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.
All Reviews:
No user reviews
Release Date:
Early Access – 2018

Sign in to add this item to your wishlist, follow it, or mark it as not interested

Early Access Game

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!”
Read more

Available: Early Access – 2018


Recent updates View all (32)

September 20


It’s another busy week here at Charlie Oscar. Our game designer is somewhere on the beach, playing board games; and our front-end developer is somewhere in the mountains, logging online from time to time in order to play Factorio in the afternoons.

Some years ago, this would be a cause of concern for us: why isn’t everyone crunching in the office, spending weekends over takeaway pizzas? But following the release and the subsequent stream of constant updates of Gremlins, Inc., we know better: to release Spire of Sorcery in a state that most of you will find fun to play, we cannot afford to be so tired as to miss the great ideas that always seem to come precisely on the last stretch of the game’s production.

Thus, we try hard to avoid any sort of drama at this stage. Like good architects, we cannot sign off on the blueprints just because it’s been a long week, and we simply want to go home. So, in the mornings, we drink sencha. And in the afternoons, we switch to oolong. And when this is still not enough, we go get coffee. With soya milk. Because drinking plain espressos is reserved for the post-release week of quick fixes =).


This week let’s talk about another game mechanic that we recently balanced in the game: that of the skill of Alchemy. But first, let’s remember the three groups of skills that each character has:
  • Concentration
  • Domestic Magic
  • Social Magic
  • Travel Magic
  • Battle Magic
  • Literacy
  • Alchemy
  • Healing
  • Astrology
  • Artificing
  • Herbalism
  • Geology
  • Monstrology
Alchemy is the skill that allows characters to prepare potions, ointments and powders; and through the associated secondary skill – Cooking – it also allows characters to prepare food.


Yes, cooking food in the world of Rund belongs to the realm of Alchemy, as it involves transformation of items. For example, taking “fish” and “salt”, and making “travel rations” for the party that you’re about to send on a long trip to the Distorted Lands.


In Spire of Sorcery, most skills have associated secondary skills that are focused on specific areas of application. For example, the skill of Monstrology has such secondary skills as Hunting and Fishing; and the skill of Social Magic has such secondary skill as Streetwise.

Unlike the main skills, secondary skills don’t have a visible progress bar and are not mandatory. Where Alchemy would have a specific value, such as “50” or “150”, secondary skills like Cooking are either “known” or “unknown” to a character.

And where a character with Monstrology at 0 is simply unable to perform any tasks that rely on this skill, secondary skills are not required in order to undertake relevant activities: you can still send a disciple to hunt, even if such disciple doesn’t have “hunting” unlocked yet; it’s just that having unlocked specific secondary skills, characters receive a bonus to the success rate of such activities.


Characters can unlock secondary skills by:
  • Reading books that teach them (for example, the widely acknowledged fifth edition of “The Traditions of Rund” that provides a brilliant introduction to the basics of cooking, among other instructions);

  • Attending classes where more experienced characters use their teaching skill to improve the specific skills of students;

  • Practicing the relevant activity (for example, applying the character’s Monstrology skill to hunting to eventually unlock Hunting as the associated secondary skill).


Now, let’s say that one of your disciples made you proud by advancing her skill of Alchemy, and you’d like to start producing all sorts of potions and powders with her help.

To start with this, you will need two more things –
  • Recipes
  • Ingredients


Recipes list the properties of ingredients that are required to produce the desired item. We currently think that once you will discover a recipe, it will remain accessible to you in every subsequent campaign.

Yes, you’ve got that right: we think that once you know how to make, say, a burning ointment, you should be able to carry that knowledge into your next main campaign without having to re-discover the same thing from scratch. And this is possible because recipes don’t change between campaigns.

For example, a burning ointment’s recipe may say: x1 burning, x1 poison, x1 depressant. Normally, the same property can be found in different items in the world of Rund, so you’re not limited to having to find a specific item; rather, you’ll be looking for whatever is already accessible to you, that has the required property.

Recipes can come from books (which you may find, or purchase) as well as through discovery in the Spire’s laboratory (which requires a character with certain skill level to spend a certain time with a focus on a specific area).


Ingredients are the items that you may collect or purchase in the world of Rund and use in the Spire. This includes animals and non-humans, plants and minerals. At the start of each campaign, when the world is generated from scratch, different items get assigned different properties based on their “property slots”.

For example, mandragora has 3 property slots: one common, one uncommon and one rare. And while in one campaign this may result in it being sweet (common property), sleep-inducing (uncommon property) and life-boosting (rare property), in the next campaign these properties will roll differently.


Each item in the game has three layers of knowledge:
  • You know about the item in general (name)
  • You know what the item looks like (picture), and where it can be found (source)
  • You have full knowledge of the item’s effects and properties
For example, from the start of every campaign you will have pages in the encyclopedia that are dedicated to such common items as berries, mushrooms, rats, crawlers and, say, iron and copper.

For some of such items, you will also already know how they look and in which biomes they can be found.

To obtain full knowledge, however – to learn item’s effects and properties – you will need to bring a sample back to the Spire, and research it in the laboratory; or to find a book that yields the same knowledge.

As to the rare items – for example, dark dew, hot ice or bone creatures – initially you won’t even know that such things exists; and will need to encounter them before you can begin your research into their properties.


Finally, all the products of Alchemy – potions, ointment, powders and food – can be bought and sold, if you find a willing party out there in the world (some of the items are illegal, and to sell or buy these you will need to find the right contact first); you will also have a chance to find such items as you explore Rund.

If you buy a potion, it already comes with the instructions on how to use it. And if you find a potion, you will have to perform some research before you understand what it is and how to use it.


That’s it for today! As always, for updates on work in progress (including the Character Generator), please check the game’s official Discord server.


:summer_magic: Spire of Sorcery – Character Generator
: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
8 comments Read more

September 7

30 – FOOD!

With each day of development, we’re getting closer to the day of closed beta (what people in the industry generally refer to as “CBT”). In our case, this will take the form of a “secret sale” of about 1,000 keys that will become available here on Steam store through a special link. We think that having one thousand players is enough to get a variety of opinions – while allowing us to process feedback real fast. And how far is this day right now? Let’s say it this way: we hope to start with the closed beta before the first snow of this year.

Here’s a snapshot of what we’re currently busy with, to give you a taste of our dev life:
  • we’re working on the overall art direction of the user interface in the game
We haven’t posted screenshots from the recent builds yet because we feel like our current UI is a bit too generic and does not reflect the underlying drama of the runaway mage. We are currently playing around with different concepts of how we should change this, so that the game looks exactly like it sounded two years ago when our game designer introduced us to the idea.
  • we’re working on the main music theme of the game
The central place of Spire of Sorcery for any player is their Mage Quarters – a player profile that accumulates all the artifacts, achievements and records between the campaigns played. Working with Anna, the game’s composer, we went through 7 different music themes for this place, and we’re not 100% happy yet. Tonight, Anna lands in Vilnius to spend the next couple of days side by side with us as we all try to find the theme that would be “near perfect”. Not too aggressive, not too depressing, not too fast and not too slow.
  • we started with creature animations
When the game will come out in Early Access, it will already have at least 12 creatures (humans and non-humans) animated. Perhaps this sounds like a small thing, but seeing creatures move – and hearing their unique sounds – adds a lot to the immersion. Our animator, Monika, already worked with our composer, Anna, when they created animations and sound effects for emoticons in Gremlins, Inc., so this will be not their first collaboration.
  • finally, we started with both regular playtests and weekly Steam builds
If some of you are friends with different members of our dev team, you may have already seen us playing Spire of Sorcery on Steam – because we finally moved to the stage where we comment the actual build, rather than separate assets. While this doesn’t mean that we are ready to run the closed beta next week, the progress already fills us with confidence; it is after one of the forthcoming weekly updates that we will push the “RELEASE” button, and it’s a question of weeks/months now, rather than of quarters/years.

And now, let’s move to the main topic of this blog –


The food in Rund comes in three categories:
  • raw (berries, mushrooms, etc.)
  • cooked (different kinds of rations)
  • created by magic (magic porridge)

Each food item has three effects on the characters consuming it:
  • nourishment
  • health benefits
  • taste


Each character has a (hidden) value of just how nourished she/he is at the moment.

When characters become “hungry”, an icon appears next to their portraits – and this state starts to affect their mood.

When characters are hungry for prolonged time, they move on to the next state – “starving” – which starts to negatively affect their HEALTH value. Eventually, characters die when their HEALTH is decreased to zero by continued starvation.

Each food item has its own value of just how nourishing this specific food is. For example, “Filling Ration” is almost x1.5 times more nourishing than “Regular Ration”.


Each character has a STAT called HEALTH, which defines their overall constitution – we call it “MAX HEALTH”. This is the maximum that the character can attain without further help from alchemy, magic and artifacts.

In addition to MAX HEALTH, characters also have their actual health state (we call it “ACT HEALTH”). This reflects possible damage that they may have at the moment. For example, someone may have MAX HEALTH at 18 and ACT HEALTH at 16, so that you can heal them to drive their health from 16 to 18 (when ACT HEALTH will match their MAX HEALTH).

In addition to being nourishing, some food items also have beneficial effect on the health of characters that consume it – and thus can be used to heal people. For example, a “Diet Ration” offers the same nourishment as a “Travel Ration”, but in addition Diet Ration also gives +2 health points (it takes several hundred health points from food to move HEALTH STAT up one notch).


Taste of food items affects the mood of those who eat them. If characters have special traits (such as “gourmet”), this is even more pronounced – but even without relevant traits, eating “Spoilt Rations” (taste: -1) will have a negative effect on most disciples.

