Enter a world of magic and battle, where your wits and reflexes will be pushed to their limits! Choose your spells, enter the ever-changing arena and prepare to obliterate all who stand in your way!
All Reviews:
Very Positive (91) - 83% of the 91 user reviews for this game are positive.
Release Date:
Nov 2, 2015
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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?

“After spending more than a year and a half developing Spellworn, working our way towards the early-access, we are finally here!

Once we've setup solid matchmaking and progression we are ready to enter the beta stage, but there’s a lot more we want to see in the game before the full release. In order to stay in synch with our current development speed we will need your support throughout the early-access.

With your help we can bring new features to the game like detailed statistics, maps, match replays, tons of new spells and other cool community suggestions.

Give us feedback so that we together can shape Spellsworn into the amazing game it’s meant to be!”

Approximately how long will this game be in Early Access?

“Based on past feature completions and deadlines we feel confident that we will leave early-access within 12-18 months of full-time development. The game is already fully playable in custom games, so what we have left is solid matchmaking, statistics and player progression. We're also looking to improve the UI, work on new maps and more - not to mention adding a pretty substantial amount of spells before release.”

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

“The Early Access version will have a rather basic matchmaking setup, which we're going to improve upon as the game furthers in development. The goal is the achieve solid Elo-pairing and fair match making.

The current amount of spells is far too modest for our taste, so we're planning on expanding the arsenal by a lot. The spell additions will be decided with help from the community (ie, public polls about what spell the community would like to see tested next).

We're aiming for a blossoming playerdriven marketplace akin to that of Counter Strike : Global Offensive's and Dota2's where random loot drops are generated based on performance and time played. These items will be sellable and tradeable. We already have items implemented into the game, but they are few in numbers. So we're going to spend time and effort into creating more skins and characters for the community to use.”

What is the current state of the Early Access version?

“The game is fully playable in custom games mode, which means a player can host a game and others can join it. We do have rudimentary support for matchmaking on dedicated servers hosted in Europe and the US, although we feel it needs a lot more work to hold up to our own standards.
There are currently more than twenty spells in the game as well as a few cosmetic items and skins which are used for customizing your player avatar.”

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

“Price is likely to increase after early access, but not during the early access period.”

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

“We're going to discuss ideas and plan features with everyone whos willing to partake in the discussions. This will most likely happen on the forums over at http://www.reddit.com/r/spellsworn or in the Offical Spellsworn Group in the Steam community.

Once in a while (every two weeks) we're going to host polls on what the community would like to see next in terms of spells, balancing or other cool features, and talk about how they will be implemented with blogs and news updates.

If you have a suggestion about how we can better connect with you let us know at the forums, we're all ears!”
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Recent updates View all (74)

December 15

Patch 0.0.9.5 - Yule Again



Hey everyone,

Time to gear up for the Holiday Festivities - IT’S YULE AGAIN!

To celebrate this merry, Frostbolt-filled season, we’ve sprinkled some snow, wrapped the chests and decked the arenas with boughs of holly.

Until January 10th, each of the maps in Spellsworn will have some Yuletide spirit added to them. Be sure to check it out before the festivities end.

In addition, we’ve also rolled out some optimisations and bug fixes - check the full naughty and nice list below:



Spellsworn Christmas Event:
  • Added the Yuletide spirit to each of the maps.
  • Added Festive skin to chests.

General:
  • Added button to toggle on or off the chat sound alert.
  • Optimized the Spellshop.
  • Optimized the Inventory screen.
  • Optimized Gravity pull effect.
  • Some general UI optimizations to reduce CPU usage.

Music:
  • Updated game music on Cauldron and The Clearing.

Fixes:
  • Bots no longer try to avoid their own Chakrams and Crescents using Phase Shift or Reflection spells.
  • The score panel can now properly display scores above 999 without clipping.
  • The gold indicator no longer clips when above 99.
  • Fixed casting decals for spells that use charges.
  • Fixed Crescent decal visual error.
  • Fixed issue causing Windwalk clones to get stuck in the center area of Codex.
  • Bot masks should no longer render ground decals.
  • Frostbolt is now correctly rotated when being reflected.
  • The Team Mode scoreboard should now always display the correct combined team score.
  • Time Anchor should no longer visually lag for clients when the spell is reversing the player position.
  • Level 3 Lightning Strikes are now properly despawned when a new round is starting.
  • Fixed bug causing player knockback not resetting when a new round is starting.
  • Fixed bug when swapping from spectator to player while in the lobby.
  • Spectators should no longer take a team color unless they join as a player.
  • Players and Bots should now always stop moving during the round victory animation.
  • You can now see the in-game chat during the victory animation.
  • Host should now always be able to use Level 3 Energy Shield properly.
  • Fixed crash that could occur when a new round was starting up.
  • Fixed character positioning error that could occur in the match summary screen.
  • Fixed error that would cause flickering of skins in the match summary screen.
  • Fixed error with the spellcasting queue system.
  • Fixed a bug inside the spell re-trigger system.
  • Fixed error causing you not being able to see the blink tooltip in the spellshop.
  • The settings menus are no longer click-through, so you can't accidentally kick players while changing settings as a host.
  • Fixed bug causing you to not get awarded with Rounds Won in the match summary screen.
  • Counterpulse is no longer always smartcast at level 1.
  • Removed some UI clipping in the winning round sequence.
  • Removed some UI clipping in the match summary scoreboard.
  • Fixed crash that could when a round was ending.



