Play the first game where the Mage is a total badass!
User reviews:
Mixed (1,650 reviews) - 63% of the 1,650 user reviews for this game are positive.
Release Date: Aug 26, 2014

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Buy Lichdom: Battlemage



“... the combat in Lichdom sets a new gold standard.”
Paste Magazine

“Remarkably robust spell crafting system and spectacularly entertaining combat.”
The Escapist

“Never has magic felt as powerful as it does in Lichdom.”

About This Game

Lichdom: Battlemage is a first-person caster that gives the Mage the spotlight in a way never before seen in games. With limitless magical power at your disposal and brutal enemies around every corner, victory hinges on a combination of skill and strategy. You must carefully craft a vast array of spells and learn to cast them in the heat of combat.

You are your spells! The Lichdom: Battlemage spell crafting system offers an enormous range of customization. Every Mage is the product of crafted magic that reflects the individual's play style. Whether you prefer to target your foes from a safe distance, wade into combat and unleash your power at point-blank range, or pit your enemies against each other, endless spell customization lets you become the Mage you want to be.

About Xaviant
Lichdom: Battlemage was developed by a team of industry veterans at Atlanta-based studio Xaviant. The team embraced community involvement through the Early Access program to ensure that Lichdom: Battlemage reached its full potential as a truly unique and exciting experience for players.

Check out great crafting guides here!

System Requirements

    • OS: Windows 7 32-bit/64-bit, Windows 8, Windows 8.1
    • Processor: 3.0 GHz dual core or better (AMD FX 4100 or Intel Core 2 Duo)
    • Memory: 4 GB RAM
    • Graphics: DirectX 10 compatible with 512 RAM or better (Radeon HD4870 or NVIDIA 8800 GT)
    • DirectX: Version 10
    • Storage: 12 GB available space
    • Additional Notes: Minimum spec assumes user runs the game at 1280x720 resolution with "Low" graphics settings.
    • OS: Windows 7 64-bit, Windows 8, Windows 8.1
    • Processor: 2.8 GHz quad core or better (AMD FX 8350 or Intel i7 860)
    • Memory: 8 GB RAM
    • Graphics: DirectX 11 compatible with 2048MB RAM or better (Radeon HD 7950 or NVIDIA GTX 670)
    • DirectX: Version 11
    • Storage: 12 GB available space
    • Additional Notes: Recommended spec assumes user runs game at 1920x1080 resolution with "Very High" graphics settings.
Helpful customer reviews
96 of 125 people (77%) found this review helpful
4 people found this review funny
20.0 hrs on record
Posted: December 20, 2015
Lichdom: Battlemage promises hours of fun combat as a powerful battlemage but, sadly, the actual game leaves a lot to be desired. Thought the game would be fun but all it is, is spam the left mouse button and follow the path. It gets boring after 30mins

-very good graphics and spell effects
-frantic combat backed by responsive controls
-deep spell creation system
-Steam trading cards & Achievements
-pretty fun

-boring, mostly linear level design
-same-ish and sometimes unbalanced enemy encounters get dull and/or frustrating after awhile
-spell creation system is barely explained and extremely convoluted
-overall uninteresting story is also very slow to unfold
-pacing problems made worse by extremely long levels
-lack of enemy variety
-some checkpoints are too far and/or badly placed
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51 of 61 people (84%) found this review helpful
5 people found this review funny
0.7 hrs on record
Posted: February 8
So, a few months ago, I think Bundlestars snuck this in with the Apogee Retro Pack for like $5 and I couldn't resist. Overall, that pack had 40 games in it, including Halloween Harry and all the pre-DNF PC Duke Nukem Games. That was enough nostalgia to get me to bite, and so I wound up with this in my inventory.

I'm trying to figure out a way not to be mean to this game. I really, really, am. But see, I played 40 minutes of this right now and something about it made me feel irritated enough to the point where I actually got a little physically ill.

That, for me, is a very strange reaction to have towards anything, let alone a game. I think I can explain how this happened, though.

In order for an FPS about being a hardcore awesome mage to work, you need a few things.

1) Spells should have an obvious visceral impact.

2) Controls should respond to the slightest movement.

3) Menus and interfaces should be intuitive enough to ensure you're rarely out of the action.

Lichdom: Battlemage, for me, achieved none of those things.

Instead, what I got was a game that very badly wanted to be both an exciting nonstop action mage FPS, but also a reasonably complex RPG with deep crafting elements. Lichdom seems to have succeeded somewhat in being a Frankengame because it happens to end up with the worst elements of a shooter, and an RPG.

The game gives up on explaining its own menus pretty quickly, leaving you to figure a good amount of the game out, and the controls feel somehow like you're always acting on some serious input delay.

Part of me feels bad for not carrying on and giving the game a fairer shake, but I simply cannot enjoy a shooter in which launching a fireball takes a noticeable delay after I click, and has all the impact of a feather duster when it actually reaches its target. Enemies simply POOF out of existence with a little puff of smoke. Physics attached to enemy gibs could have really made all the difference here, but the system as-is feels somehow weak. For a supposedly tough-as-nails mage, I was left wondering why it felt as though my spells merely tickled my opposition until the game decided to replace them with a "dead pile of bones" texture on the ground.

