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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Ημερομηνία κυκλοφορίας:
Early Access – 2018

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Παιχνίδι με Early Access

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Σημείωση: Αυτό το παιχνίδι πρόωρης πρόσβασης δεν έχει ολοκληρωθεί και μπορεί ή μπορεί να μην αλλάξει σημαντικά κατά την πορεία της ανάπτυξής του. Αν δεν είστε ενθουσιασμένος για να παίξετε αυτό το παιχνίδι στην παρούσα μορφή, τότε ίσως θέλετε να περιμένετε μέχρι το παιχνίδι να προχωρήσει περαιτέρω στην ανάπτυξή του. Μάθετε περισσότερα


Γιατί 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.”

Για περίπου πόσο καιρό αυτό το παιχνίδι θα είναι σε 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.”

Πώς θα διαφέρει η πλήρης έκδοση από την έκδοση Early Access;

“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.”

Ποια είναι η τρέχουσα κατάσταση της έκδοσης Early Access;

“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.”

Θα κοστίζει διαφορετικά το παιχνίδι πριν και μετά το Early Access;

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

Πώς σκοπεύετε να συμπεριλάβετε την Κοινότητα στη διαδικασία ανάπτυξής σας;

“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!”

Διαθέσιμο: Early Access – 2018


Πρόσφατες ενημερώσεις Προβολή όλων (21)

23 Μαρτίου


Last week, we showed you how we create characters for the game. Many thanks for all your comments here and on Discord! It feels great to know that you also appreciate smaller details that are so important for us. And this week, we’d like to share our process behind creating the art for biomes.


When you play Spire of Sorcery, the whole world of Rund is yours to explore. You can send your parties to any point on the map, though some points will prove hard to reach (for example, Catacombs surrounded by Swamps) and some will prove too dangerous to explore (for example, Castles controlled by the Empire).

Once you explore a certain area, you can always hover over any of its parts to access basic information about the biome. Knowing biome types is useful when planning expeditions: cutting through Ancient Forests or Battlefields may take a lot of time, and also presents risks specific to these areas – so maybe traveling by road over Plains or crossing Hills on foot is a better solution, as even if such route will be longer, it still will be faster and safer.

We currently have 20 biome types, ranging from Forests to Waterfronts, and from Caves of Eternal Darkness to Black Pools. Each type must have its own artwork that communicates the atmosphere as well as delivers additional details of the lore.

Since Rund is an original world, for us it is extremely important to make sure that the biome art transports you to the right universe: for example, something as simple as a village can look rich or poor, idyllic or beaten up, relaxed or on the defensive, depending on how the villagers in Rund generally feel about their life and the threats of the world outside. And it falls to our concept artist Rita to express our game designer’s vision with each such piece. Let’s take a look at how we created artwork for one of these biomes – The Rusted Forest.


The work begins with a brief that our game designer writes. Some biomes prove more difficult to describe than others, especially those that are common to many worlds (forests, hills, caves), because with Rund, we’re looking for a very specific interpretation of these concepts. Other biomes are much easier – because they are unique to Rund (such as Distorted Lands) and have a wealth of specific details that we can fall back on.

With the Rusted Forest, the brief went like this:

Rusted Forest is an area inside the Distorted Lands. It’s a zone that used to surround the citadel of an ancient mage who developed sophisticated magic machines and mechanisms. This zone used to be full of traps, including huge metal spears that shot up from below the ground.

Currently, almost all of the traps lost their power, and the area is covered in rusted spears, often covered in remains of gigantic monsters who attacked the citadel before the Cataclysm. With time, these spears got covered in moss, while the ground became tinted orange with rust. Wherever cracks appear on the surface, one can glimpse parts of old mechanisms – gears, levers and other parts of once powerful machinery that powered the traps.


Based on the designer’s brief, Rita came up with this set of references:

A reference board is a quick way to align an artist’s vision to that of game designer: we keep looking at different pictures until everyone agrees that some of these are “relevant” to the new work that’s about to be created, at which point we lock down the reference board and proceed to preparing the first sketch.


