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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Early Access – 2018

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Early Access-spel

Få omedelbar tillgång och börja spela; bli inblandad i detta spel medan det utvecklas.

Notera: Detta Early Access-spel är inte färdigt och skulle kunna ändras ytterligare. Om du inte känner för att spela spelet i sin nuvarande form bör du vänta för att se om spelet fortsätter utvecklas mer. Läs mer

Vad utvecklarna har att säga:

Varför 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.”

Ungefär hur länge kommer det här spelet att vara i 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.”

Hur är det tänkt att den fullständiga versionen ska skilja sig från versionen i 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.”

Hur är det nuvarande läget i versionen med 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.”

Kommer spelet att prissättas annorlunda under och efter Early Access?

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

Hur planerar ni att involvera gemenskapen i er utvecklingsprocess?

“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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Tillgängligt: Early Access – 2018


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1 augusti



Welcome, welcome, welcome! It’s been a while since we posted an update here, because one part of our team was busy with the development while another was taking a holiday in the mountains. Yes, a holiday! Because this is our approach to releasing the best game that we can: getting enough rest to stay sharp and smart, rather than crunching through the last few months – which often results in loss of creative vision or lack of integrity. What we want with Spire of Sorcery, on contrast, is to offer you our best development effort!

Work in progress: there’s a lot of effort that goes into each inventory item icon that we create. These must be easy to understand for every player, at a glance. The team behind all inventory items: 3 artists (Rita, Ignas, Andrey), and our game designer (Alexey). We believe in collaborative work.


We’ve hit another milestone with the game’s official Discord server: it now has over 1,500 members. We thank you all for your continued support – it means a lot to us! We make games for a living, and we make them for you. To be able to share with the community our work in progress, sketches and ideas, is a priceless opportunity to receive player feedback early on, and we are truly grateful for your attention. The game’s Discord server has been a sourse of much motivation for us, thanks to all the players who comment there on our work in progress.


As you read this blog, our development work on the game’s standalone Character Generator should already be finished. We currently plan to wrap it in a few days and send it for translation into 5 languages. Once we have it localized, we will release it on Steam for free, for all of you to experiment with. The link will be posted here on Steam forums as well as on Discord. We are really excited about this upcoming event and cannot wait to see the sort of characters of Rund that you will create and share!

Coming soon to Steam (as a free app): Spire of Sorcery – Character Generator.


And now let’s start with the main topic of this blog post: clothing sets. Every character in the game is dressed in a specific set, related to profession and/or place and/or social standing. Each set has a single visual representation, so that you can immediately recognize, for example, a hunter; or an Inquisitor. Each set is represented by a corresponding inventory item, and is reflected on character portrait, so that when characters change clothing, their portraits also change.


At this time, we have the following sets already in the game:
  • rags
  • herder
  • hunter
  • villager
  • townsfolk – poor
  • townsfolk – regular
  • townsfolk – rich
  • merchant
  • performer
  • soldier
  • mage’s mandatory uniform (Guild of Mages)
  • Inquisitor – footman
  • Inquisitor – principal
  • Inquisitor – grand master
  • wildling
  • traveler
  • disciple’s basic uniform
Between Early Access and full release on Steam, we plan to introduce a number of other professions (such as beekeeper, for example) that will further enhance game mechanics – because clothing sets are a meaningful part of the game, and not just some cosmetics.


Rags | Herder | Hunter


The biography of a disciple defines the clothing set that he, or she, arrives in. Once accepted into the Spire, disciples will continue to hold on to their clothing until such time when you decide to change it.
If you follow the path of strict discipline in your campaign, you may declare that everyone in the Spire must wear a uniform – and produce these uniforms for all the characters. Some will like it, and some will hate it. It’s up to you, how this fits with your overall strategy.

If you want, you may also produce new clothing sets– as long as you have the required resources and someone who can tailor – and assign them to disciples at will. So, for example, if someone came to you in rags, you can improve their outlook by sewing for them a townsfolk’s clothing set.

Of course, you may also just buy those sets on the market in towns and villages if you have money. Or you may confiscate a set of clothing from one disciple and give it to another – but beware the effect that this will have on the person from whom you take the item!

Townsfolk – poor

Townsfolk – regular

Townsfolk – rich


To manufacture clothing sets in the Spire, you will need the resources – cloth, gems and extras (if required) – as well as a disciple that already unlocked “Tailoring” as a part of their Artificing skill. While Tailoring is not a very high-level mastery, it is still not something that every character will know by default. As to the resources, you will need to buy rolls of cloth, especially if you need silk for a particular set (for silk, try trading with Weavers) and buy or collect the gems (for some of the more fancier sets).


Clothing is separate from the functional items such as “swamp boots”, “winter cloak” or “armor plate” – rather, it reflects social standing and affects its owners as well as those who interact with them. Like most of inventory items, clothing sets have durability and are subject to wear and tear. So, for example, with time, hunter’s clothing set will turn to rags, and you will need to repair or replace it.

As any other inventory items, clothing sets can be owned by specific characters or be the property of the Spire, and any character may own, and carry, multiple clothing sets – using his/her own judgment as to what to wear, and when, if out on a quest.

Merchant | Soldier



So how do clothing sets really work in the game? Each set has a number of properties that are important for certain situations. For example, imagine a party of 5 entering a town, and going to the market square. If they are dressed in rags, they will raise immediate concern: possibly, this is a band of adventurers, here to commit crimes – or sell stolen goods. If they are dressed as proper merchants, though, the locals will be much more likely to engage in open trade.

Or consider visiting the Guild of Thieves. If your main quest was to trade on the town’s market, then getting dressed up as rich townsfolk works great. But if you will then visit the thieves dressed in the same fashion… it’s quite likely that the thieves will try to take advantage of such visitors!

Some of the non-human races also have strong response to particular clothing. For example, Weavers, the producers of silk, are in awe of fancy dresses, and use different colors among themselves to communicate social positions. Guests dressed in luxurious clothing will have a much higher standing – and, correspondingly, trading options – with Weavers, than those dressed as wildlings or travelers.

Finally, clothing may also make available certain quests inaccessible otherwise. Let’s say one of your disciples is such a great tailor, that she can sew Inquisitor’s clothing sets. You may then send a party to the nearest office of Guild of Mages, that will pretend to be Inquisitors on inspection – and choose the most skilled mages from the Guild to take away for “further placement”. On one hand, this is an amazing opportunity to boost up your Spire with strong recruits. On another, this is also an opportunity to anger the real Inquisition to such a degree that it will make finding and destroying your Spire one of their priorities.

And one more thing. Clothing is one of the things that affects the mood of your disciples. Some won’t care about they wear. Some will crave higher status. And some will yearn for discipline. Choosing your policy in regard to the uniforms and managing individual clothing for specific characters that are sensible to this aspect is yet another part of your role at the helm of the Spire!

Wildling | Traveller | Disciple's basic uniform


That's it for today. As always, for updates on work in progress (including the Disciple 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
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29 juni



We're back with yet another issue of development blog! This time, it is dedicated to the mood of your disciples, which can go as low as falling into depression – and rise as high as dancing in euphoria. But before this topic, a bit of news:

Ignas, our artist who is 100% focused on just the :summer_magic: inventory items since June, is showing great progress. Even though we comment and painstakingly re-draw every item multiple times – because we want to produce the best art that we can, both beautiful and functional – we finished more than 20 new items this month, and we expect to move even faster in July and August. Our ambition is to enter Early Access with at least 60 items illustrated (as for the rest, we will use placeholder icons which will be replaced by unique icons once we produce those).

Sergey, our junior game designer, moves forward with :summer_magic: disciple biographies. The game will have hundreds of biography blocks that offer thousands of unique stories (and skill sets, as the result). Some are dark (girls enslaved, boys abused), some are happy (teenagers falling in love, families offering their support), some are mixed. It is quite likely that we will have to make the game 16+ by age requirement as our dark fantasy lore makes us face some evil that would be too traumatic for kids to explore on their own.

Finally, our core team locked down the specifications for the :summer_magic: Disciple Character Generator & Editor – a separate product that we plan to release for free on Steam for you to play with. We have the user interface and the functionality that we desire, and in a matter of weeks you will be able to engage with the world of Rund through this portal.

And now, let's talk about mood – something that has the potential to significantly affect your Spire's everyday life.


