Battle creatures, collect loot, master magic, and build your very own Wizard Tower sanctuary in this rogue-like, dungeon-crawling RPG.
User reviews:
Overall:
Mostly Positive (55 reviews) - 76% of the 55 user reviews for this game are positive.
Release Date: Sep 27, 2016

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Recent updates View all (31)

February 13

v1.1.323 - Divine Treasury + German + French + Spanish

v1.1.323 - Divine Treasury + German + French + Spanish

Major Changes
  • The divine treasury is now available in town and grants you three magic items per day
  • A new UI has been inserted specifically for quick pet selection as the last step when traveling to a dungeon
  • Localized into German, French, and Spanish languages ... users will be prompted once on startup to select a language and a new language UI is available from the home menu to change to any language instantly
  • New dialog and scroll fonts that properly support all available languages
  • Gauntlet games now generate more followers to hire (up to 2) and more frequently they appear in the dungeons
  • If you die at a guild wizard boss, when you play that level again you now warp to the boss fight and don't have to play the level over

Minor Changes
  • Artichuk pet melee damage increased almost 2x
  • Firebrand magic attack now does some intrinsic damage as well as summon a flame hazard
  • Counter damage will no longer occur if the source actor is frozen
  • Story scrolls now animate position and glow green so you can't miss them and think you're stuck in a boss arena with no way to exit
  • All UI buttons that take a cost when pressed have been unified into similar looking layouts with consistent cost icons and tooltips
  • When a legendary or better item drops, a sound effect is now played
  • Added damage to sentinel skill description text
  • Removed property lines from spell upgrade UI tooltips, we now show only the descriptions which contain all the necessary information in a much more compact space which is good for small devices
  • Spell upgrade tooltips now have a max height and will autosize themselves smaller until they fit within the UI constraints
  • New audio for all enemies killed event on a level
  • Gemstones is now called Platinum and the art has been more silver blue like
  • "Idle" time is no longer included in overall game time played, a player is idle if there is no input for more than 30 seconds
  • Increased Banish spell radius
  • Malevolence, Dominator, and Replicating blob now pushed untill after ice rift in story games
  • Quests can now up the random quest count if they are failed, we use this when failing the first ice wizard boss just incase the player feels the need to grind in order to get ready for the boss
  • Tooltips now use the avatar background instead of scroll background because it has a little design on it that's cool

Fixes
  • Fixed being able to put your spell runes in personal and gauntlet vaults (among a couple other UIs)
  • Fix crash caused by double removing actor from ActionManager.m_actorsToRun ... showed up rarely during Guild Wizard boss fights when wizard teleported to a cell that was hiding.
  • Tweaked a few UI sizes and placements so that they work better for both desktop and the upcoming mobile release
  • Fixed a possible crash in hall of fame entry generation when killed by an unknown actor
  • Fixed procs that were set on wands not triggering properly
  • Speed up the hit animation on the Fire Giant
  • Do not display notice text for item mastery level up if that item does not belong to the player (followers)
  • Fix shield orbs running their hide logic after the orb had been destroyed by other means by passing in the orb actor in to the event to hide, which will validate the actor is still valid before calling the callback via the EventManager
  • Fixed possible crash from many skills that registered and event without an actor to validate the state properly when the event time arrived
  • Fixed a UI display issue where the damage totals for an item might be off by 1 when adding up and showin

Framework
  • Upgraded to Unity 5.5.1
  • Updated zip archive libraries
  • Updated to HockeyApp 1.1.3
  • Compacted contents of a UI sprite atlas down to one
  • Cinematic now uses icons for press to continue instead of text
  • Fixed home menu being offset wrong
  • Increased font of tooltip text on ring menu items
  • GoldUI is no longer made visible when opening up VendorUI interact ring menu
  • Added confirmation dialog box when proceeding through the pet selection when no pet is selected, but there is one that is ready to use
  • Fixed CombatBoss causing healing to boss
  • Tooltip background, border, and property icons have been moved from UIScroll to UIInventory sprite atlas

8 comments Read more

November 30, 2016

v1.0.312 - Maintenance patch

v1.0.312 - Maintenance patch

Fixes
  • XP potions and shrines now calculate their stacked values using the bonus value only ... a max bonus of 5 stacked potions giving +20% now correctly calculates to +100% instead of +600% as intended.
  • Fix possible case of recharge wands not recharging when placed in a gauntlet vault and equipped in another gauntlet game.
  • Fixed spell upgrade tooltips missing the header and proper effects for the next rank section of the spell info on the spell upgrade UI when the player had on items that boosted those magic families
  • Vault contents now show rank enhancements in their tooltip if the player is wearing items that enhance the rank of those items

0 comments Read more

About This Game

The Council oversees the elam families, aristocrats who are descended from the first humans in Rilfanor, and the banlits, who were originally people born without magical abilities. The Guild has never admitted banlits because of their lack of magical capacity; and they've never admitted women because they believed women were too weak-minded to control such power.

Now, many generations later, the elam magic is weakening, and latent magic talent has reappeared among the banlit population. Many of the elam are in denial, but some of them want to take the radical step of allowing banlits, including women, into the Guild.



In your quest you'll explore randomly generated dungeons, collect treasures, master magic, avoid traps, solve puzzles, and of course cleanse the dungeons of all the evil minions within. Every dungeon is unique, no two locations will ever be the same.



It's not all dungeon-crawl. Feel at home in your very own Wizard Tower where you can enhance and customize the way you play by building a thriving town, brewing your own reagents, crafting or buying your own gear, powering up your magic, and recruiting help.





"A smart blend of town building and dungeon crawling to create one of the most promising RPGs in years" Dave Brevik - CEO Gazillion Entertainment, Creator of Diablo Series, Marvel Heroes

"Spellbind's Rogue Wizards is taking procedural roguelikes in an exciting and thoroughly charming direction" Mike Booth - Game Director at Blizzard Entertainment, Creator and Designer of Nox and Left 4 Dead, Founder of Turtle Rock Studios

"Spellbind is making exactly the kind of game I would make for mobile & desktop. I'm jealous, and I want to play!" Erich Schaefer - President Double Damage Games, Designer Diablo 1 & 2, Torchlight 1 & 2




Every minion has a unique ability with a carefully balanced interplay of strengths and weaknesses.



Six schools of magic each with a complete set of upgradable spells to bring doom upon your enemies.



Discover tons of randomized magic items, providing a nearly unlimited variety of ways to slay your foes.



Randomly generated environments, no two dungeons are alike.



Upgrade vendors around your tower and gain instant access to a bounty of new items and enchantments.



Enchant your items and change the very nature of the magic they harbor inside, breathing new life into your favorites so you can slay more powerful enemies.



Craft materials and items at your cauldron so you always have the right amount of magical essences and potions at your fingertips.

System Requirements

Windows
Mac OS X
    Minimum:
    • OS: Windows XP+
    • Memory: 1 GB RAM
    • Graphics: DX9 (shader model 2.0) capabilities; generally everything made since 2004 should work.
    • DirectX: Version 9.0b
    • Storage: 750 MB available space
    Minimum:
    • OS: Mac OS X 10.7+
    • Memory: 1 GB RAM
    • Graphics: DX9 (shader model 2.0) capabilities; generally everything made since 2004 should work.
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Overall:
Mostly Positive (55 reviews)
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