Ever since the ancient wars of mages, the world has been a dark place. As to the Distorted Lands, regular folk avoid them like plague. Yet this is now your new home. Your magic powers bid disciples from all over the land to come look for you. Other forces are looking for you, too – and their intent is much darker.
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Release Date:
Early Access – 2018

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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?

“With our previous game (Gremlins, Inc.) we already went through 6 months of Early Access ahead of the full release – and we loved it! The community feedback that we received, lead to new features and improved balance of the game.

With Spire of Sorcery, our plan is the same: we will release the game, publish the development roadmap, and then will adjust our development plans according to the feedback that we receive from our core Steam community – with frequent updates and regular blog entries.”

Approximately how long will this game be in Early Access?

“We plan that Spire of Sorcery will be in Early Access between 6 and 12 months.

However, as with our previous Steam release, we plan to keep updating Spire of Sorcery for many months (and even years!) after the full release. The day of the full release will be the day when we're confident that we arrived at version 1.0 of our game design objective; and then we will just continue updating the game as usual.”

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

“In terms of content, the full release version of the game will have the bells and whistles that the Early Access version will not have at its launch date: unique icons and illustrations for different types of events and items; more music and more sound effects; more events in general.

In terms of game mechanics, the full release version of the game might have advanced levels of gameplay built on top of the core mechanics – depending on how we progress with the balancing of the overall player experience, and whether we find these extra layers of gameplay necessary.

In terms of user interface, the full release version of the game will definitely have multiple improvements based on what we discover during thousands of games completed by the community during the Early Access period.”

What is the current state of the Early Access version?

“When Spire of Sorcery launches in Early Access in 2018, the game will be fully playable at its core level: recruit disciples, teach them and discover their personalities and traits; upgrade your spire and manage your resources; send parties on quests across the global map of the world and receive reports; conduct research and otherwise manage your mage's time. Finally, the game will already have a final stage and you will be able to win (or lose) the main campaign.”

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

“Like with our previous project, we plan to increase the price once the game transitions from Early Access to full release.”

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

“The close involvement of the Steam community is the sole reason behind our decision to launch Spire of Sorcery first in Early Access. During the Early Access period of our previous game, we already developed the tools that allow us to process player feedback and synchronise our development priorities with what the community feels might benefit the project the most – in a transparent way. We are used to releasing updates as often as every 2 weeks, in order to keep up to speed to the community feedback.

Our first game would not be the same without the many contributions (large and small) of dedicated players from different regions around the world. We know that we can design, develop and deliver a great original game – but we also know that we cannot predict all of the aspects that will make it truly enjoyable experience that will give players 100+ hours of terrific player experience, and this is where the involvement of our community is truly irreplaceable!”
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Available: Early Access – 2018


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November 23



#03 – MAP & QUESTS


The Spire is your home, and the way it looks reflects your strategy chosen to complete the main campaign. Between two different campaigns of the same player, the Spires may very much differ: one may boast expansive underground caves while another may be crowned with a ring of levitating gardens. There's no plan for "the perfect" Spire, as every time you will start the main campaign, you'll be making decisions unique to your own situation: the disciples at your command, the resources available within reach, and the unique events that may have happened on the global map of the world.


At the start of the campaign, your Spire looks pretty much like any other player's Spire – the differences in the starting setup, if any, will depend on the character generation quest at the start of the game, and as such will be minor (if any).
  • Every Spire will have MAGE'S QUARTERS – the place where your mage character resides, where he or she sleeps and receives guests. By type, it's a combination of a living room and a small warehouse (to store the most dear / valuable items). It is important to note that this room provides comfort for the mage and lends prestige to the mage's office (you will read more about purposes of rooms later in this blog).

    Imagine coming to see your master as one of the disciples, and finding yourself in a room full of ancient artefacts, with a ball of fire suspended in mid-air as a sort of a fireplace. Wouldn’t you pay a little more attention to the mage’s instruction? Or it could work the other way, of course, where a disciple with ascetic traits would actually sneer at a lush office, while a small bare room would impress her the most.

