A roguelite where your spells mess with the world around you. You can burn the grass under your enemies, but you can also freeze the pond and walk across it, or drop lightning into the water they stand in. Enemies ragdoll, houses fall apart, and every run takes a different route.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are 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?

“You can already play Spellspill from the first fight to the rival mage, but there is a lot I still want to add, and I would rather build it with the people who play it. Early Access lets me try new places, spells and upgrades with real players before they are final.”

Approximately how long will this game be in Early Access?

“I expect about 12 to 18 months in Early Access. I will post an update with each bigger patch, and if something takes longer, I will move the date instead of rushing it.”

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

“The full version will have the level editor, more places on the route, more spells and upgrades, a Destruction mode, physics puzzles and full gamepad support. I'd also like to add new biomes like snow and desert, new bosses, online co-op and a way to share your own maps on the Steam Workshop.”

What is the current state of the Early Access version?

“Playable now: the roguelite mode (a run through six places along a rival mage's trail, with a boss halfway and the rival at the end), a short mode with four fights, a tutorial, and 16 spells plus bullet time. Fire, water, ice and wind change the world, buildings break into parts, and enemies are ragdolls. The level editor works but is not in the Steam build yet, and gamepad support is still in testing.”

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

“I plan to raise the price a little when the game leaves Early Access and the full feature set is in, so early players get the best price.”

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

“I read the Steam forums and reviews, and the next places, spells and the editor will follow what players ask for. Before Early Access there is a playtest in December 2026, and new spells and places go to testing before they are final.”
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Join the Spellspill: Magic Destruction Sandbox Playtest

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This game is not yet available on Steam

Planned Release Date: Q2 2027

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About This Game







Hi, I'm the one person making Spellspill. It began as a small physics toy and slowly turned into a roguelite.

You play an overpowered mage trying to stop a rival mage and the army of magic creatures that follows them. You'll probably stop them. The places you fight in won't look the same afterwards: houses burn down, fields catch fire, streets flood, ponds freeze over, and the sheep and chickens run for their lives.



Your spells don't just hit enemies, they change the place you're fighting in. Fire spreads through dry grass and the wind pushes it along. Water flows and collects in puddles. Ice freezes a pond hard enough to walk on. Lightning travels through every bit of connected water. And it all works together: wind fans a fire, fire melts ice, and water puts out flames.

The enemies are full ragdolls. A strong hit, an explosion or a gust of wind sends them tumbling across the ground. They get back up, sometimes missing an arm, and keep coming.



The water is simulated. You can pull a pond dry, send a wave across the yard, or freeze the water and walk across it. You can also wait until the enemies wade in and hit the water with lightning, and everyone standing in it gets shocked.



Houses, sheds and scaffolds are built from boards, beams and tiles. Fire eats through them board by board until the roof comes down. You can also blast out a wall or set off a powder keg and drop the whole building on the enemies standing underneath.



Spellspill is a roguelite, so every run starts fresh. You follow the rival through six places, from an orchard and a cooper's yard to a waterworks, a granary, a market and finally the village square. The route branches, so each run takes a different path. Halfway there, a huge ram guards the granary, and the rival waits for you at the end. If you fall, you start a new run.

You'll face many kinds of enemies. Some run straight at you, some throw fire, frost or lightning from a distance, some shield their friends, and big rams break right through walls. How you deal with them is up to you. You can blast them head-on, or you can use the place itself: if they're standing in water, one lightning bolt hits them all, and if they're hiding in a wooden shed, you can set it on fire.

If you only have a few minutes, there's also a short mode with four fights.



After every fight you pick one of four upgrades, so your spells grow stronger as the run goes on. Your first pick decides how your basic bolt behaves: it splits, pierces or bounces. Beat the ram halfway through and the bolt evolves into something stronger. Along the way you'll find forges where you can tune or swap a spell, and quiet spots where you can heal. You can also bring Tavi, a young mage who fights at your side.

Early Access


The playtest starts in December 2026. Early Access launches in 2027 with the full roguelite run, the short four-fight mode, a tutorial for new players and 16 spells.

And yes, there's a level editor. You'll be able to build your own places with the same water, fire and breakable buildings, and play them. It's the first big thing I'm adding in Early Access, followed by more places, enemies, spells and upgrades, a Destruction mode, physics puzzles and full gamepad support.

For the full release I'd love to add new biomes, like snowy mountains and a desert, plus new bosses, online co-op so you can wreck a village with a friend, and a way to share your maps on the Workshop. I read the forums, so if you have ideas, tell me.

System Requirements

Windows
macOS
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Quad-Core 3.0 GHz (Intel Core i5-8400 / AMD Ryzen 5 2600)
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 2060 6 GB / AMD Radeon RX 580
    • DirectX: Version 12
    • Storage: 2 GB available space
    • Additional Notes: Keyboard and mouse required.
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10/11 64-bit
    • Processor: 6-Core (Intel Core i5-12400 / AMD Ryzen 5 5600)
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce RTX 3060 / AMD Radeon RX 6600
    • DirectX: Version 12
    • Storage: 2 GB available space
    Minimum:
      Recommended:
      * Starting February 15, 2024, the Steam Client will no longer support 32-bit games or macOS 10.14 or lower.
        Minimum:
          Recommended: