Race the Neon Path, Wield Limitless Magic, and Shape a Shattering World
Neon Spellstorm throws you into the shoes of a powerful wizard in a low-tech cyberpunk world, sprinting along a crumbling neon path. Every step brings you closer to new foes and treasures, but don’t look back—the path collapses behind you! Use everything at your disposal to survive as you carve a path through destructible terrain, unleash an arsenal of devastating spells, and create wild synergies that make each run unique.

A World That Falls Beneath Your Feet
Discover the thrill of pushing forward on an ever-dissolving path. The environment itself becomes an obstacle, with terrain crumbling behind you and breaking apart as spells and enemies collide. Every run challenges you to stay one step ahead, with each decision propelling you deeper into the unknown.

Limitless Synergy and Upgrades
Forge your own style of magic with a spell system designed for insane combos. Stack, upgrade, and enhance spells to create unimaginable power. Experiment with Echo casts that trigger additional spells, Behemoth casts that multiply the size and impact, and auxiliary effects that unleash chaos across the battlefield. With every piece of Gear, Sigil, and Trait, your wizard grows stronger, able to obliterate entire waves of enemies in a single cast.

Permanent Progression Through the Neon Core
As you venture deeper into the Neon, you’ll earn meta-currencies—Orbs, Stars, Gems, and the elusive Neon Crystal—that allow you to unlock permanent upgrades back at the Neon Core. Invest in new spells, abilities, and traits that expand your arsenal, and raise your Storm Level to unlock harder challenges, new enemies, and special Zone Patterns. Every run is a step closer to mastery.
Your Path, Your Choices
Choose your strategy with each run. Configure your Wizard before embarking: select your Spells, Dash ability, and Flask ability, and adjust your loadout to suit your style. Within the run, adapt to branching paths, deciding whether to explore every zone for maximum rewards or make a straight shot to the final boss. Every choice impacts your progress and your wizard’s evolution.
Destructive Magic in a Low-Tech Cyberpunk World
Dive into a neon-soaked, otherworldly realm of corrupted creatures and geometric landscapes. In Neon Spellstorm, spells reshape the terrain, debris fly with each cast, and pixel art collides with 3D physics to create an explosive, immersive experience. The vibrant colors and minimalistic cyberpunk aesthetic make each encounter feel as striking as it is deadly.
Are you ready to embrace the Neon and unleash magic like never before? The path awaits, but it won’t stay for long…
v1.2.0
-The final boss fight phase 2 has been rebalanced! Both the Boss and Summons now have reduced HP and Damage at higher Storm levels.
-There are 2 new Core nodes for upgrading ALL of the Flasks, enhancing their stats! :-D
Price Drop
Setting the price of a game is tricky, and sometimes you dont get it right the first try. Ive heard your feedback, and have lowered the price to be more in-line with player expectations!
To show appreciation for those who purchased the game up to this point, Ive added a special Free Camera setting, found in Settings => Other => Advanced Settings. This is a fun little feature to give you a behind the scenes look at how the game works! :-)
New post-launch content is also coming soon!
Cheers!
-TopCog
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v1.0.16
New
Added the Free Camera early supporter bonus option!\n
[/*]
\n
Fixes
Fixed a bug with the Free Move event softlocking the game\n
[/*]Fixed a bug with the Relearn event\n
[/*]Fixed the Second Chooser sigil\n
[/*]
v1.0.12\nGot a bunch of assorted things packed into this patch! I hope to start working on some post-launch content updates this week. Cheers! :-)\n\nQoL Changes\n-Optimized game performance a fair amount, especially with lots of Trinkets!\n-New Spell Opacity setting, to improve visibility as needed!\n-Embark selections persist even if you leave the screen now\n\nBalance Changes\n-Forge Guardians can now drop pickups\n-Enemies during the final boss fight now drop 0-value Soul pickups\n-Dynamo reduced from 25% to 20%, and it has a global cooldown of 1 ms\n-The path drops away 20% slower in the final boss location\n-You can no longer revisit locations using the Free Move forge event\n-Neon scales much slower after Storm 20 now\n\nFixes\n-Fixed Crystal Grail healing bonus with Slow Flask and Prolonged Flask\n-Fixed bug with Crystal Grail\n-Fixed the description of Arcane Shackle to specify that it reduces the cooldown of a random spell\n-Fixed a bug with Spice Bags\n-Fixed description of Second Chooser\n-Fixed Stone of Burden\n-Fixed description of multi-cast Level 5 or higher\n-Fixed Pulsing Magnet not stacking\n-Fixed bug with Zone Forges crashing the game\n-Fixed the Pure Wizardry achievement\n-Fixed a bug with Map generation that could result in invalid switchbacks\n-Fix Core sound not respecting volume settings\n-Fixed being able to activate Empowered Sigils anytime\n-Dashing with no direction pressed remembers your last movement direction
