An exploration roguelite where everything is decided on a wheel. Chase gear that bends your luck, take the fights you think you can win, and end the Sovereign's tyranny. Die and the city takes you back. Play alone or with friends.

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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?

“Spin Realm is built on one promise: every fight shows you the odds before you take it. That promise only holds up if the numbers are right, and numbers are something a spreadsheet can approximate but only real players can prove. We have run hundreds of thousands of headless simulated runs to balance the six classes, but a simulation does not get greedy at round 12, does not misread a wheel, and does not find the exact build that breaks a world.

The game is content complete enough to be played end to end today, and Early Access lets us tune it with the people actually playing it, rather than shipping a final version balanced entirely against our own bots.”

Approximately how long will this game be in Early Access?

“We are planning for roughly one year in Early Access. We would rather leave when the game is finished than hit a date, so if the content and the balance land earlier we will leave earlier, and if player feedback opens up something worth building we would rather take the extra months than cut it.”

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

“We are planning to grow the game in four directions:

1. More worlds and more champions. The full version is planned to go beyond the current five worlds and their doom variants, with new maps, new named champions, and new hazards to read;
2. More classes and more gear. More heroes beyond the current six, and more items, set bonuses and passives, so the builds people find keep changing;
3. Online, polished. Online play works today and is playable start to finish. We plan to keep hardening it, with better connection handling, smoother joining, and quality-of-life work on playing at a distance;
4. More story and more languages. More contracts and more of the campaign around the Sovereign, and translations beyond the English, Portuguese and Spanish we ship with.

Beyond that, the roadmap is genuinely open. A lot of what goes into the full version will come from what Early Access players tell us is missing.”

What is the current state of the Early Access version?

“The current version is fully playable from start to finish, alone or with up to three others.

It includes the complete story maps, 25 stages across five worlds, six playable classes, 54 monsters, twelve equipment slots with sets and unique passives, shops, chests, waystones, achievements, and both local and online multiplayer for 2 to 4 players. It is fully translated into English, Brazilian Portuguese and Spanish, supports keyboard and up to four controllers, and has accessibility options including colour-blind modes and timing assistance for the wheel.

What is still in progress is balance, content volume, and the long tail of polish that only shows up once a lot of different people play.”

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

“We have not settled on final pricing yet. If the price does change, it will only go up as the game grows, and anyone who buys during Early Access keeps everything we add at no extra cost.”

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

“Discord is where we'll talk day to day. Bug reports, build ideas, and the balance arguments that actually change the numbers.

The Steam forums and announcements are where every patch gets written up in full: what changed, and why. If your feedback moved a number, you will be able to see it in the notes.

A public beta branch, so anyone who wants to can play the next update before it ships and tell us what broke.”
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Planned Release Date: To be announced

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About This Game

Spin Realm is an exploration roguelite where you, alone or with a group of friends, fight to end the tyranny of the Sovereign across the maps of this land.

MMost things in these lands are decided by luck or by your reaction time, but always on a wheel.

Every fight is one spin built from both fighters' stats. Power widens your arc. Luck feeds the contested band in the middle, and Speed carves a darker strip inside your own arc that grants a critical hit if you land on it. Lose the spin and the wheel might come back as a Parry, one press to save yourself, with your Guard as the width of the target. Chests have their own wheel. So does running away.

Nothing is rolled behind your back. If a stat matters, it changes the size of an arc you can see before you commit.

So heroes chase gear that widens the odds or makes the timed presses easier to hit, and every decision you make is a bet placed against your own fate.

Like a wheel, Spin Realm keeps turning. You can always come back to the same map and face stronger foes on it.

Dying sets you back. It does not end you. You wake up in the main city of the map with your gear still on, and you start again from there, and you keep starting again until the Sovereign is defeated or until the clock on the run runs out with the throne still occupied.

Every run is an invitation to try a different hero, a different kit, and to raise your Renown high enough to unlock better gear, consumables, and the ancient sets the realm forgot it ever made.

The Sovereign will not face you until the Herald has posted five contracts and you have settled them. How you answered picks the statline it wears when it finally wakes up.

Settle all five and it stands at lower Power. Settle three or four and it is a bit higher. Settle one or two and it is at maximum Power and tougher, most heroes do not walk away from that.

Every death adds six rounds to its ramp, awake or not. The throne ages while you recover in the city. By the end of the run, the Sovereign stops sitting still and starts hunting you, and the last stretch of a losing run is played with that thing somewhere on the board.

