A chess-based strategy game with casual deckbuilding elements.
In this world, magic is kind of boring. And that's okay.
On wizard island, wizard students play games instead of studying. One of these games involve opening a small portal to the Chess Dimension, where wizard chess is played.

Explore the island! Find secrets, trade cards, and get to know unique characters.

Featuring:
20+ thoughtfully-designed characters with unique personalities, battle strategies, expressive dialogue and backgrounds. You can rematch them and see their strategies and loadouts improve.
100+ unique pieces, tiles, and spells to collect and experiment with. Mixing and matching different cards in your deck provides endlessly creative ways to play with surprisingly deep and emergent interactions.
6 detailed, hand-crafted locations to explore. Characters you'll meet in one location show up in other places and change their dialog as you progress.
A gauntlet where you fight against enemies with randomly generated loadouts.
A black wind blows through your body... Enter a creepy dungeon and build a deck from scratch for an optional rogue-like deck-building experience.


big news! we will be showcasing Checkmage! at the Portland Retro Gaming Expo on October 19th (sunday!), thanks to the people at PIGSquad setting aside some table space for us.
If you\'re in the area, come by and check out our game alongside a lineup of unique games from some other indie developers :)
v0.5 changelog
save data may have been overwritten due to us changing how saving works. sorry fellas\n
big changes:
undo button allows you to take back moves you make (unless you check the opponent)
[/*]once checkmage! happens, you get time to inspect the board after a small visual effect demonstrates how you won
[/*]strikes have been removed. player and enemy turns will be skipped when checked no matter what
[/*]certain spells now can have multiple uses, which cause them to move to the discard pile instead of disappearing when played
[/*]
gameplay tweaks:
fissure will only affect default tiles.
[/*]tiles can now only be placed on blank spaces instead of overwriting other tiles.
[/*]melvins battle now has trapped tiles instead of trap pieces.
[/*]melvin is nice to you if you don\'t expect his shenanigans
[/*]whirlwind spell 1 3 uses
[/*]agility spell 1 2 uses, 1 0 mana cost
[/*]clauble has 5 regal pawns instead of 3. clauble has an additional knight in his deck.
[/*]tweaked enemy decision-making. its now a little smarter, but hopefully not more difficult
[/*]enemy regal piece in well can no longer be mana orb or egg. sorry!
[/*]cell movement has been changed again, can move in 3 directions, capture side to side
[/*]
bug fixes:
fixed crash involving fortress (barricade effect) and drone (ink effect)
[/*]compendium spells are now working and show the card art if you hover over them
[/*]some
[/*]dialog glitchiness is fixed signature now saves ;_;
[/*]you can now rematch characters without exiting the dialog tree and talking to them again
[/*]
things we\'re still looking at improving:
a way to view the enemy cards/deck in some capacity (will they cast a spell on you?)
[/*]draw conditions are still odd and feel unrewarding, stalemates dont allow the player to do anything but forfeit
[/*]en passant...........\n
[/*]
https://store.steampowered.com/app/3706230/Checkmage_Demo/?snr=1_5_9_\" style=\"button\"" style="color:#bb86fc;text-decoration:none;">Play the demo now!
lots of great feedback and bug reports from the initial demo launch! thanks to everyone in the discord server for the help. \n\nchanges / fixes:
save data implemented !!!
[/*]chests have been scrambled! the items have been moved around a bit
[/*]acolyte promotes to a bishop, peons promote to queens.
[/*]cells now cannot move backwards! trying this out for fun
[/*]well has different unlocks - Mana orb, Egg, Platform spell now found in the well
[/*]PROMOTE effect is more descriptive at a glance, hopefully reduces confusion
[/*]blank tiles are now not culled if occupied (prevents pieces with LEVITATE being instantly deleted when moving off of a tile that has been destroyed)
[/*]cell mitosis now copies original piece effects
[/*]profile character animation can be paused
[/*]fixed conveyor overlapping pieces bug
[/*]pieces that can promote now promote when tiles change (whether through whirlwind, shear, destroyed etc.)
[/*]AI can no longer check the player and then place pieces (double check glitch)
[/*]the sign in the well well is more descriptive
[/*]grammar in the inspector are more gooder
[/*]thoth now gives the player tiles in addition to pieces
[/*]cobwebs tile visual thing fixed
[/*]floating pieces are no longer affected by conveyors
[/*]transformations (egg dragon) now update the compendium
[/*]
known bugs:
player signature, clothing customization, selected title, time played doesnt yet save (but cards, unlocks, decks and deck drawings do!)
[/*]Clauble has
[/*]dialog on rematch Gwendolyn rematch dialog strangeness
[/*]Spells in compendium are bugged
[/*]melvins traps are still Kinda Lame
[/*]cell mitosis double check bug
[/*]max cards in collection still doesnt update (only visual)
[/*]potential game freeze in well (related to placing pieces on ink tiles we think, sorry!)
[/*]
things we\'re gonna work on:
a way to view the enemy cards/deck in some capacity (will they cast a spell on you?)
[/*]overhaul spells in compendium (card art instead of little ghostly flames)
[/*]end-of-battle analysis/END MATCH button/more robust visuals melvins battle overhaul (trapped tiles instead of trap pieces)
[/*]fissure will only affect default tiles
[/*]draw conditions are still odd and feel unrewarding, stalemates dont allow the player to do anything but forfeit
[/*]en passant.\n
https://store.steampowered.com/app/3706230/Checkmage_Demo/\" style=\"button\"" style="color:#bb86fc;text-decoration:none;">Play the demo now!
[/*]
Minimum Setup
- OS: Ubuntu/Arch
- Processor: 2 GhzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 256 mb video memory. shader model 3.0+
- Storage: 500 MB available space
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