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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Gioco con accesso anticipato

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Nota: i giochi in accesso anticipato non sono completi e potrebbero venire modificati in futuro, oppure rimanere incompleti. Se non vuoi giocare a questo gioco nel suo stato attuale, ti conviene aspettare per vedere se verrà sviluppato ulteriormente. Altre informazioni

Cosa dicono gli sviluppatori:

Perché l'accesso è anticipato?

“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.”

Per quanto tempo questo gioco rimarrà in accesso anticipato?

“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.”

Quali saranno le differenze fra la versione completa e quella ad accesso anticipato?

“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.”

Qual è lo stato attuale della versione in accesso anticipato?

“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.”

Il prezzo del gioco varierà durante e dopo l'accesso anticipato?

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

Come pensi di coinvolgere la Comunità durante il processo di sviluppo?

“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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16 novembre

#37 – ROOMS (1/3)

It’s been a while since we last spoke about the Spire itself – the different rooms, and their purposes. Over the last two weeks, this part of the game has been in our focus as we continue to implement different layers of game mechanics. Today, we’d like to bring you up to date to where we are, in terms of our current plans for this part of the game.

But before we dive in, we’d like to explain the approach of “scoping” that we apply in our development efforts.

There’s the old truth that “one can never really finish a book; one can only stop working on it”. True to this saying, we still regularly add new content and new features to our previous game Gremlins, Inc. that we released over three years ago: as long as we have time, we will continue to develop it further.

With a game like Spire of Sorcery, it’s the same story – the list of possible features and content is nearly endless. This presents a certain risk: as our plans become more ambitious, our release date may be pushed further and further; and this is where “scoping” saves us.

Whenever we talk about a particular part of the game, we never plan for “the final version”; rather, we plan only for the next stage – the Early Access version that we expect to launch in a few months. And when we plan, we ask ourselves three questions:
  • Is this feature within the scope of the current part of the trilogy that we develop?
  • Is this feature really necessary for the next stage of the game?
  • Is there a way to make it in a simpler way at first?
Thus, for example, when we considered the opportunity to send and to receive gifts – including some that would be threatening or cursed – we all agreed that it’s a great fit for the next part in the series, where politics and interaction with other Spires is at the core.

And when we recently reviewed trading as a feature, we decided to move it to the “after Early Access” stage, because you can already finish the current main campaign without it.

Finally, when we went through the mechanics of healing, we saw that we can release in Early Access even without a dedicated Hospital room in the Spire, starting at first with a simplified healing mechanics.

We hope that this explanation helps you to better understand our approach to development. We like to move in small steps, and we plan our work around the goal of releasing in Early Access as soon as we can. Who knows, what extra features Spire of Sorcery will have one year after launch? We prefer avoid distractions by staying focused on features and content that are absolutely critical to reach the next stage as early as we can, and then we’ll see!

And now, let’s talk about the rooms:


Throughout the game, you make a lot of decisions in different areas. Setting aside quests (that unfold beyond the walls of the Spire), there’s research, magic, alchemy and other areas that require your attention in order to advance the main campaign.

All the actions that belong to the same area, are organized as one “room” section – a separate part of the game’s interface that offers information, upgrade options and tasks to manage. Each such room offers you a particular perspective into the current state of your Spire, exposing problems and presenting opportunities.


Earlier in this blog, we shared our vision about building rooms and then arranging items inside of them: rather than add “5 efficiency” to a Library, we eventually want you to produce or acquire an actual candle-holder, and then to place it into the actual room, seeing it lit up as its efficiency increases.

Recently, we decided to push this feature back to the period after the Early Access launch: while this part of the game promises to be fun, the underlying mechanics can be done in a more basic form, helping us to release the game in Early Access earlier.

At the time of the Early Access launch, you are able to spend resources and magic energy on improving efficiency of rooms as well as their capacity – in a rather straightforward manner.

Then, at some point after the Early Access launch, we plan to add the opportunity to build the actual rooms. Thus, you will be able to have several rooms of the same type and manage these rooms separately. For example, you may want to have a small Library with very high efficiency – reserved for selected few among your disciples; and a larger Library for everyone else. As for now, we mark this advanced feature as being “out of scope” for the Early Access launch.


Overall, our game designer’s vision calls for 24 different rooms in the Spire. We plan to have 10 of the rooms available at the time of the Early Access launch, with the further 14 added along the way with major updates between the Early Access and the full release versions (plus the option to upgrade the Spire’s defense).

Rooms that we plan to finish before we launch in Early Access:
  • Mage Suite
  • Living Quarters

  • Classroom
  • Library

  • Laboratory

  • Workshop
  • Alchemic Studio
  • Kitchen

  • Warehouse
  • Magic Energy Storage
Rooms that we plan to add after we launch in Early Access:
  • Mess Hall
  • Hospital
  • Prison
  • Meditation Room
  • Game Room

  • Practice Hall

  • Observatory
  • Glasshouse
  • Cavern
  • Kennels

  • Treasury
  • Portal

  • Distorted Room
  • Slumber Chamber
In the same period we plan to add the option to manage the defense of the Spire (by building a moat, erecting a watchtower, adding animals and creatures outside the walls, etc.).

Let’s look at the first 3 rooms that we currently work on:


This is the room where your mage works from.

Upgrades available:


Because there can be only one mage in the Spire, there is no opportunity to increase the capacity of this room (even though I, personally, still hope that at some point we will be able to add the space for mage’s familiar creature).


(1) biographies of every disciple as revealed in interviews upon their arrival;

(2) personal notes that players can make about every disciple (for example, writing down suspicions of possible traits or skills);

(3) personal event logs of every disciple i.e. the short history of everything that happened to this character since their arrival to the Spire.


This is where your mage can perform magic rituals.


(1) this is where you establish the Traditions of the Spire (a set of rules that apply to all disciples, such as whether they wear uniforms or not, whether they must give up all of their personal inventory items to the Spire upon arrival, and so on);

(2) this is where you set the mage’s personal and the Spire’s overall daily schedules.


This is the room where disciples spend their time off.

Upgrades available:

Efficiency. Capacity.

Capacity of Living Quarters defines the number of disciples who can sleep comfortably in their beds. Any disciples whom you accept above that capacity will have to sleep on the floors until you expand the room further, which will affect their rest negatively.

As to efficiency, this determines how well do they rest while they sleep.


Each disciple has their own “personal chest” with their private inventory. These chests are separate from the Spire’s main Warehouse. This screen also includes your own, mage’s, personal chest.


This is where you can transfer inventory between the Spire’s Warehouse and personal chests of different characters, giving gifts or taking things away from specific disciples.

This is also where can expel disciples from the Spire.


This is where you define the rules of what happens to personal items of characters that die or disappear. It may sound like a small matter, but it actually matters a lot to some your disciples, whether their chests will be “buried with them” or “looted by their peers”.


This is the room where disciples study. This is also where you examine disciples when you want to invest time and effort into uncovering their skill values.

Upgrades available:

Efficiency. Capacity.


This is where you can assign the roles of teachers and students to various disciples.

To be effective as teachers, characters need a fully developed secondary skill of Teaching (it belongs to the primary skill of Social Magic) as well as a high level of the specific skill in which they plan to teach.

As to students, their progress is determined by their interest in the skill being taught (as you may recall, we have 5 levels of interest: from “very much interested” down to “very much not interested”) as well as their learning disposition for the particular skill (which is a value based on two primary stats responsible for this skill).

That’s it for today! In the next issue of the blog we’ll talk about Workshop, Alchemic Studio and Kitchen. As always, for updates on work in progress, please check the game’s official Discord server.


:summer_magic: Spire of Sorcery – Character Generator (Steam)
: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)
:notebook: "Behind the scenes" Instagram
:notebook: YouTube
1 commenti Altre informazioni

8 novembre

#36 – MAGIC

Another week, another issue of development diary. Are you having fun reading about our studio’s development process – or do you enjoy only the information about the game itself? Please let us know in the comments!

For example, today we can talk about how many people work on Spire of Sorcery. Of the full-time developers, we are 7 people and 1 dog. 2 more people work on specific assets outside of the studio (sound effects and inventory art), and 5 translation teams help us prepare the release internationally (based in Japan, China, Korea, Germany and France).

Among the core team, only one of us has a simple role: Daisy the Shetland Sheepdog. She doesn’t comment on art, she doesn’t write blogs and she doesn’t animate creatures. Rather, she is fully focused on helping the rest of the team feel good, going around the office asking for belly rubs.

The rest of the crew wears multiple hats. Monika draws, animates and manages localizations, plus directs music and sound effects. Andrey writes codes, designs user interfaces and draws. Rita provides art direction as well as creates most of the concept art. Sergey helps with game design and handles community work. Paul writes tools and the core code. Alexey handles everything related to game design, and also writes lots of code. The other Sergei produces the game, runs the studio and covers communication.

In pretty much every aspect of the game, you can see the contribution of each of us. Sometimes one of us begins with the sketch, and another finishes with full-color art. Other times one of us flashes out a design idea, then others finalize the details. It is nearly impossible to find something which is not the result of the collective effort. To us, such close collaboration is the magic that makes us able to produce a rather complex game with a fairly small headcount of the studio.

And speaking of magic, today’s topic is: magic skills, magic spells and magic rituals.


Out of the total of 13 character skills in the game, 5 skills deal with magic:
  • Battle Magic
  • Travel Magic
  • Domestic Magic
  • Social Magic
  • Concentration

Battle Magic is about causing direct damage to others: hitting one opponent, or a whole party, with a variety of means, from small-time to absolutely deadly. Battle Magic also includes spells that summon demons and other helpful allies.

Travel Magic is about improving one’s life on the go: increasing speed of travel, being better at pathfinding, casting temporary bridges to cross rivers at any point, controlling weather, protecting parties from mosquitos and other inconvenient environmental factors specific to certain biomes – all the way up to protection against Chaos, which is a must if you want to enter the Distorted Lands and come back alive.

Domestic Magic is about repairs, cleaning, conservation, pest control and, finally, construction (which will not be available in the Early Access version, though, as we plan to add construction mechanics only after the Early Access release).

Social Magic is about affecting the minds of others: temporarily blocking the feeling of pain, casting illusions, changing likes and dislikes, making people trust you without any grounds to do so, and so on.

Finally, Concentration is what you could call “pure magic”: it deals with magic energy, from controlling a new Source of power to accepting new disciples into the Spire, extracting magic energy from obelisks and idols and similar.


Spells are cast momentarily and can have either immediate (one-shot) or temporary (several hours) effect.

For example, a spell that opens a loot chest is immediate: BAM!! The chest is open. Or, WHOOSH! The magic bread is created.

A spell that hides one’s party in a cloud of fog is temporary: BOOM! For a few hours, the party of explorers remains hidden, then the effect fades away. Or, HISS! Wounded character’s pain goes away – for a while; once the spell’s effect dissolves, the pain returns.

Most of the spells are cast by your disciples based on their own decisions, while they are away on expeditions – or while they’re performing complex tasks in the Spire. Some spells you will cast through using your own mage character – probably, the most powerful ones that require the highest level of skills.

Casting spells requires one-time expenditure of magic energy. There is no need for additional energy later on.


Rituals take time to execute – from one hour and upwards.

Performing rituals requires one-time expenditure of magic energy, which is sometimes followed by the requirement to continue spending energy regularly in order to support their effects (but not always).

Some rituals have permanent effects, and some – effects that last as long as they are being supported. For example, the Call of the Spire that attracts new disciples to the Spire is a typical ritual: it requires a constant expenditure of magic energy in order to keep it going.

Some magic actions can be done both as a spell and as a ritual. One can summon a demon during a battle, which would cost a one-time energy spend and cause the creature to appear for a limited period of time; or one can summon a golem or an undead back home, to add it to the transport or defense systems of the Spire itself – which would cost a one-time spend, as well as require continued expenditure of energy in order to support the creature’s very existence.


Spells and rituals require magic energy.

If you don’t have the required energy, you can still cast/perform them – driving your current HEALTH character stat down. With younger disciples, HEALTH may be later restored. With the mage character, this is much less likely, and thus such “borrowing” of the energy costs dearly.

Some spells and rituals also require special ingredients. Like with recipes, the requirements do not concern specific items, but rather alchemic properties, so if a ritual requires an item with the property of “Chaos”, any item with such property will do.

The requirement of ingredients is not obligatory, however: if you don’t have them, you can replace them with an additional amount of magic energy.


Spells and rituals are “special knowledge” items – just like recipes in Alchemy, or specific creatures in Monstrology.

Once anyone in the Spire learns a special knowledge, it becomes accessible to everyone whose skill level allows them to use it.

Spells and rituals can be found in scrolls and books. They can also be discovered during research in the laboratory.


When casting spells or performing rituals, you can focus on:
  • A character
  • A whole party
  • An item
  • A location
  • A specific room in the Spire (when construction mechanics is introduced)

If one’s level of Theory in a particular skill allows access to the special knowledge that contains specific spell or ritual, those can be attempted. The lower the Practice in the skill, the higher the chance of failure.

Some failures are harmless (say, you create an ideal food ration, but end up with spoiled food ration instead); and some failures are very risky (say, you try to lift a spell off a chest, but end up releasing a curse on the whole Spire).

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


:summer_magic: Spire of Sorcery – Character Generator (Steam)
: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)
:notebook: "Behind the scenes" Instagram
:notebook: YouTube
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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!


Spire of Sorcery – Character Generator, a free standalone companion tool for the game, is already available on Steam! Download it here, create your own characters – and share them with the community!

Informazioni sul gioco

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!

Requisiti di sistema

    • Sistema operativo: Windows 7/8/10
    • Processore: Intel 2.3Ghz
    • Memoria: 4 GB di RAM
    • Scheda video: Intel Iris 5000
    • DirectX: Versione 9.0
    • Rete: Connessione Internet a banda larga
    • Memoria: 1 GB di spazio disponibile
    • Scheda audio: Internal
    • Sistema operativo: Windows 7/8/10
    • Processore: Intel i5 / similar AMD or higher
    • Memoria: 8 GB di RAM
    • Scheda video: GeForce 7XX / similar Radeon or higher
    • DirectX: Versione 11
    • Rete: Connessione Internet a banda larga
    • Memoria: 1 GB di spazio disponibile
    • Scheda audio: Internal

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