  • The other room (or rooms, in this case) present in every Spire at start, are LIVING QUARTERS – this is where your disciples will rest after their day’s labor. At the start of the main campaign, you will already have enough Living Quarters to accommodate all of the disciples that join you in your campaign.

  • Then there’s CLASSROOM, a place of study where you (or another teacher) will work with the disciples to increase their theoretical experience across a whole range of disciplines.

  • Finally, every Spire at the start of the campaign will also already have a small WAREHOUSE used to house resources, items, ingredients and whatever else you’ll possess at that point (we’re covered the topic of resources in the previous blog post).


The Spire is made of rooms, with one room being the minimal unit. You can expand the Spire by adding rooms and floors (see below). Smaller rooms can be merged, to make larger rooms; and larger rooms can be split into smaller rooms – it all depends on your needs, and nothing here will prevent your progress by becoming impossible to change; since the Spire is a creation of magic, changes are always possible (though they’ll come at a cost).

When adding rooms, you will be building these to the left or to the right of the central staircase on the selected floor. There is a limit of having 5 rooms maximum in each direction. The further the room from the central staircase, the higher the cost of its construction. And if you don’t like the currently available floors, you can build new floors, which at minimum consist of a central staircase with one room to the left plus one to the right.

When adding floors, you can build either upwards or downwards. The further the floor from the ground (either up or down), the higher the cost of its construction. There is no limit to how much the Spire may expand upwards or downwards, except for the cost – however, do keep in mind that the higher the Spire becomes, the higher visibility it attains in its surrounding area, increasing the chance of attracting attention of the travelers passing by.

The cost of adding a new room (or a whole new floor) consists of resources (stone, wood, clay, iron) and magic energy of your mage. If you lack a specific resource, you can make up the difference by spending more magic energy. As such, you are always able to expand the Spire, the only question is – how taxing this will be, for the pool of your magic energy, which is by far the most valuable resource in the game.

One more thing: while regular rooms can be built by a mage of any skill, there are certain special types of rooms (such as levitating, or rotating ones) that require an advanced skill of Astral Carpentry and some research done before becoming available for construction.


Once a room is constructed, it will need its purpose set. Is this a warehouse, a lab, or a prison cell? The good news is, the purpose of each room can be re-assigned at a later stage, so if you ran out of space to keep your prisoners, you can always convert your greenhouses into more cells – if this is what you’re after, in the current campaign.

There’s no limit on having multiple rooms of the same type, so that architecturally, rather than having a huge warehouse that will keep on expanding, you may end up having 5 smaller warehouses spread across different floors, which will serve your purpose equally well.

There are certain limitations to consider when assigning a room’s purpose: some types need to be strictly above the ground (for example, a GREENHOUSE); some – strictly below (for example, a CAVE). In other cases, the relative position of the room towards the ground floor will not prevent you from assigning the chosen purpose, but would rather add a positive or a negative modifier to its effectiveness (for example, the higher up the greenhouse is, the more natural light it receives – the more effective it is for growing plants).

Now, once you’ve built a room and set its purpose (from what’s available at your current skill level), you will want to make it active, and here each purpose has its own set of requirements in terms of what furniture you’ll need to install there, before it can start functioning as intended.

To start functioning, LIVING QUARTERS will need beds; a LIBRARY will need shelves; a WAREHOUSE will need cupboards; and so on.

This furniture can be either crafted or traded (as well as simply found somewhere and brought back; or received as a gift), but if you lack a chance to get it the “physical” way, you can always cast it, spending your magic energy. Initially, casting furniture instead of crafting it will be less efficient. But with time, as the Astral Carpentry skill of your mage and/or your disciples increases, you may be able to use your magic energy to cast such items that are simply impossible to craft in a regular way.