The first sketch is equally useful for showing what we want to create, and for showing what we do not want to create: we try to eliminate unwanted elements from early on, as well as to identify that “something is missing here”. Here’s how the first sketch of the Rusted Forest looked like –

We liked the menacing feeling, but we found it lacking a few things:
  • Not enough overgrowth
  • Missing the remains of the gigantic monsters
The next sketch addressed these issues:

The team agreed that Rita was on the right track, and she moved to creating the first sketch in color.


Color is important to any art, and for Spire of Sorcery’s art style colors do carry an additional meaning: all of our locations have their “key colors” that help to differentiate one biome from another. Why? Because the global map shows all of these biome types to help you plan your expeditions, thus it’s important that you are able to immediately distinguish, say, Ancient Forest from a regular Forest, and Plains from Hills.

The first color sketch of the Rusted Forest looked like this:

We felt that it works well for the overall atmosphere: clearly, the place is abandoned, and bears signs of past attacks where monsters were confronted by mechanical traps. At the same time, we also felt that it would be hard to distinguish the Rusted Forest on a global map from other biome types that relied on blue as their key color: namely, the Ancient Forest and the Distorted Lands. And so, Rita went on to create another color sketch –

We liked it much more.


Following the color sketch that we all liked, Rita started to develop the final artwork. This involves adding many more details as well as balancing the overall colors. Here’s one of the versions, which we thought to be a bit too much on the red side:

One thing that you might notice, is that at this stage Rita also increased the exposure of the parts of trap mechanisms, which were less visible in the color sketch. After several revisions, we’ve got even more details:

With this version, everyone in the team was pretty happy – except for one thing: the horizon. In the game, the Rusted Forest covers a pretty big area, but here it looked like it ends pretty soon in the distance, and the empty horizon suggests a desert stretching behind. Thus, we made a minor (yet important to us!) change, making sure that the image represents the actual in-game area –


After creating the final version of the Rusted Forest, we had one more task left: making the artwork game-ready, which in this case means preparing this art to be used in combination with other assets.

In Spire of Sorcery, a major part of gameplay is about reading the reports of disciples who return from their expeditions. And whenever something happens – a meeting with another party, a discovery, or a battle – quest log shows the biome where it happened, the object that is present there, and the characters or creatures who interact with your party.

Rita had to prepare the Rusted Forest for a possible combination with other objects that could appear in the foreground. Here’s the first test that showed how objects may possibly fit on this background:

Picture 1 shows the Rusted Forest split into 3 areas: background, and two foreground parts. Pictures 2 and 3 show how the Ruins and the Death Altar may possibly fit (we used these to run the test, even though in the world of Rund, neither can be found in the Rusted Forest since it’s so deep in the Distorted Lands).

To make the art ready for being used in combination with other assets, artists often have to prepare versions that look like this (in our case) –

And here’s a combination of background and object that you may actually meet in the game: The Anomaly (something similar to our world’s black holes) tested against the Rusted Forest.


Lastly, what happens next is that we have one more issues to tackle: creating sound effects for each piece of art. All of the sound effects for Spire of Sorcery are created by our long-time professional partner Anna Fruit. Perhaps in one of the upcoming blogs, we can talk about the specifics of her work (she’s set to produce several hundred original sound effects for the game, after all!) – in the meantime, here’s how the Rusted Forest came to life:


With this, we end this week's dev blog, and as always, thank you for your interest in the game! Please join us on Discord if you would like to participate in the weekly Q&A sessions with our game designer, as well as to see work-in-progress materials that we regularly share there!


:summer_magic: Official Discord server
:summer_magic: Twitter (game updates)
:summer_magic: Facebook (game updates)

:malice: Official Discord server
:malice: Twitter (game updates)
:malice: Facebook (game updates)
:music: Original Soundtrack on Spotify

:notebook: Twitter (studio news)
:notebook: Facebook (studio news)
:hypnoheart: "Behind the scenes" Instagram
:fireapple: YouTube
5 σχόλια Περισσότερα

16 Μαρτίου



Welcome to this week’s Dev Blog! This time, we’d like to tell you a little bit about the process behind the game, and specifically – about how we create our concept art for humans and non-humans of Rund.


We’re a small development team (currently 7 people), which has a lot of advantages. Amongst these advantages is the opportunity to use everyone’s experience to make our games better. Anything that we include in our released games, is the result of our teamwork. Everyone at Charlie Oscar makes suggestions and offers feedback, and what you see in our games is there because at some moment literally everyone agreed that this is the best that we can deliver.

At the same time, there are 2 areas where we change the approach: game design and server technology. We believe that these areas are so specific and require such special knowledge and experience, that the feedback that we provide to our game designer and server programmer is no more than just suggestions, and they have no obligation to respond or defend their choices. This is especially true for game design.

A big requirement for any of our games is the consistency of its creative vision. Sometimes it comes down to quite unusual rules, for example in our previous game (Gremlins, Inc.) characters can smoke cigars – but cannot eat food or drink liquids, based on its lore. And so when recently someone in the team suggested a card that involved characters drinking wine, it was shut down by our game designer.

With Spire of Sorcery, the impact of consistency in game design is tremendous: the world of Rund is a complex system, with everything connected to everything else, thus any change and design decision taken has multiple indirect consequences. Take mutants, for example: most of us on the development team know a bit about them because of the discussions that already happened; but if you ask us, whether or not you may meet a mutant while paying a visit to a nearby village fair, we’ll refer you to our game designer, who has the whole world of Rund in his head, and who will know for certain.

In this way, we combine the Occidental and Oriental approaches to team work: for most production issues, we’re running a leader-less team process, where every person’s opinion counts; and for everything related to game design, we’re running a “king and his servants” kind of system where we never question the vision of our game designer, but rather see our ambition in helping him to bring that vision to life.


Our designer’s vision for Spire of Sorcery is to build from scratch a new, original world – the world of Rund. This doesn’t mean that we want to have, say, flying dolphins or two-headed horses – those would be “exotic” rather than “original”. What we’re after is a world that is free from pre-existing conventions and concepts, while being both captivating and believable, in order to take our players all the way to Rund.

Because the world of Rund is original, every piece of concept art that we create carries a lot of weight: this is the window through which you, the players, will see that world, and we must try to make it as close to the original vision of our game designer as possible. And today we’d like to walk you through the creative process behind one such piece of concept art: the Alchemist.


The Alchemist is a human character, a trader in rare items, whom you are most likely to meet in towns and in villages, though sometimes you may encounter alchemists in the wild – where they forage for their ingredients.

Once we discussed this character, our concept artist Rita came up with these three ideas:

Option 1 resonated the most with Alexey, our game designer. At the same time, he did not like “the wizard hats”, as he called them: they were out of place in this context. While members of the Guild of Mages are required to wear easy-to-notice hats, alchemists are just regular traders. He also highlighted the fact that the life of alchemist is not an easy one, from handling all the weird stuff that he’s selling to traveling around, and so his dress should be more worn-out. Finally, our alchemist is supposed to be an old man, but in option 1 he displays a posture of a young man. So, we should deal with this in the next revision, too.

The next revision addressed these comments, and offered 4 options to consider:

The hat is gone, the look is more tired (both in posture and in the dress). Now is the time to discuss what exactly the alchemist should be holding up in his hands. The book (no.3) wasn’t a good fit because there’s a separate character, Bookseller, who’s trading in these. The orb and potions (no.1, no.4) were not a good fit to the lore, either. And thus, we settled on the jar of eyes and a small precious bottle from no. 4 and no.2.

This version of the Alchemist everyone loved, and so Rita moved from creating an “idea” of the character to creating the actual line art for the concept.

