Lead a party of runaway mages through the unexplored lands full of dangerous encounters! Combine spellcasting, alchemy and equipment to prevail over opponents. Unlock spells, discover recipes, find new party members and expand the Spire to forge your own path to mending the world!
All Reviews:
Mixed (39) - 64% of the 39 user reviews for this game are positive.
Release Date:
Oct 21, 2021

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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?

“The game is already big enough to offer hours of content, with good replayability. We are now eager to present the game to the wider audience to get more player feedback, which we use for balancing and iterations of both content and mechanics. Quite a lot of the game’s most fun features were born during community discussions!

We used the same approach with our previous game (Gremlins, Inc.) that went through the Early Access period on Steam a few years back, and benefitted greatly from suggestions and discussions, so we’re familiar with the process and ready to engage with the community!”

Approximately how long will this game be in Early Access?

“We aim to reach version 1.0 before the end of 2022. We're hell-bent on shipping new content and new mechanics as fast as we can, and improving the balance and the interface based on the feedback that we receive.

We're a production-focused team: we love to create fun content. The hardest part of Spire of Sorcery's development – building the core loop and the original encounter mechanics – is already done, and we are now at the happy stage of designing new creatures and new regions.”

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

“Between now and version 1.0, we will add both content and features.

CONTENT: all the regions that you see on the map will get their own playable chapters, plus there's a few secret regions that you can't see on the map for now, but that will be discoverable. A lot of this content is already done (new items, new creatures, new biomes) and is waiting for when we implement the new mechanics that work with it.

FEATURES: the game already has spellcasting, alchemy and equipment, as well as construction of rooms at the Spire. We've got a list of additional mechanics that we will work on during the Early Access period: travel magic (yes!), crystals for deck-building (yes!), crafting (yes!), as well as campfires and personal relationships, character dreams that can really come true, non-human party members, and so on, and so on.

We try not to overstep ourselves, and we add features one by one, to make sure that the game grows organically.”

What is the current state of the Early Access version?

“Everything that you read in the description on the store page is in the game: spellcasting, alchemy, equipment, exploration and discoveries, creatures and items and mechanics – we try not to show "work in progress" here to avoid misleading anyone.

However, a lot of visuals in the game are not yet polished: some spells already have animations, but most are still in the works; a few creature animations are done, but most are still to be done; and the tutorial is rather basic – so if this is crucial for you, then please wait with the purchase.

The Early Access version releases with 3 chapters that detail the escape of the mages from the Inquisition, their encounter with the terrifying Broodmother and their first contact with the mysterious tribe of Mushroom-eaters.

As to the world, we’ve got seasoned gigglers and rageful shadows, spitting demons and fearful blackpaws, mad weavers and cursed weepers, spike-shooting tree crawlers and mysterious mushroom-eaters who populate barrows, haunts and villages across the plains, wetlands, forests, ruins and elderwood.”

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

“The price of the game reflects its features and content. We aim to make a great game, and we'll increase the price once we're confident that we delivered on that ambition.”

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

“In addition to Steam forums, we run the official Discord server and we're always happy to engage in discussions of how we can improve – or expand – the game.

We update the game every month with quality-of-life improvements, and once every two months with new chapters and new mechanics. In this way, you’ll regularly have new challenges to try and new mechanics to sample – all the way towards the full release.”
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About This Game

Spire of Sorcery as a turn-based party RPG where you use spellcasting, alchemy and a bit of equipment to explore the world full of dangerous encounters. Engage with creatures from the realms of life, death and chaos to help the sentient citadel mend the broken world!

  • Explore the original world of Rund to discover creatures, resources and recipes
  • Cast spells, including combos, to affect opponents and trigger environmental effects
  • Concoct substances that range from curative to explosive
  • Prevail in encounters by combining the effects of spellscasting, alchemy & equipment
  • Manage your party, considering mood and personal traits of its members
  • Find new party members and increase their stats to reach their true potential
  • Taste any resource that you find to modify the looks of your party members
  • Collect resources to cook food that may taste great (or horrible)
  • Expand the Spire with new rooms that offer new mechanics
  • Break into ancient barrows, dispel cursed weepers & battle infection-ridden gigglers
  • Resolve mini-stories that pose moral choices, affecting the mood of your party

The world is larger than just one play-through and every challenge has alternative solutions. Try and succeed – or adjust and replay!


On the western cost of Rund stretches the Empire, the last known shard of human civilisation. The Emperor controls the lords, and the lords exploit the rest of the population that is already hardened by the unfriendly nature. To the east of the Empire, across the Great River, begin the Wild Lands. Once civilised, they are now home to predators, ghosts and demons. Further to the south-east lie the lands of the non-human tribes: Dismal Marshes, Elderwood, Blue Mountains, Deceiving Plains... all ripe with resources. And further yet are the Distorted Lands: the source of Chaos, and a cause of growing concern among the non-humans.


Occasionally, a person with the magic talent is born on Rund. This invisible power is feared by the established order of the Empire, for little is known about the potential of a trained mage. The Inquisition, a force of its own that reports to no state official, roams the cities and villages, sniffing out the use of magic that they label as corruption. Packed into the Sanctuaries for the Corrupted, under the watchful eye the suspected mages are made to work for the good of the Empire. The general population supports the policy – for magic is an unknown, and on Rund, you avoid dealing with the unknown.


Deep in the Wild Lands, at the feet of the Blue Mountains, rests the Spire of Sorcery: a sentient citadel that spent centuries in slumber. Maybe it was a place of sacrifice, maybe it was a moving castle, maybe both. It's a dark legend from the past, just like the Rusted Forest and the Sea of Bones. Yet one day, the Spire awakens – threatened by the Distorted Lands that begin to encroach on their surroundings, as well as by the amassing of imperial legions intent on marching east to plunder the settlements of the non-humans. Fresh from its slumber, the Spire sends a Call that reverberates across Rund, reaching the mages that are confined by the Inquisition. Among the mages who answer the call and attempt to escape, three manage to cross the Big River, and here the story of the Spire of Sorcery really begins...


Spire of Sorcery is created by Charlie Oscar. This is our team’s second big release. Earlier, we shipped the native digital board game Gremlins, Inc.. Working together for the last seven years, we aim to create original games that reward players with new experiences!


The game is already big enough – and deep enough – to offer 4 to 8 hours of gameplay with many ways of replaying it. We’re eager to present the game to the wider audience because our development process is based on feedback and iterations. Quite a lot of the game’s most fun features were born during community discussions!


We update the game every month with quality-of-life improvements, and once every two months with new chapters and new mechanics. In this way, you’ll regularly have new challenges to try and mechanics to sample – all the way towards the full release.


We’re looking to reach version 1.0 before the end of 2022. We're hell-bent on shipping new content and new mechanics as fast as we can, and improving the balance and the interface based on the feedback that we receive.

System Requirements

    • OS: Windows 7/8/10
    • Processor: Intel 2.3Ghz
    • Memory: 4 GB RAM
    • Graphics: Intel Iris 5000
    • DirectX: Version 9.0
    • 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
    • Storage: 1 GB available space
    • Sound Card: Internal

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