
Conjure spells from an ever-growing repertoire of combinations in order to survive against the onslaught of enemies, save your friends, and ultimately devastate the great danger that opposes you. As you progress further, your spell collection grows, enabling even more chaotic and creative encounters.
Use the environment to your advantage!

Each level is procedurally generated, providing you with ample new means of cheating death just when it appeared that you had no escape. As you learn the many ways your spells interact with yourself, your enemies, your allies, and the environment you will become more resourceful and adept at handling the most difficult encounters.
Work Together!

Spellmasons supports online multiplayer so you can coordinate and strategize with your friends! Spellmasons uses innovative faction-based turns: You and your fellow mages can all move, cast and act simultaneously. Plan carefully, work together, execute your master plan, and overcome the challenges before you!
Grow into a formidable mage!

Unleash absurdly powerful endgame spell combinations where one small difference can mean the simultaneous death of every enemy on the map or the end of your run!
Hello Spellmasons!\n\nThis update has been a long time coming and I\'m super excited to announce...
Major Feature: Deathmason as a playable character.
Unlike the Spellmason who contends with the tradeoff of which spells to devote mana to, the Deathmason uses cards to cast. This means, if you have a card, you can always cast it (keep that meteor card in your pocket until the perfect moment!), but can only cast whichever cards you have during any given turn.\n\nYou redraw cards each turn, up to a maximum amount.\nIf you want different cards you can discard and redraw 2 for 1. \nYou can lock cards so they don\'t get discarded until the end of the level.\n [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/42863441/7b7427cf5159e17844883e6c748a37891b2d2bb6.gif\"][/img]
Major Feature: Goru as a playable character.
Goru is potentially the most difficult to play as but also the most rewarding (In my opinion). Goru uses souls to cast. You must acquire more souls by picking them up from corpses to keep casting. Unlike the Spellmason and Deathmason, you cannot sit back and restore at the beginning of your next turn. You must push on, into danger, to collect the souls of your victims. However, this can result in very powerful and satisfying runs where carefully planned turns can devastate your foes.\n\nIf you do not have enough souls to cast, you can spend into \"soul debt\" but it\'ll cost you 5% health for every 1 soul debt each time you cast. You must be very careful about spending souls that you don\'t have as it will become quickly very difficult to survive.\n[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/42863441/5352bbe3550feb48308fa1bae2227af0374c3463.gif\"][/img]Goru and Deathmason unlock after finishing the tutorial
\nContent
There\'s a smattering of new spells to make some less popular builds (such as close range and liquid) more viable, but I wont reveal them here and leave them for you to discover :)
Quality of Life changes
QoL: New cards get automatically added to side toolbars
QoL: Autounlock a rune when it is maxxed out
QoL: Turn off inventory glow once new stat points are seen
QoL: 3 toolbars on each side, all keybindable
QoL: Allow keybinding all hotkeys
QoL: Change mid-game teleport portal color to yellow
Thanks Weedybird!
QoL: Add checkmark in upper left in-game player list to represent \"ready for next turn\"
QoL: Protect against accidental end turn when answering UI prompt
QoL: Multiple instances of floating text now share the same instance with a number to show how many times it\'s occurred
QoL: Explain to player why disconnection occurred
QoL: Update disconnected sprite to be a more obvious \"broken internet\" symbol
\nBalancing
balance: Difficulty scaling doesn\'t empower ally summons
(This made necromancer builds OP in multiplayer compared to other builds)
Thanks Autoquark for bringing this up
balance: Investment cost 30 -> 80
balance: Damage limiter: 30 -> 45 max damage dealt per instance
balance: Health cost from spells dont trigger onDamage events
(shield can\'t be spent to use health cost spells)
\nUI Improvements
UI: Add \"Are you sure\" prompt for \"reset tutorial\"
Thanks @Carlos
UI: Fix showing how much it adds to rune when maxxed
(important for ones that only allow upgrading once like Icy Veins)
Thanks Nikitasss
UI: Menu button secondary active state is now more obvious than hover state.
\nBug Fixes
fix: Stamina bar not updating while another player is casting
fix: not being able to sell add_bounce and add_pierce spells
Thanks Martin_Talzor!
fix: overheal rune: Health over maximum (like from sacrifice) doesn\'t contribute to overheal amount.
Thanks bbott
fix UI: Allow for clearing out more than one custom keybind
fix UI: update health and mana UI bars on modifier add
(for example potion barrier, spawning onto a potion showed the damage self warning box)
and potion pickup
fix: Major bug where deathmason could overdraw cards after discarding
if he had cards locked.
Thanks Pizza Lover 2 and Kyonuma
fix: Enemy Goru getting undying back when cloned or split
Thanks Martin_Talzor!
fix: encyclopedia show-card-large
Thanks Superbaum
fix deathmason discard desync
Thanks Pizza Lover 2 and Kyonuma
fix: Back button getting stuck in loop
Thanks Bogiac\n\nIf you want go support my work above-and-beyond, you can become a patron here: patreon.com/jogamedev and candid reviews on Steam are always appreciated!\n\nHappy spellcrafting!\n\nJordan
Minimum Setup
- OS: Ubuntu 14.04. Fedora 24. Debian 8
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