Next comes the question of color. For coloring, we work with a dedicated colorist, Sasha, who takes it very seriously. She started with a few options.

Everyone on the team liked no.3 the most, and so we went on to work from that image further. We asked for the following changes:
  • That the label on the small bottle (with precious liquid) be more like an old paper label, rather than a modern-looking full-color label;
  • That the basket be more like in no.1, while the small leather bag be more like in no.2;
  • That the eyeballs be less colorful, because while they may come from a wide variety of animals, they are still eyeballs in brine, and not snooker balls =)
  • That the legs of an octopus-like creature from the lower bag be more like a freshly-caught animal and less like a dried/cured one.
Meet the next version –

Here, wanted to correct a few more things:
  • The eyeballs became faded (good!) but we wanted a deeper color, as well as a more natural color to them;
  • We really wanted the amulet of the alchemist to stand out, and here it was lost against his dress;
  • The robe looked too simple in terms of color: yes, his dress is worn-out, and old, but at the same time it was really something when it was new – his profession is quite special, and he wouldn’t order just any regular dress;
  • Finally, we wanted a more “sea-like” look for the tentacles from the lower bag.
And so, another revision happened:

We loved the golden amulet, and we loved the new tentacles, as well as a “richer” robe. The only remaining issue? The eyes in the jar were still not really authentic.

After this has been addressed, we arrived at the final version of this character – hurray!


Some of our friends are making fun of us for going through all these multiple revisions, and for including into discussions every member of our development team: does it really matter for our players, or we’re doing this simply because we are having fun in the process? =)

Our answer is this: we believe that the visuals are super important for Spire of Sorcery, as they communicate not only a particular gameplay value, but also open for you a window into the world of Rund. We have chosen to create the game in the current hand-drawn style because we love details, and this style allows us to add a ton of them to every single piece of art.

From such a small thing as the color of the eyes in the jar that the alchemist holds, and to such a big thing as the banner of the Second Legion, we strive to deliver to you the amazing vision of our game designer to the best of our ability. Like many of our players, we love to dive into new worlds, and we feel that our work on small details is going to make a lot of you really happy on the day when you launch the game for the first time!


With this, we end this week's dev blog, and as always, thank you for your interest in the game! Please join us on Discord if you would like to participate in the weekly Q&A sessions with our game designer, as well as to see work-in-progress materials that we regularly share there!


:summer_magic: Official Discord server
:summer_magic: Twitter (game updates)
:summer_magic: Facebook (game updates)

:malice: Official Discord server
:malice: Twitter (game updates)
:malice: Facebook (game updates)
:music: Original Soundtrack on Spotify

:notebook: Twitter (studio news)
:notebook: Facebook (studio news)
:hypnoheart: "Behind the scenes" Instagram
:fireapple: YouTube
23 σχόλια Περισσότερα
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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!

Σχετικά με αυτό το παιχνίδι

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!

Απαιτήσεις συστήματος

    • ΛΣ: Windows 7/8/10
    • Επεξεργαστής: Intel 2.3Ghz
    • Μνήμη: 4 GB RAM
    • Γραφικά: Intel Iris 5000
    • DirectX: Έκδοση 9.0
    • Δίκτυο: Ευρυζωνική σύνδεση διαδικτύου
    • Αποθήκευση: 1 GB διαθέσιμος χώρος
    • Κάρτα ήχου: Internal
    • Επιπλέον σημειώσεις: 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.
    • ΛΣ: Windows 7/8/10
    • Επεξεργαστής: Intel i5 / similar AMD or higher
    • Μνήμη: 8 GB RAM
    • Γραφικά: GeForce 7XX / similar Radeon or higher
    • DirectX: Έκδοση 11
    • Δίκτυο: Ευρυζωνική σύνδεση διαδικτύου
    • Αποθήκευση: 1 GB διαθέσιμος χώρος
    • Κάρτα ήχου: Internal
    • Επιπλέον σημειώσεις: 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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