
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.
Modeled estimate, not a reported figure. How we estimate →
Media

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
A Masterpiece That Deserves Far More Attention I'm a veteran of tabletop games and card games — I've played more deckbuilders, CCGs, and board games than I can count. And I haven't felt this kind of pure, run-based satisfaction in years. Mage Tower: Call of Zadeus is, without exaggeration, a work of art. What makes it genius is what it takes away from you. You don't get to build your perfect deck. You pick 1 card from 3 in each shop, and some runs your favorite cards simply won't show up. So you improvise. You grab cards you'd normally never touch — and suddenly you discover insane combos you never would have found if you'd followed your usual plan. Every single run is a creative problem you've never solved before. This is randomness at its absolute best. Not chaos that makes you feel powerless, but the kind of beautiful constraint that forces lateral thinking and rewards adaptability. Your best runs will come from Plan B and Plan C, not from executing a memorized strategy. That's rare. That's precious. And the achievement system? Every single unlock matters. Every little bonus, every new card or ability you earn — you actually feel it. You use it. You're genuinely excited about each one. There's no filler here. The progression feels handcrafted to always give you something meaningful. Compared to classic deckbuilder RPGs like MicroProse's Shandalar — which this game openly draws inspiration from — Mage Tower takes that same adventurous feeling of wandering a world with a weak deck and surviving by your wits, and elevates it by twenty years of game design evolution. Shandalar had you chasing a predetermined deck. Here, you discover what your deck becomes. I genuinely don't understand why this game isn't more popular. It's better designed than titles with ten times the player count. If you love deckbuilders, roguelikes, or just games that make you feel clever — stop reading and start playing. One developer. This kind of quality. From one developer. 10/10. An absolute gem.
This is the most fun roguelike I've ever played in the first 3 hours I've invested into it. UI/UX is a bit rough but this game is an actual hidden gem if I've ever seen one
Plus d'un an de progression pour ce bon jeu d'aventure / Rogue Like : https://youtube.com/live/95HvaJVvW4I
I kickstarted this ages ago and got tired of waiting for full release so I gave it a try today. No idea what Shandalar is, but I really enjoyed this game! A little unlike other card battlers I have played, yet the mechanics are pretty easy to figure out with a little trial and error. I liked the aesthetics as well.
Fun!
Finally a game that scratches my Shandalar itch.
A long time ago Mage Tower was on Kickstarter. I backed it and enjoyed the game. Call of Zadeus is not only a faithful digital recreation of the feeling of playing the physical copy of Mage Tower but manages to hold up to the standards of the current day card based games meta which exploded in popularity since Slay the Spire. I do recommend it to my friends who like these types of games. You know who you are :)
muito bom
The game keeps getting better, and deserves to be picked up *much* more than it has been. It's not yet at Slay the Spire level (much less polish), but the ambition and variability and structure is getting there. I'm still enjoying it - it's a brilliant game for lots of short bursts. Getting quite tricky, but in a fun way. There's a *LOT* of different ways to build your deck, and enough randomness in the options available that you can't just go for a standard / comfortable approach. It's a deck-building card battler, and the world is not short of those. The wandering around UX has developed and is fine now, the battling is good, there's a very large variety of card choices and artifacts, and the meta-layer (yes, lots and lots of between-game unlocks...) is also very good. There's a nice difficulty curve ("mastery levels") that rides up with the unlocks.
I still have the original box of Mage Tower on my desk next to me that I bought nearly 10 years ago. Stumbling on this was a great treat, as I loved the original and this is that plus 10x more! A full campaign with runs, meta progression, SO MANY MORE CARDS and the base game already had an insane amount of cards. If you like deck builders, I suggest you give this a try as it's not just another slay the spire clone like so many other games these days. truly a unique experience. The only con is the UI is a bit rough but it's perfectly usable.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Astra: Ardent Show | $12K | 111 | 90% | $5.59 |
| Hostil | $12K | 264 | 86% | $2.99 |
| CHERNOBYL: The Untold Story | $12K | 288 | 71% | $2.99 |
| The Stranger VR | $12K | 64 | 73% | $9.99 |
| Last Whisper | $12K | 193 | 67% | $2.99 |
| Dungeons - The Dark Lord | $12K | 319 | 40% | $0.99 |