Craft any magical spell you can imagine using the most powerful tool there is: code. CodeSpells is currently an unguided, sandbox experience for the bravest wizards who want to help the developers steer the game's development.
All Reviews:
Mixed (110) - 65% of the 110 user reviews for this game are positive.
Release Date:
Sep 18, 2015
Publisher:

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Early Access has been a tremendous boon to our design process. From the start, our goal with CodeSpells has been to give players as much freedom as possible, even as we were pioneering untried systems and tools.

We purposefully made our current plan as malleable and open to players as possible in order to find and polish what people want out of the game. This feedback has guided our every step, and we know it will continue to shape us.

CodeSpells is currently an enjoyable experience, but we are confident that we can push ourselves harder through Early Access.”

Approximately how long will this game be in Early Access?

“Originally, we had planned to release the full game in Summer of 2016. However, while we were working and listening to our beta testers, we realized that our in-game systems for explaining coding and motivating people to create spells were lacking. Tutorials were a feature we had subconsciously relegated to the unreached NPC Stretch Goal of our Kickstarter campaign, but we have realized since then that in order to create a truly accessible and enjoyable experience, we should have a more interactive coding window, and perhaps even a small guided campaign where players could test their skills. However, the campaign mode is a dream goal, and last on our list. Our primary concern is to make the best procedurally-generated spell-crafting sandbox game the world has ever known.

We are so grateful for everyone’s help in making CodeSpells as magical as we all want it to be. We hope you will continue to give us feedback as we bear down on the final product.”

How is the full version planned to differ from the Early Access version?

“Air magic and Multiplayer are now fully implemented!

Going forward, we will make our Life ecosystems more robust, implement a coding tutorial, design tools that allow the game to be internally moddable, and possibly create a basic campaign mode.”

What is the current state of the Early Access version?

“The current version of the game features Earth, Water, Fire, and Air magic. These elements are not at their final state, but are at a close enough state that will allow us to move on to incrementally adding new aspects to interact with.

The game has not been fully optimized or tested, so although we believe it is at a fairly stable state, bugs and hitches are very possible.

We will be doing major updates about once or twice a month, if not more often, up until the completion of the project.”

Will the game be priced differently during and after Early Access?

“We currently don't expect the price to change while in Early Access.

After the Early Access is completed, it is possible that the price of the game will change, but if it does, it will not be substantial.”

How are you planning on involving the Community in your development process?

“Our team is active on the CodeSpells forum (https://the-codespells-forum.herokuapp.com/). We love to hear about how things are going and any features that are missing from the game.

Every month for the duration of the development of CodeSpells, we have and will continue to do Developer Updates on progress.”
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Recent updates View all (23)

August 1

Nightly Build - Version .912a

Hi All,
This nightly build opens up some really fun possibilities for you. We've created a spawnPrefab function, which can be called on orbs at any time. It takes a name, finds the prefab with that name, and spawns it at the location of the orb.

For example:

orb.spawnPrefab("TDSimpleCroaker");
...will create an aggressive croaker at the orb.

We've exposed all these things you can summon, so try them out! (more to come)

Creature:
TDSimpleCroaker
TDSmallSimpleCroaker

Herd:
EarthBeastHerd
CroakerHerd
GiantHerd
RhinoHerd
WigWigHerd

SpawnerPortals:
TDCroakerSpawnerLvl1
TDCroakerSpawnerLvl2
TDCroakerSpawnerLvl3
TDCroakerSpawnerLvl4

Particle:
RockHittingGroundParticle_Debris
RockHittingGroundParticle_Debris_SelfDestructing
RockHittingGroundParticle_Debris_small
LeafExplosion
LeafExplosion2
Explosion_Fire
ExplosionFireParticle
FireExplosion
DebrisGroup

Pickups/Powerups:
CrystalPickup
RockPickup
WoodPickup

Tower/Defense:
FireTower
RockWallTower
RockWallScannable
StaticFireTower

Have fun y'all!
9 comments Read more

July 26

Nightly build out -- version 0.912

Hi all,

We've put together another nightly build with some cool improvements.