Each room has two main characteristics that determine how well it serves its purpose: the room’s effectiveness and the room’s prestige.

The effectiveness defines the direct function of the room, and can be increased by adding optional furniture or fixtures. For example, adding a glass roof to a GREENHOUSE significantly boosts up its production due to increased natural light; while adding candleholders to a CLASSROOM allows to study around the clock, whether it’s night-time or not; other things that increase the effectiveness of a CLASSROOM are learning tools, mounted exhibits and blackboards – all of these are optional items that make the room more efficient at serving its purpose.

As to the prestige of the room, this influences the motivation of disciples to spend time there. Items like portraits of famous mages of the ancient times will make a CLASSROOM more special. Items like elaborate candle-stands will have a similar effect on a WORKSHOP, or a MESS HALL.

It must be noted here, that some of the furniture and fixtures will come in the form of artefacts. For example, you may locate and bring back to the Spire something like a Magic Shelf, which would take the space of just 1 slot, but will provide 5 slots worth of storage; or, perhaps, you’ll receive as a gift a Candle of Concentration – a regular-sized candle that speeds up any sort of process happening in the room where it’s placed, be it study or mediation.


Each piece of furniture and fixtures requires special placement. For example, you cannot add daylight windows to a room that’s located underground; similarly, you cannot fit a huge Grand Alchemist Table into a small, basic Lab.

Each such item takes a number of slots and bears certain requirements as to where it can be placed – on the floor, on the walls, or on the ceiling; correspondingly, each room has a present number of slots that it allows to use for furniture. In this respect, smaller things offering the same effect / prestige are always better, as they leave more space for other decorations.


Below is a list of some of the purposes that can be assigned to a room. Please note that this list is neither final, nor complete:
  • MAGE’S QUARTERS – this is where your mage lives.
  • LIVING QUARTERS – this is where your disciples live.
  • CLASSROOM – a place of study, where characters gain theoretical experience from being taught by another person.
  • LIBRARY – a place of study, where characters gain theoretical experience from reading books available in the Library.
  • LAB – a place of research (theoretical experience in multiple fields) and crafting of potions and elixirs (practical Alchemy), where characters produce new items, gain practical and theoretical experience and advance in research.
  • PRACTICE HALL – a place of experimentation, duels and battle magic where characters gain practical experience.
  • WORKSHOP – a place where things are crafted (everything except potions/elixirs, which are produced in a Lab).
  • WAREHOUSE – a place where you keep resources, items, ingredients and artefacts.
  • TREASURY – a version of a Warehouse that is more secure (so that valuable artefacts, for example, can be less of a temptation for some greedy disciples – or visiting thieves).
  • GLASSHOUSE – a place where herbs and plants grow, whether for use as food of as ingredients in creating potions.
  • KENNELS – a place where monsters are kept/raised.
  • PRISON CELLS – a place where characters (disciples or captives/prisoners) are kept.
  • HOSPITAL – a place where characters are healed, whether with the help of someone with medical skills or not (though without a medic, this is going to only stop the outbreak but not address the cause).
  • OBSERVATORY – a place where characters can observe the sky, read star signs, foretell the future, discover special spots on global map, and prepare horoscopes.
  • WATCHTOWER – a room that increases the zone of directly visible part of the global map surrounding the Spire.
  • MEDITATION ROOM – a room that allows to increase / use the skill of concentration, improving mood, health and restoring energy (mage’s or that of disciples).
  • KITCHEN – a place where food items are crafted (e.g. field rations).
  • MESS HALL – a place where disciples and mage consume food and socialize; without a Mess Hall, characters can still eat in their quarters, but without the social aspect and with less control of mage over the mood of disciples. As this is a room that every character visits daily, the level of prestige of this room carries a big impact over everyone in the Spire.
  • GAME ROOM – a place where characters relax and socialize.
  • DISTORTED ROOM – a room that cannot be constructed; this room may appear as a result of an accident during one of the experiments.
  • PORTAL ROOM – we’ll talk about Portals, and Portal Room, a bit later in the blog, as this is a late-game feature that’s still being designed.
  • MAGIC ENERGY ROOM – possibly, a room that may store and release magic energy; it’s not 100% confirmed yet that this room will be present at the launch of the game in Early Access.


