years and thousands of hours of work into this game... Is it a crime for them to just want to make a tiny profit over the next few years for all their hard work and sharing their creativity and passion with us? It's a solid game and I've really enjoyed my first two games. The roguelike element is well done and makes me want to return again because I'll be just a little stronger than my last game. RECOMMENDED: If you can accept a diamond with a few chips and some dirt on it, and enjoy rogue-like deck builders and or RPG games, this game might be exactly what you've been looking for! My First Impressions Score is a solid 8 out of 10!
EA Roguelike deckbuilding RPG + addictive + 6 classes = Adventure in Diablo like graphics battling against various monsters. Add new cards to deck and artifacts. Unlock cards, classes and upgrades. [h1][url=https://store.steampowered.com/curator/35180752-3-point-play/] Follow our curator for similar games [/url][/h1]
This game is wonderful already! It's like Mage Tower but way more fleshed out and with lots more cards and things to do. I'm really enjoying it so far. Some things to note: there are noticable glitches with graphics and sound at the moment, the dev is working on them, the graphics aren't going to be for everyone, but certain types of people are gonna love it. The tutorial dialog is well written and fun. I really love the original Mage Tower and feel it's a truly underappreciated gem. This Sequel is all that and more and I'm very excited for upcoming updates. I really hope if it looks interesting to you you'll give it a try, this game series deserves a lot of love. If I had one complaint it's that i don't care for the choices of battle music, but that's a very minor complaint, mechanically everything else is great to me. Wish i could just clear my calendar and sit down and play it every day for the next week or so.
Excellent content-rich follow-up to the physical card game. I was hooked on the original, and thanks to the digital format, am even MORE hooked on 2. Can't wait to see how this progresses!!
Great game ! I haven't play Mage Tower 1 but this is nice. TOwer defense card is new to me and it's make me think of magic the gathering with smaller deck. You unlock things for future run that make it easier and new classes. FIrst run is quite hard when you don't really know how to play. You need to choose your battle carefully.
Inspirado en Shandalar, un juego de Magic The Gathering lanzado en 1998 por Microprose. Toma bastantes ideas como base y las moldea para crear una experiencia distinta pero igualmente adictiva, combinando elementos de RPG y juego de cartas roguelite con defensa de torres. A casi un año y medio de su lanzamiento, el creador es muy activo y ha sacado numerosas actualizaciones que han mejorado y pulido bastante el juego desde entonces. Ojalá pueda volverse mas conocido, porque tengo fé de que se va a poner muy bueno cuando salga del acceso anticipado.
A lot of love is going into this game and it shows.
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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