59 monsters across 29 races, each deciding on its own turn whether you are worth it. They weigh your Power against theirs, how many of their kin are within two tiles, whether you are wounded, whether your purse is fat enough to bother with, and whether you are standing somewhere they consider theirs.

So they hunt you, or they shadow you at two tiles and wait, or they hold their ground, or they run. Frostwolves stalk in a pack and commit the moment a fourth wolf joins them. Ice Trolls charge a fully armoured Warden and die for it, because that is what an Ice Troll is.

Four hand-authored worlds, six regions each. No procedural generation, no invisible walls.

Roads cost half a movement point and forest costs two. Hills give +1 Power to whoever is standing on them when the wheel spins. Ash takes a Heart for ending your turn in it and lava takes two. Sealed chests sit near the routes people actually walk. Waystones cut the map in half if you can reach one.

Every world also has four darker faces: eclipse, pestilence, acid rain and blood moon. The same ground you learned, under weather that wants you dead.

Renown banks to your profile when the run ends, win or lose, and stays there.

It buys heroes, each priced on its own. It buys the doom faces of every world. It is the reason a bad run is still worth finishing, and the reason the next one starts further along than the last.

The same board runs as a race for up to four players, on one couch or online, with couch and online seats in the same session. Same wheel, same monsters, same maps. The question changes: whoever holds the most Renown when the round counter stops takes it.

Gold you are carrying can be taken off you. Nobody is ever knocked out. Every Wipe leaves a Scar, so the player who has been beaten hardest is the one nobody wants to meet late.

Chunky 24 pixel tiles, a fixed 34 colour palette, no glow, no bloom, no fine print anywhere. A turn takes 20 to 40 seconds.

FEATURES

  • An exploration roguelite: five contracts, six champions per map, a Sovereign whose strength you set

  • Death returns you to the city with your gear, and ages the crown instead

  • Persistent Renown that unlocks heroes, doom faces, and forgotten gear sets

  • Four hand-authored worlds, six regions each, four doom variants apiece

  • 59 monsters running one readable behaviour engine

  • Twelve equipment slots, consumables, shops and a vault. No levels, no XP, no grinding

  • A race mode for up to four players, couch or online, on the same maps

  • Keyboard plus up to four controllers, through Steam Input

  • English, Brazilian Portuguese and Spanish

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Some of the game's pixel art and audio were created with the assistance of generative AI tools. All assets were then carefully selected, edited, and refined by the developer. The game's text is originally written in English and Brazilian Portuguese, while other language versions were translated with the help of AI.

No content is generated by AI during gameplay.

As development continues, all AI-assisted art and music will be replaced with human-created work, unless they have already been replaced.

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: 1.5 GHz dual-core (x86_64)
    • Memory: 2048 MB RAM
    • Graphics: OpenGL 3.3 compatible GPU with 512 MB VRAM (Intel HD 4000 or better)
    • Network: Broadband Internet connection
    • Storage: 500 MB available space
    • Sound Card: Any Windows-compatible audio device
    • Additional Notes: Online multiplayer requires a broadband connection. Local multiplayer supports up to 4 players on one machine and is playable with keyboard or gamepad.
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 11 64-bit
    • Processor: 2.5 GHz quad-core (x86_64)
    • Memory: 4096 MB RAM
    • Graphics: Dedicated GPU with 1 GB VRAM, OpenGL 3.3 or newer
    • Network: Broadband Internet connection
    • Storage: 1024 MB available space
    • Sound Card: Any Windows-compatible audio device
    • Additional Notes: A gamepad is recommended for local multiplayer.
    Minimum:
    • OS: Ubuntu 20.04 LTS or newer / SteamOS 3.0
    • Processor: 1.5 GHz dual-core (x86_64)
    • Memory: 2048 MB RAM
    • Graphics: OpenGL 3.3 compatible GPU with 512 MB VRAM
    • Network: Broadband Internet connection
    • Storage: 500 MB available space
    • Sound Card: PulseAudio or PipeWire compatible device
    • Additional Notes: Native x86_64 build.
    Recommended:
    • OS: Ubuntu 22.04 LTS or newer / SteamOS 3.5
    • Processor: 2.5 GHz quad-core (x86_64)
    • Memory: 4096 MB RAM
    • Graphics: Dedicated GPU with 1 GB VRAM, OpenGL 3.3 or newer
    • Network: Broadband Internet connection
    • Storage: 1024 MB available space
    • Sound Card: PulseAudio or PipeWire compatible device
    • Additional Notes: