Play the first game where the Mage is a total badass!
User reviews: Mixed (1,543 reviews) - 64% of the 1,543 user reviews for this game are positive.
Release Date: Aug 26, 2014

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Reviews

“... 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.”
GameSpot

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

    Minimum:
    • 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.
    Recommended:
    • 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
106 of 116 people (91%) found this review helpful
14 people found this review funny
24.5 hrs on record
Posted: September 25, 2015
Usually when I write up a game, I start with all the good points and then transition to the bad stuff. I feel like this makes for a more positive reading experience overall, and should make my impression of it whole and clear by the end. I'm not going to do that this time, because the first thing you need to know about Lichdom is that it is too damn long. Now, this is not "the new Shadow Warrior is too damn long" or "the Hobbit trilogy was too damn long" or "presidential primary season is too damn long". This is an entirely new paradigm of too damn long, and you really need to understand this before even considering this game. My first playthrough took 22 hours. That's certainly long for an FPS, and short for some other genres with a little overlap here, but those 22 hours were stretched over eight levels. That's it! Furthermore, those eight levels play more like five, because three of them are continuations of the previous level. There's a lost city level, two ice levels, two desert levels, two swamp levels, and a proper city level. With each of those lasting 2-3 hours, you're going to be wandering through huge stretches of glacier and sand and muck.

But what really makes this game feel like it takes forever is the level design itself. Lichdom is constructed in the vein of an arena shooter, much like Shadow Warrior or Bulletstorm. Hallways lead to conspicuous arenas where you fight whatever spawns in, after which you take another hallway to another arena and so on and so forth. There are no puzzles, no doors, no interactables, almost no alternate paths, and very little reason to explore off the main trail. There are some side fights and usually one or two secret dungeons that can get you valuable piles of spell components, but in terms of gameplay you're just getting harder versions of the fights you're doing normally. So yes, the cardinal sin of this game is that it is 20+ hours of the same damn thing. What you get in the first two hours is what you're going to get times ten, with arguably even less variety as you progress.

Still with me? Good, because if you can get past that admittedly enormous flaw, there's a pretty great game in here. The whole reason to play Lichdom is to make good on the whole BADASS MAGE thing, and the magic system delivers. Instead of guns or swords, you fight solely with magic that you can customize to an impressive degree. Over the course of the game you unlock eight sigils, which are elements like fire and ice but also more curious concepts like corruption and delirium, and you can have three equipped and ready to use at any given time. Each sigil has three spells attached to it for you to use. There's a targeted spell that can be built as a homing missile, a bomb you lob, or a channeled beam. There's an AoE spell that can be an explosion, a pool, or a trap that must be triggered. And there's a nova that has conditions for triggering it depending on your shield (more on shields later). On top of that, you can determine the EFFECT of each spell, either direct damage, a status effect, or a damage multiplier, which also varies in its function by sigil. Fire spells can knock down and burn over time, lightning spells can stun and chain across enemies, delirium spells can mind control and make enemies flee, and so on.

And honestly, that's just the basics. Spells can critically hit for additional effects, or be charged before casting for a guaranteed crit. Charged spells can do a special crits charmingly named "apocalypticals" which give you a bonus effect based on the inflicting sigil. You can craft special synergy spells that use two sigils instead of one and have awesome room-clearing effects like collapsing black holes or summoning exploding zombies or conjuring a hurricane. You also build a shield spell for yourself that represents your hit points and determines additional abilities like teleporting and blocking. Spells are crafted out of Diablo-style loot drops from enemies and chests, color-coded by rarity (white-green-blue-purple-orange-red, of course). These components can be combined up to higher grades, disassembled for specific parts, or gambled away for a chance at rare components. If this sounds overwhelming, there's a Smart Inventory option that will upgrade your spells and combine up your components for you. Honestly though, if you're not in it to ♥♥♥♥♥ out over your spells, you're missing a huge part of the game. You've got a ton of control over your arsenal, and experimentation is incredibly fun with the enormous range of effects and combinations your can produce.