This is summary of patch notes since launch! Ill post a news update with each patch going forward :-)\n\n
v1.08-v.0.11
\n*Changes*
\n- \n
- The final boss has 50% more hp in stages 1 and 3\n
- The final boss summons 20% more enemies in stage 1 and 40% more enemies in stage 3\n
- Starting and Peak enemy HP now scales 50% more with Storm Levels\n
- Map Extension now increases mob HP and Damage by x1.6 and x1.12 per use\n
- Map Zone hard-capped at 300 (for now)\n
- Dragons blood reduced from every 100 gold to every 200 gold\n
- Pocket Dimension will now restore flask charges that you lost during the final boss fight\n
- Revised a few default control bindings on controller\n
- Dashing will now put the wizard at maximum movement speed for the duration of the dash - aka, hitting dash from a standstill will now still dash!\n
- Quit menu option changed to save and quit for clarity\n
- Renamed Frost Sigil to Frost Ward, and Volcanic Sigil to Magma Geyser\n
- Trinket Cycle will now choose the right-most non-exclusive trinket\n
- Improved performance overall, especially on older devices\n
*Fixes*
\n- \n
- Fixed issues with the Storm 10 Achievements\n
- Fixed the Trinket Cycle event\n
- Fixed Delay Potion\n
- Fixed some text showing the wrong gamepad glyphs\n
- Fixed controller issues on the embark screen\n
- Fixed a visual oddity if visiting the Mystic Biome after the Ember Biome\n
- Put in a safeguard against loading broken gear\n
- Put in a safeguard against a Flask UI crash\n
- Fixed an issue caused by ending a run with multiple UI panels open\n
- Optimized a little thing\n
- Fixed a crash causing flasks to crash the game sometimes finally!\n
- Fixed a crash that could happen with certain Fates\n
- Fixed Storm Level increasing in the Demo\n
- Fixed a crash caused by Pocket Dimension \n
Neon Spellstorm v1.0 is Live!
The path is lit and the spells are flying: Neon Spellstorm has officially launched!
Contact me anytime with bugs, suggestions, or feedback:
- [/*]
- [/*]
Email: topcogllc@gmail.com
[/*]
Whats Next? Post-Launch Roadmap
Neon Spellstorm is feature-complete, but there\'s still work to be done! Over the next few months Ill be rolling out free updates focused on QoL, depth, and replayability. Here is what I have planned:
Alternate final boss: The Viking Puppetmaster!
[/*]Endgame Core Nodes: Flask and Dash Upgrades!
[/*]Challenge Portals: find these in combat zones for extra challenge and rewards!
[/*]Companion system: design TBD!
[/*]Jukebox settings: to better control what music plays!
[/*]
I\'m also recording every piece of feedback I receive, and will focus on implementing the most requested features!
[hr][/hr]Dive In and Make Some Neon Mayhem
Thats the roadmap, but right now the Neon is calling. Fire up a run, get some ridiculous combos going, and leave a trail of rubble behind you. I\'m looking forward to seeing what you come up with! :-D
-TopCog
The push towards full release continues! All of the backend components, systems, and mechanics are now in place! Only a small amount of content remains to be completed, then production related tasks, polishing, and playtesting. The target released date is August 11th!
v0.9.3 Change Notes
-You can now quit the game mid-run and resume at the start of your current location! As a side effect, your settings will reset upon receiving this update.
-Map locations show enemy density, damage, and hp multipliers.
-Many many things polished and improved!
-Many many balance tweaks and bug fixes!
-Final backend systems for all game mechanics are in-place. New, unexpected, and exciting bugs may now start appearing! :-D
Please report any issues or feedback on the discord or steam forums. Cheers! :-)
-TopCog
I've just pushed a massive update to the Demo, which represents a big step towards full release! This update has innumerable changes, fixes, and revisions, including massive overhauls of numerous mechanics and systems such as:
- Trinkets and Archetype system (all new)
- Equipment generation, balance, drop rate, etc.
- Spell bonus system, aka Spell modifications (mods)
- Map generation
- Map Locations
- Zone Layouts
- Balance of everything
- Access to Embarking, Core, and Tome screens
- Help / Guide
- Countless UI and QoL improvements
Any feedback is appreciated! Current release date target is mid-July, but the date isn't locked in yet
To be completed before full release:
- Final icons for various things (trinkets, flasks, etc.)
- Final Boss fight
- Fate system
- Rune system
- Achievements
Cheers
-TopCog
Minimum Setup
- Memory: 2 GB RAMStorage: 500 MB available space
- Storage: 500 MB available space
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