Survival
1) The ways that spawns would show up at night was annoying. They would show up behind you sometimes, and seemed too random and unexpected. Now meteors come from mysterious location, and crash near you. These create portals from which a limited number of croakers spawn. This should also take care of the frame rate issues you get when you have too many monster spawns on scene. (Also added a really cool screenshake effect here for the impact)
2) Increased the amount of life mana you start with. It seemed too difficult prior to this.
3) Removed night-time monster spawning from Sandbox.
4) Monsters now may target your towers with spells, or attacks. This currently doesn't mean much, since the spells cast aren't physically disruptive, and towers have to be "toppled" to be destroyed.

Misc UX
1) Made some of the tutorial chats from the staff less frequent. They were too much.
2) Added in healthbars to monsters, so it's more plain to see their life mana.
3) Made spells be able to "spawn" prefabs.
2 comments Read more
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About This Game

CodeSpells is in Early Access, so not all planned features have been implemented. The current version includes Earth, Water, Fire, and Air magic, as well as 5 multi-player minigames and a procedurally generated sandbox creative mode. *Note: multiplayer is still in an early alpha state and requires port forwarding and local hosting.

---

When we were young, wizards like Gandalf and Dumbledore struck a chord in our minds. We spent hours pretending to be wizards and casting epic imaginary spells. We wanted to see these fantasies fully realized, so we created CodeSpells.

CodeSpells combines the creative freedom of imagination with the beauty and interactivity of video games. The secret sauce? Coding. Instead of limiting players to pre-packed spells, we allow our players see the real magic that happens under the hood of most games. Through Javascript or the intuitive, kid-friendly visual tool Blockly, CodeSpells lets everyone craft the magic of their dreams.

Ignite blazing wildfires, drain entire seas, turn the elements into a force field around you, or just blow stuff up - the choice is yours!

PLANNED FEATURES:
*Ability for players to use multiplayer servers in the cloud to play with friends (rather than using their own PC as a server).

*Life Magic: (Final Kickstarter Stretch Goal) We’re going to make more robust ecosystems and interactions with the lifeforms of CodeSpells.

*Coding Tutorial: After getting great feedback from our beta testers on Steam, we’ve decided to revamp our code windows in order to make them as intuitive as humanly possible. This includes built-in aid for trying to craft your own games within CodeSpells, like the 5 multi-player minigames we have provided.

*We might create a small campaign mode where players can test their skills by protecting the fading fragments of the CodeSpells universe, but this is a dream feature, and last on our list. Our primary purpose is to deliver on our Kickstarter goals, and make the best procedurally-generated spell-crafting sandbox the world has ever seen.

We are so grateful for everyone’s help in making CodeSpells as magical as we all want it to be. We hope you will continue to give us feedback on Steam and on the Forums as we bear down on the final product.

---

See what else we're making at Multi-Dimensional Games by visiting our website.

System Requirements

Windows
Mac OS X
    Minimum:
    • OS: Windows 7 or Greater
    • Processor: 2 GHZ Dual Core Processor
    • Memory: 4 GB RAM
    • DirectX: Version 9.0
    • Storage: 2 GB available space
    Recommended:
    • OS: Windows 7 or Greater
    • Processor: 3 GHZ Quad Core Processor
    • Memory: 8 GB RAM
    • DirectX: Version 11
    • Storage: 2 GB available space
    Minimum:
    • OS: Mac OS X 10.7+
    • Processor: 2 GHZ Dual Core Processor
    • Memory: 4 GB RAM
    • Storage: 2 GB available space
    Recommended:
    • OS: Mac OS X 10.7+
    • Processor: 3 GHZ Quad Core Processor
    • Memory: 8 GB RAM
    • Storage: 2 GB available space

What Curators Say

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