The more I type, the more I'm reminded of that feeling in the pit of my stomach. Lichdom has a lot of great ideas, and that makes it all the more upsetting. It looks nice, but it's static. It aims to revitalize Hexen, but it fails to feel fast or responsive. It tries to tell a mystical story, but its voice acting and writing is all over the place.

These disappointments, and others like them, leave me with this uneffable sensation that enough is enough, and 40 minutes is all I can take. I simply can't get into this. Lichdom has the best of intentions, but intentions and ability to follow through are very, very different things.
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60 of 77 people (78%) found this review helpful
3 people found this review funny
25.5 hrs on record
Posted: November 15, 2015
The game looks gorgeous and the spell crafting system is very interesting, it's a pity it's in the service of arena-shooter gameplay, which gets old very fast. Needed more variety.
Was this review helpful? Yes No Funny
55 of 74 people (74%) found this review helpful
26 people found this review funny
1.9 hrs on record
Posted: February 14
I can only click Mouse 1 for so long.
Was this review helpful? Yes No Funny
26 of 30 people (87%) found this review helpful
2 people found this review funny
25.9 hrs on record
Posted: March 1
Before I dig in here, I should probably mention that I got this game in a $5 bundle with some other stuff. So I paid less than a dollar for what normally retails at $40 as of writing. Obviously that allowed me to lower my expectations a ton.

Though deeply flawed and repetitive to the point I almost wondered if the game was joking sometimes, Lichdom: Battlemage managed to do enough to make me enjoy it. It's hyped up and marketed as the next big thing in AAA fantasy gaming but when you get past the shiny CryEngine environments and flashy effects, it really does play like a budget title. It took me a little while to realize it, and it's still fun, but its production values are weirdly out of sync with its overall design and had I bought into hype and pre-ordered this one at full price I'd probably be writing a long-winded rant right now instead. But with the mediocre reviews and huge discount, I was pleasantly surprised by how much I enjoyed myself. Funny how that works.

It puts its best foot forward with its impressive visuals and professional-quality voice acting, with Troy Baker and Jennifer Hale as the fairly likeable interchangeable player or support characters. It looks poised to set up an interesting revenge story, but that falls apart pretty thoroughly The magic looks and feels good. It's easy to control. I wouldn't say they nailed the "unshackled mage" feel they were going for, but it's less bland than the treatment most games give magic, at least. At first, the crafting system seems impressively deep, and it's fun to tinker around with it to try out new ways of using each type of sigil until you settle on the playstyle you like. I played around with every different element, crafted hundreds of different spells, and never really settled into using the same strategy until fairly deep in the game.

It does a poor job explaining itself and new players will likely craft themselves into a corner if they don't know what they're doing. Plus, though the illusion of complexity is there, it really is pretty simple when you get down to it. It plays itself up with its elaborate stats and systems, but a lot of spells end up basically feeling the same, just a different colour. There are some exceptions, like the nifty corruption that grows big gross hives on your enemies rather than just directly damaging or debuffing them, but others are less creative. You can play around and do some cool things, but in the end the most effective strategy was just debuffing the enemy to take more damage then fireballing their face off. What could have been a drawn-out battle using corruption and necromancy or other more interesting elements became just zap, boom, dead, over and over.

And the battles being over fast was a very good thing, I eventually found. The game is pretty long, and not because it's loaded with ideas. The levels are pretty, but they go on for ages, walking you from room to room, spawning the same enemies on you a hundred times, with no unique strategies ever required other than exploding them all yet again. With level design that's basically corridor, room battle, corridor, repeat, this game is just laughably repetitive. The same enemy types keep appearing all throughout the whole game, with the same annoying battlecries shouted at you each time, going down to the same spells, every time. A bit of exploring is possible with some hidden secrets and extra optional fights to get you more crafting loot, but the game doesn't have many ideas other than "use spells to defeat enemies!"

Though I had fun for the first few hours, the repetition really sets in after a while. Constantly tinkering with my spells and trying new things kept me entertained for a time, welcoming the same enemies so I could try a new strategy on them. But once I found a setup much more effective than others I tried, combat was a bore, and crafting was a pain. They were just things I had to do to get them out of the way, which is bad, because that's all the game actually has you doing. I'd groan when new enemies would spawn in, and eventually was tired of spellcrafting to the point I just kept using the same ones, using the (not very) smart inventory system to handle the upgrades for me.

I guess this doesn't exactly sound like a recommendation so far, but it's still a game that's worth trying and a worthy purchase at the deep discount I got it for. I've seen it sell for 90% off during Steam sales, and it's worth those four bucks. You'll have fun and enjoy the scenery and fancy magic explosions even if you don't ever end up finishing it. Playing half the game or so was enjoyable, finishing the whole thing was a slog, but I was still at least moderately satisfied that I got all the way through it. If the concept sounds cool to you, then you'll definitely find things to like, but don't buy into its over-budgeted marketing hype and expect a genre-changer, because it most definitely is not that.

So in short, it's a "meh". But it's a meh that tried, a meh with some good ideas, and even at its most frustrating or boring moments, didn't stop me from playing all the way through it. If you've been curious about this one, it has "sale purchase" written all over it.
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