Tasty food is not cheap and is not easy to produce, but in situations where your characters experience negative effects from other parts of their daily life (for example, are sick – or work too much – or are in stress because of personal relationship issues) it is a great way to improve their mood a little.

To give an idea, a “Regular Ration” requires just one type of raw food and Alchemy Level 1 to cook it and provides 30 nourishment points; a “Gourmet Ration” that provides exactly the same number of nourishment points – 30 – requires one more type of raw food, plus a delicacy plus spices to cook it, and requires Alchemy Level 15. The only difference? It has +4 on the taste scale – a value higher than any other cooked food, and most of raw food.


No, you can’t. That would be the level of micro-management that we don’t want to impose on players. You can direct the disciples that cook for the Spire on what sort of food they should cook, and how many items per day, but you cannot control who eats what – and when (for example, if the food is not tasty enough, some gourmets may go hungry for days rather than eat it).


When you send characters out on a quest, it’s always a good idea to give them some Travel Rations to go. Once these run low, they will start spending their time to harvest food along the way (picking berries and mushrooms, hunting and fishing). Generally speaking, parties of disciples that travel across the global map are self-sufficient in terms of food supply.

While harvesting berries requires a very basic skill (Herbalism Level 1), Hunting and Fishing are secondary skills that require somewhat advanced skill of Monstrology. And as always in Spire of Sorcery, it’s all about the context. It doesn’t help to have a great fisher while traveling through the Ancient Forest just like it doesn’t help to have a great hunter while traveling through the Distorted Lands.

Finally, your characters can also buy food whenever they visit locations such as villages and towns. Locations are also a great place to purchase Vegetables (that your Spire cannot produce without an extensive garden and lots of care).

Oh, and one more thing. If characters are out of cooked food, cannot harvest raw food and don’t have access to locations – or money to spend on food there – magic will come handy. Spending some magic energy and using the skill of Domestic Magic Level 10 or higher, any disciple can produce “Magic Porridge”. It lasts only 1 hour, and it tastes like crap (taste: -2), but it’s as nourishing as a Regular Ration, so as long as your party has magic energy to spend, it may get depressed from eating lousy food – but at least they won’t go hungry!


It is important to know that each region in the game has a limited number of resources, whether it’s wood or mushrooms or rabbits. With time, resources regenerate, but it’s a fairly slow process once they get depleted – so you’ll need to not to over-fish, or over-harvest. If you keep sending your disciples to pick berries in the same forest just outside the Spire, you will soon have a forest that doesn’t yield much.


Each food item (raw or cooked or magic) has its expiry date, after which is it no more useful (it just disappears from the inventory). Some items last very short time – Magic Porridge has the “shelf life” of just 1 hour, and Spoilt Ration lasts for 24 hours. Other items last longer – Diet Ration lasts 500 hours, and Travel Ration as much as 1,000 hours.

As to the recipes for cooked food items, each item has a recipe of its own, which are fairly flexible. Simple Regular Ration requires just one type of raw food to cook it. Advanced Ideal Ration requires not only three different types of raw food, but also a delicacy and some spices.

So, if you want to impress your disciples by offering them items like Gourmet Rations, Ideal Rations and Balanced Rations, you’ll have to explore the map far enough to be able to bring in a number of different raw foods on a regular basis!


At last, some words about cooking food. Cooking requires the skill of Alchemy and the secondary skill of Cooking, with different items requiring different levels. If you try to cook a specific type of food and you fail, you get Spoilt Rations instead of whatever you were trying to make happen. As to the Cooking, you will need to have it developed 100% – or face a higher chance of failure when performing actions.

Let’s take Ideal Ration as an example. Cooking such ration requires Alchemy Level 20.

Can you attempt to cook it, with some success, when the Theory value of your Alchemy is at Level 20, but the Practice value is lagging behind? Sure! The closer your practice is to the required level, the lower the chances of failure.

Is your success rate 100% when the recipe requires Level 15, your Practice is at 15 and your Theory is at 15? No. At this level, you will most likely succeed in performing the task, but this is not guaranteed. However, the good news is that as long as there’s risk of failure, your character also continues to gain experience. And once your practice reaches Level 25, your chances of success while performing a Level 15 task will indeed become 100%. Correspondingly, while your success at such task will become guaranteed, you will at the same time stop gaining any experience whatsoever from such actions (that would be too simple for your character at that time).


That’s it for today! As always, for updates on work in progress (including the Character Generator), please check the game’s official Discord server.


:summer_magic: Spire of Sorcery – Character Generator
: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
26 comments Read more
See all discussions

Report bugs and leave feedback for this game on the discussion boards


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
    • 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

More from Charlie Oscar

What Curators Say

6 Curators have reviewed this product. Click here to see them.
There are no reviews for this product

You can write your own review for this product to share your experience with the community. Use the area above the purchase buttons on this page to write your review.