These topics are together because both of these things deal with the space outside of the Spire. We’re not yet certain how the actual farming will happen, except that it will be through a special type of quest, where you’ll command a party to go out and, say, plant, care for, and later harvest a specific crop.

As to the defense of the Spire, our current plan is to allow construction of a separate section outside (“the barrier”), which will include such things as:
  • traps (physical and magical)
  • moats and similar defensive constructs;
  • monsters and animals planted to live in the space surrounding the Spire (i.e. between the moat and the actual walls of the Spire).
Whenever a party is detected outside of the Spire (having a good WATCHTOWER greatly helps with early detection), a quest marker appears, which allows you to send a party to confront the guests. Perhaps your disciples may prevent the attack by using magic to scare them away. Perhaps they may overpower the intruders, using battle magic. Or perhaps they may bribe them with gifts, and convince them that attempting to enter the Spire is really a pointless undertaking.

If prevention fails (or you don’t even want to try sending a “meet & greet” party), the incoming party has to best the barrier before they can set foot into the Spire. Maybe some of them will be wounded by the traps. Maybe some won’t be able to cross the moat. And maybe some will fall prey to the monsters and animals living by the gates.

Once the party (or the surviving part of it) crosses into the Spire, something called Close Encounter. Close Encounter is an obligatory quest that you cannot reject. If you fail at this quest, the campaign is over, as your mage will be imprisoned and burnt by the Inquisition – or simply killed on the spot (unless the intruders are thieves, in which case they’ll plunder but won’t kill, unless attacked). This is also the only combat quest where your mage may become a part of the party.

As this part of the game is still a work in progress, we’re certain that we’ll cover it in more detail in a few months, once our working prototype includes these areas.

With this, we wish you all the best – and see you next week! (or sooner, if you join the official Discord server of the game ).


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November 15



#03 – MAP & QUESTS

Welcome back! Thanks to the discussion on the project's Discord server as well as on Steam forums, there's no lack of topics to address. Which is great news! Spire of Sorcery is many things at once: it is an RPG, it is a survival game, and it is also very much a strategy. So today we would like to address one of the issues that are directly relevant to the strategic component: resources.


Whenever we say resources in Spire of Sorcery, we mean something at this level:
  • wood;
  • stone;
  • iron;
  • clay;
  • food; – and similar
These are the resources that you can source (for example, by sending a disciple into the forest to cut down a few trees); or trade (with one of the settlements, human or non-human); or receive as a gift (if you enslave a settlement or if you successfully promote Cult of the Spire).

These resources occupy certain space in your Spire's warehouse, and as such, as your ambitions grow, you will need to either expand your warehouse, or take a certain risk by storing the resources outside of the Spire (where they might get stolen by passersby or damaged by weather).

Important: if you're taking an action that requires certain resources, you may use your magic energy to fill in the gap of any of the missing resources. It is a pretty expensive way, and to be honest – a real waste of the precious magic energy, but still, it is possible. For example, if you're constructing a new room, let's say, a cave to grow crystals, and you don't have enough stone in your warehouse... you can still carry out the action by spending more magic energy to make it happen.


Whenever we say items in Spire of Sorcery, we mean something at this level:
  • chairs, candles – and furniture in general;
  • potions, field rations – and ready-made consumables in general;
  • cloaks, boots – and equipment in general.
These are the things that are produced by humans, or non-humans, from resources, and can be consumable/expendable (e.g. a potion) or lasting (e.g. a dagger). You can craft them, trade them, receive/give them as gifts, or find them (for example, going into the ruins of abandoned town to bring back whatever your party can salvage).

The items that belong to the class of furnitureare used in the Spire. This is what you will decorate your rooms with. And why do you need this? Because the function of each room is affected by its quality and prestige. Let's take a Library as an example. If you add more light, you increase its effectiveness, allowing the disciples to study faster as they have such an easy time reading all the books even during the night-time. If you add beautiful paintings on the wall, and decorate the windows with crimson curtains, you increase its prestige, improving motivation of disciples to go and study there.

By the way, in one of the later blogs we will talk about the Spire itself, but for now let's just note that in addition to decorations and light, your library will also need two kinds of spaces: space to keep the books; and space to study (i.e. chairs and tables). So you can have a small but very effective library, that will drive disciples like a magnet; or you can have a huge and bland library that would allow a dozen of disciples to study at the same time, but might so lack anything special, that the process of study will be rather taxing.


Whenever we say ingredients in Spire of Sorcery, we mean something at this level:
  • special roots, rare mushrooms and plants;
  • crystals, gems and precious minerals;
  • animal products like horns, beaks, hair, skins and such.
These ingredients are used for Alchemy and cannot be replaced by magic energy. In other words, while you can still build a cave even if you lack stone, you absolutely cannot prepare a painkiller potion if you lack the specific mushroom that is required by the recipe.

The way to source the ingredients is to trade, to harvest – or to grow. To grow animals, you can construct a farm, or cages; to grow plants, you can construct a herbal garden; to grow crystals, you can construct caves; and to grow monsters, you can construct kennels.

Important: while the recipes in the game remain the same across all the campaigns, the specific properties of each item (e.g. mushroom, root, flower, etc.) are generated anew each time you start a campaign. It is highly unlikely, that the same mushroom, for example, will have the same properties in two different campaigns. The way it works is that a recipe for poison, for example, requires 2 different ingredients with the property "poison". And dried & crushed wings of fluter have 1 rare and 1 common properties. So in one campaign, the "rare" property will be "poisonous", and it can be used to make poison; while in another, the "rare" property of the same wings will be, for example, "energy boost", and thus, while this ingredient will be useful elsewhere, it won't fit the recipe for poison anymore.

As you probably understood by now, the availability of specific resources and ingredients close to the Spire at the start of the campaign will be one of the major influences on the strategy you choose in the game: it makes little sense to spend time and effort looking for a specific ingredient that you need for potion X, when you can already have potion Y made from ingredients safely harvested nearby.


Whenever we say artefacts in Spire of Sorcery, we mean unique items that may be obtained (found, traded, stolen) or constructed (requires advanced skill of Arteficing), that may affect STATS, TRAITS, SKILLS, and otherwise cause permanent effect on the owner.

In the world of Spire of Sorcery, there are hundreds of artefacts. Oftentimes these will lend advantage in one field and disadvantage in another. Some remain from the times before the mage wars. Some belong to non-human creatures. Some are owned by lords in the region close to the Distorted Lands, where the need for their use is stronger than the fear of the Inquisition.

Important: whenever you come across a new artefact, you won't really know what it is and what are its effects – until you properly research it, using qualified disciple/your mage, and sufficient time. Of course, you may always just start using the artefact... with unpredictable consequences.


There's the inventory of the Spire – what you own and control, and what is accessible to the disciples (e.g. books in the library, or potions in the pantry); and the private inventories of each of the disciples – what they own and control, and what lies beyond your reach.

Depending on the traditions that you install in the Spire, and the traits of individual disciples, you may see outcomes where a party sent to look for treasure brings back an amazing loot and freely gives it to you upon return; or where the same party comes back with their private pockets full of gems, and reluctantly gives you only a small share of the finds, because they are greedy – or because this is what you promised to them, or for some other reason, based on how you reached this point in the campaign.

The inventory generally is split between equipment (clothing, weapons and such) and consumables (food, drink and potions). A sidetone on potions: there are no "healing potions" in the world of Spire of Sorcery. A potion may sustain a character's energy, or improve their mood, or take away the pain symptoms, but a magic may never truly heal a broken bone – for this, you will need someone with a Healing skill, spending substantial time to mend things.

It's also worth noting that most potions do have side-effects. A bout of energy may lead to exhaustion; a painkiller may slow a person down to a crawl, and so on.

Finally, one last note: each item in the equipment range can generally be in one of the three states:
  • good
  • damaged
  • broken
A skilled character may repair or mend items, given enough time and resources for fixing it up.


That's it for this week – and thanks for being a part of the community! Our official Discord server now has over 400 members, and we look forward to seeing you join the conversation there! We'll be back in a few days with a look at another part of the game.


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Spire of Sorcery has its official Discord server, where we share our work in progress on the project. Use this link to join the community – or click on the image above!

About This Game

In this original mix of strategy and RPG designed by Alexey Bokulev (author of turn-based strategy Eador. Genesis and digital board game Gremlins, Inc.), you will:

  • expand and upgrade your magic spire, balancing the needs to research, craft and defend;
  • choose and teach your disciples, discovering their personal traits and collaboration capacities when matched in parties and sent on quests;
  • explore the vast open world stretching from the Empire to the Distorted Lands, seeking new knowledge, resources and sources of power – as well as establishing relations with the locals.
But above all else, you will try to survive: the troops of the Inquisition are roaming the land, hunting for runaway mages; and dwellers of the lawless wild, human and not, are on the lookout for easy prey.

Yet your most powerful enemy is neither of those. It is the time itself – the approaching death from old age. Only one thing can save you: the elixir of youth. Several ancient manuscripts mention it in passing... There must be a way to learn the formula. There must be a way to obtain the ingredients... Before it's too late.


A long time ago, powerful mages ruled these lands. They moved rivers, they summoned monsters, they created new races of non-human servants for their own needs and pleasures... They also waged wars. It is one of these wars that brought the whole world to the very brink of collapse. Whole regions burned and mountains melted as thousands of souls screamed in torture. In the end, the great mages completely destroyed each other, and as they died, their final curses tore the land apart, creating anomalies that we nowadays call the Distorted Lands. Places that a few dare to visit. Places where abnormal is the norm.


The suffering of the people following the last war had been so great that once the world cooled down from the violent storms, one of the very first groups to rise from the burning ruins was the order of the Inquisition. Said to be more powerful than the Emperor himself, this order is focused on controlling each and every person who possesses any magic powers – and on hunting down those runaway mages that seek to practice the forbidden skill. To the Inquisition, magic powers are a curse, and any practice of these outside of the strictly licensed guild is a sin punishable by torture and death.


As the troops of the Inquisition were making the first arrests, a new state – the Empire – was proclaimed in the part of the world least touched by the war. Officially, the Empire stretches from the coastline and to the mountains, and, with a number of strongholds, provides protection to the population otherwise besieged by all sorts of rogues. Unofficially, the Empire's influence starts to fade even before you leave the capital's gates, and by the time you're in the wild lands, the decisions of local lords always count so much more than anything that the imperial court may try to impose.


Until recently, you were an ageing mage casting simple spells under the strict control of the Guild. As years passed by, this satisfied you less and less. You started to look for books that held secret knowledge, studying them when no one could see you... until the day of the surprise search in your rooms. Ever since, you've been on the run, escaping the Inquisition by moving to the only region which even they avoid: the Distorted Lands.

Here, on the edge of the wild lands, you cast the forbidden spell for Spire of Sorcery and, tapping into the source of power, erected your new home: a magic fortress bound to you alone. You and the spire are connected so close that when one falls, the other follows. This is the domain that you can never leave. Yet from here you can still explore the whole world – with the help of your disciples.

Build, upgrade and customise rooms of the spire: libraries and herbal gardens, classrooms and prisons, living rooms and monster kennels, laboratories and warehouses, treasury and caverns, observatory and watchtower – your priorities define the capabilities of your spire and shape your strategy of exploration and survival.


As you develop your spire, disciples start to arrive at your door. Some heard your magic Call; some just heard about you from their friends. At first, you don't know much about them except for their looks and what they choose to tell you. With limited number of living rooms in the spire, will you prefer to accept a farmer's daughter distressed by her own magic powers – or a dedicated student of arcane who yearns for new knowledge, even though his skill is on a lesser scale?

Some of these disciples come to you to escape repressions. Some seek the light of wisdom. And some come in the pursuit of greater personal power. As you accept and teach them, you will discover their true personalities and find them fitting roles in your spire. One will become a great explorer, traveling fast and surviving any hardships. Another will become a gifted gardener, and secure your supply of the rarest ingredients. Yet another will become a traitor, trying to poison you.

Select, teach and direct your disciples on the quests inside and outside the spire. Your choice of strategy may yield a few powerful young mages focused on deep research into the elixir of youth – or an army of simpletons excavating artefacts all over the land, looking for the books lost in the ancient wars.


Legends claim that back in the days of the powerful mages, there were spheres that could show you what happened all the way across the mountains – and that through them, you could even converse with others. Nowadays, one hardly knows what happens across the river, as the wild lands are overtaken by rogues and monsters. But perhaps one day you will re-discover these long-lost magic artefacts of the past?

With disciples ready to depart on the quests of your bidding, ancient ruins and abandoned mines will reveal their mysteries to those who survive the expeditions. By sending parties and setting their goals, you will map dwellings, points of interest and sources of power. Your disciples will meet rogues and vagabonds, settlers and lords, animals and monsters. Through the eyes of your students, you will discover the non-human races of the past as well as the few ancient creatures from the pre-war era who continue to prowl in the wild, accumulating greater and great powers.

Explore the open world created anew each time when you start the campaign, charting new lands and deciphering new secrets. Maybe your brightest disciples will go missing in the Distorted Lands, lured by the innocent-looking fluters; or maybe they will befriend the many-handed Librarian and unlock his treasure trove of manuscripts? The story of the campaign is yours to write.


Here in the wild lands, bandits and gangs are a fix of the local landscape. Looking for the weak, they will move to an easier prey once you step up your spire's defense. As to the local dwellers, not everyone appreciates a mage moving in, and quite a few may try to claim the contents of your cellars. Not to mention seasoned adventurers on the mission to raid a castle or two (and make it off with the artefacts).

As your spire gains notoriety, it will start to attract more visitors, including stronger private armies – as well as the troops of the Inquisition, who never forget or forgive. And as your disciples travel the world, other dangers will loom: from illnesses contracted far away on a quest and brought back to the spire by the returning disciples to dangerous spells triggered by the explorers, which can range from having a few ghosts to having to battle a full-blown death curse. Your old age is approaching, too, rendering you fragile... until one day you become too weak to defend the spire.

Survive the immediate dangers while looking for the formula and ingredients of the only thing that can offer you the truly lasting power – the elixir of youth. Whether you find it, craft it or trade it, this is the item that will decide the ultimate success or failure of your campaign!

System Requirements

    • OS: Windows 7/8/10
    • Processor: Intel 2.3Ghz
    • Memory: 4 GB RAM
    • Graphics: Intel Iris 5000
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    • Sound Card: Internal
    • Additional Notes: Initially, this game will require an Internet connection to play. As the game progresses out of Early Access, the game will offer an offline mode that allows to play without any Internet connection.
    • OS: Windows 7/8/10
    • Processor: Intel i5 / similar AMD or higher
    • Memory: 8 GB RAM
    • Graphics: GeForce 7XX / similar Radeon or higher
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    • Sound Card: Internal
    • Additional Notes: Initially, this game will require an Internet connection to play. As the game progresses out of Early Access, the game will offer an offline mode that allows to play without any Internet connection.
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