We hope you join us in the celebrations and don’t forget let us know what you think! Don’t forget to send us your festive greetings in the comments below and on Twitter, Facebook, Reddit or the Spellsworn Fan Community on Discord!

‘Til next time!
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November 30

November 2017 Devlog


Wow... Take a look at that view...

Salutations!

We’ve been really busy the past few months and would like to apologize for our lack of visible updates and devlogs. We know it sucks when developers go silent for long periods, so in the spirit of transparency, we’d like to share some insight into our studio and what’s been going on!



In case you were unaware, Frogsong Studios is a very small indie team. Between the founders, employees, administrators, and contractors, we’re still only ten people. In order to keep the team together, we sometimes take on outsourcing contracts from other studios and companies. It pays the bills and keeps the lights on for Spellsworn, but obviously it takes away time and people away from development. This is one of the biggest reasons Spellsworn has taken several years to make! Some of our team haven’t actually been able to work on Spellsworn at all for the past few years, which really sucks!

Over the last few months, we’ve been working hard on a couple of awesome outsourcing contracts; awesome in the sense that we’re slowly starting to build up a stable economy in order to push Spellsworn towards release, while at the same time looking at ways to market Spellsworn to bring in players for the full launch. As you might have noticed from last week’s update, part of the team is already back on Spellsworn and are busy wrapping it up!

Another huge milestone for us as a studio is that we now have our own office! Until some months ago, all of our development was done off-site at home. While that works for some people, having a place where we can work together has made a world of difference for efficiency and morale! A couple of us are still away on contract work, but just as we’ve been securing funds for Frogsong, we’ve also slowly but steadily been bringing everyone home.



This new work space has been provided to us by MINC, an incubator in Malmö. We’ve been working with them for several months now and they’ve been providing us with great feedback, networking opportunities and, of course, help with the businessy stuff that we’ve been sorely lacking. This has been a massive boo, especially for us moving towards taking the company and Spellsworn all the way!



So that’s a wrap! We’d like to thank you for your patience over the last few months during our radio silence. We’ve big things on the horizon for Spellsworn that we hope will bring in a lot more players. Moreover, we plan to work hard to bring it to full release - we’ve been at this for several years and we’re finally in a position to set sail with it!

Don't forget that you can keep up-to-date with us via Twitter, Facebook, Reddit or the Spellsworn Fan Community on Discord!

Cheers everyone, and stay tuned for more updates!



Jonathan Gard
Artist and Founder of Frogsong Studios
3 comments Read more
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About This Game

Inspired by arena and player vs. player classics, such as League of Legends, Super Smash Brothers, and the Warcraft 3 Mod, Warlocks, Spellsworn is a PvP arena game in which you must use magic and quick reflexes to outsmart and obliterate your opponent. Set in a world gripped by a war of magic, you and other spellcasters fight for control over 5 rounds of battle in areas of power.

Using a limited amount of currency that increases throughout the game, you must determine the best spells for the job from your varied arsenal and defeat your enemies by reducing their health to 0. Will you focus on Offensive spells such as Fireball and Meteor, or will you Windwalk your way through your opponent’s attacks and Counter Pulse their spells back at them? With an ever-changing environment that poses as much of a threat as your opponent, adaptation is just as important as a quick hand and mind. In such a brutal and chaotic world, only the skilled and strong will be victorious.

So, don your robes, banish your summoned Rock Pillars, and prepare to do battle in the arena of Spellsworn!

  • Test your wits and reflexes in spell-filled multiplayer combat, either alone or in teams - supports up to 8 players.
  • Choose your loadout across 5 different disciplines - Offensive, Defensive, Area, Utility, and Travel.
  • Engage in battle across 3 unique arenas, each with their own dangers and demands.
  • Gain experience through battle, earning skins, weapons and more as you level up.

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • OS: Windows 7 (64bit)
    • Processor: Dual core from Intel or AMD at 2.8 GHz
    • Memory: 4 GB RAM
    • Graphics: nVidia GeForce 8600/9600GT, ATI/AMD Radeon HD2600/3600
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
    • Sound Card: DirectX Compatible
    Minimum:
    • OS: Ubuntu 12.04 (64bit)
    • Processor: Dual core from Intel or AMD at 2.8 GHz
    • Memory: 4 GB RAM
    • Graphics: nVidia Geforce 8600/9600GT (Driver v331), AMD HD 2xxx-4xxx (Driver mesa 10.5.9), AMD HD 5xxx+ (Driver mesa 10.5.9 or Catalyst 15.7), Intel HD 3000 (Driver mesa 10.6)
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
    • Sound Card: OpenAL Compatible Sound Card

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