As hard as I slagged the level design, I have to say they are pleasing to progress through. The CryEngine makes for some gorgeous scenery, and a lot of love went into rendering the battlegrounds and cesspools you traverse. The levels themselves can be pretty creative, even if their layout is not. The third level is particularly impressive once you figure out what it is. While there is a lot of detail, it's worth mentioning that there are no destructables or physics objects. This felt particularly disappointing while slinging around devastating spells, even if the spell effects themselves are meaty and satisfying. There's a pretty good variety of enemies as well, or at least there would be for a shorter game. About half are introduced early on and the rest are slowly sprinkled in so there is some variety to the battles, even if you're going to be fighting every possible combination of foe at least twice.

The story is nothing special, classic fantasy revenge story, but the voice acting is pretty great. You get to play as Troy Baker or Jennifer Hale, and whichever one you don't pick becomes your NPC traveling buddy. And let me tell you, they are some clever, snippy jackasses. The other characters mostly talk like Tolkien characters but these two love cursing and quipping at each other and everything in a perfectly charming way. Your mentor figure is Clancy Brown (swarthy Lex Luthor from the Superman cartoons!), and the villains and side characters all turn in quality performances as well. I will say that the plot does something dumb in the swamp levels that cuts into the voice acting fun quite a bit, but by that point you're probably just trying to power through to the end. There are some pretty good and challenging boss battles, and the New Game Plus mode if you manage to beat the game is great for dicking around and tricking out your mage; it's a big series of challenge portals with different randomized fights and scaling difficulty.

So there you go, a writeup almost as long and meandering as the game itself. I've certainly gotten a lot of enjoyment out of it, chiefly because the spellcrafting and combat are excellent and the presentation is fantastic. But even I was getting sick of the game by the ten-hour mark, and that wasn't even halfway. I really pushed myself to finish it, and I'm glad I did, and I still kinda want to play it now and then. It's just important to know what you're getting into, and prepare for a lot of monotony if you want to get to the meat of the game. Pick it up on sale like I did ($5 is a steal for a game of this quality, at least!) and give the first level a try, and if you're cool with that for another 20 hours, enjoy depopulating a faraway kingdom with fire and locusts and zombies and time rifts. Forever.
Was this review helpful? Yes No Funny
88 of 121 people (73%) found this review helpful
7 people found this review funny
24.7 hrs on record
Posted: August 12, 2015
At first I thought the game will be fun, but after few levels I was hoping to face the end of my journey as battlemage. Same crowd of monsters\cultists over and over again, long levels, far checkpoints, dull and complicated spell craft system (I'm really glad that there is also smart inventory besides the original one), and the most disappointing (for me) - the plot is too predictable and boring. After hours and hours of collecting journals I stopped reading it at the very beginning and believe me I have no regrets about it.
I struggled to finish the story, rage quitted a lot, and now, when I finished it, after 25 hours spend in game I have only hard feelings about it. May be I was expecting too much from it?
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36 of 45 people (80%) found this review helpful
2 people found this review funny
35.5 hrs on record
Posted: August 22, 2015
Lichdom: Battlemage, a game with high aspirations, and for some a great game. However, this game is anything but that for myself. As you can see from hours played I have genuinely put some effort towards trying to enjoy this game, but have failed to do so.

First, I would like to compliment the developers for actually creating a pretty stable, feature complete game. In that regard, they have succeeded.

Now, why don't I like this game. The game for myself just amounts to a first person shooter... with fireballs, lightning, some status effects... etc.. There is little strategy involved. You dart around, prep targets with mastery and keep them in place with control, and then finish them off with destruction. There is very little else.

That and the controls can be a bit unresponsive when trying to quickly switch between spell types. I have found myself many times thinking I switched spells after casting just to find myself casting the same thing twice.

Also, darting around is a bit much, and a longer teleporting type of spell, even if not used as often, would have been far more prefered.

Did I feel like an all powerful mage by the end of the game, hmm not really. You could have kept all the enemys at base level, and your power at base level, and you would have had the same game. The leveling system for your spells, and shield are really not necessary when you really take a look at the game.

The worst part is all the enemies are pretty much the same as you progress. There are projectile enemies (the most difficult to deal with) and your melee types (super easy). A few odd ones but that is pretty much it. Oh and rapid fire crossbow men that knock you down if you get too close, they are so much fun.

Needless to say this game is now in my trash category. It was a good effort on the devs part, and I am sure this game is great fun for some gamers. Perhaps it is my age, but I just can't recommend this game for more than 10 USD. I just find it too boring.
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10 of 12 people (83%) found this review helpful
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

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

Cons:
-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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13 of 18 people (72%) found this review helpful
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.
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