
Spellmasons is a magical, tactical roguelike where you customize your spells. Play solo or team up with your friends in online multiplayer, and explore a deep magic system where clever combinations yield powerfully satisfying results!
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Spellmasons is a turn-based, tactical roguelike where you use your wit to blend spells and create new combinations. You can play solo or with friends in online co-op!
The Spell System is deep and powerful: spells alter each other to allow for tons of creative possibilities. For example: When you cast "Swap" on an enemy, the next spells in the combo will target your original location that you teleported away from so you can link nearby enemies together and follow up with a powerful damage spell that dispatches all of them at once!
Spellmasons rewards variation and creativity: spells get more expensive as you use them, and less expensive as turns pass, so you are encouraged to try new strategies often.
Work together with your friends in online co-op. Save each other from near death or accidentally blow up each other!
Spellmasons features a unique “Faction-based” turn system where you and your friends can take your turn at the same time to keep the action going.
The Rune system adds a whole new layer to your magical potential by enhancing and specializing your magic. If you want to be a Contagious Plague Mage who carries around curses so you can infect enemies wherever you go, you can do that. How about a necromancer who creates copies of himself whenever he teleports and has a random chance to resurrect any enemy that he kills to fight for him? Yup. The possibilities are endless.
Champion-ranked enemies provide an extra special challenge. They have modifiers such as “Growth” which makes them become stronger over time so you need to dispatch them quickly or “Slime” which gives them the ability to clone themselves. Champions will make you think beyond your favorite strategies and come up with something new.
Find clever ways to push beyond your maximum mana to pull off ridiculously powerful spells.
Some spells combine in powerful and unexpected ways and the Discord community is always discovering new secrets.
Spellmasons is a thoughtful, challenging, deliberate turn-based experience. Take your time, think creatively, and watch all of your plans unfold just like your diabolical little heart intended!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Arabic*, Polish*, Portuguese - Brazil*, Russian*, Simplified Chinese*, Traditional Chinese*, Korean* +4 more
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
altho i feel this game was a bit of an impulse buy it is still peak would reccommend, especially if it goes on sale
I LOVE THIS GAME ITS SO FUNNNNNNNNNNNNNNNNNNNNNNNN
fun, very cool
If you like Rift Wizard, youll love this. Game scratches the same itch with different variations of enemies, spell combinations and chaos that gives you that one more run vibe.
I loved the extreme flexibility in play styles and freedom to experiment
Lack of content, gets very repetitive very fast.
crashed
I really want to like this game, but for now I'm gonna leave it and wait for future updates. There's a healthy collection of good ideas here, but it also feels like there are a lot of things that are far too biased against the player for no clear reason. 1: Most enemies are pretty aggressively overtuned. There are so many ranged threats that have huge sightlines and ignore cover that any tactical consideration for positioning can be thrown out the window. Enemies can two-shot you on the first level and traverse distances multiple times greater than you can in one move. The numbers are totally nonsensical and the game doesn't make it easy to try to catch up. 2: Mana cost increases suck in their current state. Recasting the same spell several times in a turn will increase the cost of the spell, but that increase persists after and will slowly ramp back down to normal after several turns. On paper this system should keep the player dancing between a variety of spell options, but in practice it near-exclusively punishes you unfairly for relying on the few damage tools the game provides in the cases where you get especially bad spell RNG. I feel like it's pretty unfair to try to strongarm players into mixing and matching a large variety of spells when the game can very easily deprive you of that variety on a whim. 3: Spells, combinations, and spell interactions can feel frustratingly limited in some cases. Targeting spells are an incredibly important element of combinations, yet several spells either work in really wonky and unintuitive ways with them or just outright don't work at all. Enemy hitboxes sometimes feel tiny and won't connect with a spell that obviously visually overlaps with their sprite. Some descriptions outright lie about what their respective spell actually does, leading to experimentation being a very confusing experience of wondering whether what I'm encountering is a bug or not. 4: Passive perks should have their own dedicated point system separate from stat points. The unified system of points to allocate to stats and passives is EASILY this game's biggest pain point in my eyes. I shouldn't have to starve myself of stats for the sake of making my build actually function. I shouldn't feel like dedicating points to health is a "waste" when I could just be pumping the pathetic +5 mana stat or gambling for mana gain/upkeep options for more combo potential. SP as it is right now leaves very little realistic freedom when it comes to assembling something that can actually win a run. 5: You cannot access sandbox mode without first beating the game. This type of thing is pretty absurd for a game that has a lot of unclear and obtuse spell interactions and lackluster external documentation. Testing new things in a run will almost always result in the run dying on the spot, which as the only pre-win testing option isn't a fair expectation for the sake of experimentation when runs are so difficult to get off the ground to begin with.
jogo extremamente divertido.
very great game, cool combos and a lot of replay ability i really wish the red debuff things you can get in exchange for sp was better, you get a potentially game ending debuff for like 10 sp their really, really not worth it they definitely should make them give more sp
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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