Every character in the game has stats, skills and traits. These are the basic parameters. Some almost never change (stats) and some progress with time (skills). On top of these, there is another layer: character states.
  • Magic applied (a curse, a protective spell, etc.)
  • Alchemy used (drops that increase mental powers but cause bleeding nose and overall health damage once the effect wears off, etc.)
  • Current illnesses (a fever, a plague, a sexually transmitted disease, etc.)
  • Poison (if character is poisoned)
  • Wounds (if character is wounded)
  • Level of energy (energetic, or very tired - 5 levels in total)
  • Level of hunger (4 levels, from starving to overeating)
  • Current mood (9 levels in total)
Today, we'll focus just on one of these states: the mood.


A character's mood in Spire of Sorcery can be any of these:
  • Depression
  • Stress
  • Foul mood
  • Bad mood
  • Normal mood
  • Good mood
  • High spirits
  • Happiness
  • Euphoria
Foul mood, bad mood, good mood and high spirits add penalties or bonuses on the actions of character. Depression, stress, happiness and euphoria also influence character's stats.

An example of how this works: say, your character is having a lesson with a teacher. A "normal" progress for her skill is calculated based on the difference between the skill level of teacher and student. If the student is "happy", the progress will be more significant. If the student is "stressed", the progress will be below the normal value.


In addition to a unique icon that shows the exact mood of the character, we decided to also modify character portraits. Below you will find the "normal" portrait of three characters, and the progression of their moods.


Yes, indeed. Depression, stress, happiness and euphoria affect character stats. If someone is really, really happy – they are definitely more attractive, and the other way around. Every stat in the game has "nominal" and "current" values, and mood is one of the things that has the potential to make "current" value lower – or higher – than "nominal".

More specifically:

:greengemstone: STRESS


:greengemstone: HAPPINESS


:greengemstone: DEPRESSION


:greengemstone: EUPHORIA



If a character is depressed, that character faces the possibility of committing a suicide.

If a character is euphoric, that character runs a chance to experience a special positive event, which could be a breakthrough in skills – or a new trait.


And now, let's talk about the main question: how do you affect the mood of your disciples?

First of all, through their friendship situation:

If one disciple is a friend of another disciple, then sending them together on a quest will improve their mood. And if they are enemies, then sending them together will make both of their moods worse off.

Then, through their interests in learning certain skills/practicing them:

If a disciple hates domestic magic but you keep assigning him to study it, he will eventually become stressed with this unhappy turn of events. And if another disciple likes healing and you assign her on healing quests, such arrangement will certainly make her happier.

Finally, through their traits:

If someone is greedy and you give them a gift, they will become happier. But if their neighbors are also greedy… then of course they will become unhappy, seeing that someone else, not them, received that gift!

Or take disciples that are freethinkers. Enforcing discipline on them - such as cutting their hair or instituting new traditions - will definitely stress them. As to conservative characters, these will rejoice with stricter rules.

There are multiple ways of managing the moods of your disciples, as long you consider their skill interests and know their traits, and there is no "perfect formula" for running the Spire. A harsh punishment applied to a thief makes disciples with preference for violence happier, and stresses those who have compassionate hearts. And the decision to issue to all the disciples new, fancy robes makes most characters happier… except for ascetic ones, who will see this as weakness, with their mood falling down a notch.


Very much so! You have stats and skills, and these more or less define the types of quests you can use these disciples for. But having a gifted disciple in a foul mood may ruin her chances of success on a specific assignment; while having a weaker student walk around happy can ensure that whenever that student applies her skills, they are applied with great results. Managing disciples is one of the key ingredients in winning the campaign!


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


: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
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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!

Om detta spel

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!


    • OS: Windows 7/8/10
    • Processor: Intel 2.3Ghz
    • Minne: 4 GB RAM
    • Grafik: Intel Iris 5000
    • DirectX: Version 9.0
    • Nätverk: Bredbandsanslutning
    • Lagring: 1 GB ledigt utrymme
    • Ljudkort: Internal
    • OS: Windows 7/8/10
    • Processor: Intel i5 / similar AMD or higher
    • Minne: 8 GB RAM
    • Grafik: GeForce 7XX / similar Radeon or higher
    • DirectX: Version 11
    • Nätverk: Bredbandsanslutning
    • Lagring: 1 GB ledigt utrymme
    • Ljudkort: Internal

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