Voldemort? Gandalf? Wimps. Do you have what it takes to be a wizard? In SpellShokked, you assemble magical symbols into devastating spells that you then hurl at your opponents – other wizards, monsters, or your friends.
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Jun 15, 2018
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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?

“SpellShokked is fun, and addictive. But there's a lot more to come - we have tons of things we want to add. That's where you come in. Building a balanced and fun combat system is difficult, and requires feedback: are the symbols too complex to draw? Is the Meteor Strike over-powered? Should there be a more discernible logic to the Glyphs you draw? How about states like 'wet', 'on fire', 'stunned' etc? What's the really fun part of coop? Question, Questions, Questions - and you'll give the answers.

But there's also a price incentive: as time progresses, we'll release newer versions with more features. As we release new versions, the price will go up. Up to and including the full version, people who have already purchased the game receive free updates.”

Approximately how long will this game be in Early Access?

“Like so many other games, it'll be done when it's done. But we can make an educated guess: SpellShokked has been in development for over a year. Now all the main parts are in place, and "all" that needs to be done is add more content, add even more content, and tweak the game in ways to seriously ratchet up the fun. From experience, we have reached the half-way mark and so we expect that the full release is 12 to 18 months away.”

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

“So, what's coming? Right now, Duels are a ton of fun, but your arsenal of destruction is limited; the way the spells interact is simplistic. We want to change that so that it matters more which spells you cast, where you cast them, and when. We want to dial up the single-player with more, and more varied arenas. And of course, although we agree that killing your friends is fun, we also want co-op, team, and other types. Here's some of what we are thinking about

  • Spells, Spells, Spells:
    • buffs & debuffs: e.g. heal, resistance (to fire, …), silence, confuse…
    • Area of Effect ("crowd pleasers") like the existing meteor strike: Earthquake, Arcane Explosion, ...
    • Damage over time like poison cloud, blizzard, Firestorm, …
    • Direct Attack/Channeling: Lightning, guided missile,
    • conjuring – those skeletons surely don't raise themselves! – and dispel to get rid of them
  • Improved spell dynamics: resistances & states e.g. a "wet" state that can increase electrical damage but reduces fire damage, being hit by a fireball can set you on fire,
  • Levels and Gameplay
    • More single-player levels so you can practice destroying your surroundings
    • "Non-adversarial multiplayer" (Coop) game types (e.g. who can create the most devastation in the shortest time, who survives longest, who's quickest to achieve a goal)
    • Team multiplayer
    • More multiplayer levels (coop and keell-ya!)
    • Can you still rule with different rules? Duel levels with changed rules: No-holds-barred (all spells are allowed), limited spell selection (each player must choose from a number of available spells *before* the match starts) vs regulated (all players have access to the same limited arsenal)
  • Ranking
    • Ranked multiplayer in multiple categories
    • Ranked Teams in multiple categories
  • Customizable Avatars (male, female, "other") for that individual touch
  • A Spectator mode that allow you to watch your friends getting fried – and your friends will see you watching them get beat.
  • Other
    • Items like staffs, jewelry and clothing that have balanced modifiers for casting (e.g. faster casting but less damage), and cannot be purchased for money but are earned via in-game achievements (this means NO Pay-To-Win; you need to kill your share of friends to get that staff of increased rakishness, but it's available to all, and everyone has to kill the same number of friends to get it)
    • Vanity items that make you look better (shades, sparkling smile, sain't halo or devil's glow, perhaps even spoilers or chromed fingers if that's what it takes), but do not influence the core game (i.e. will not affect a duel in any way); pets that you can feed and accessorize and that follow you around, etc. - these items can be purchased with real money to fund further development
    • Achievements. Because REASONS! Is there any better way to measure and compare the length of your… wand?

What is the current state of the Early Access version?

“Here's what you get today: a fun VR game with mind-bending features:
  • Assemble spells from magical symbols, and use them to melt faces.
  • Listen to a soothing metal sound track
  • Work your way through (currently five) Tutorial Levels while suffering under the world's most annoying mentor
  • Access your magical arsenal spells (a lot more to come):
    • Attack: Magic Missile, Fireball, Meteor Strike, Ice Shard
    • Defense: Hand-held Shield, Blink (Teleport)
  • Hone your casting skills in shokkingly difficult offline Duel Levels (currently three), and prove yourself on the grueling shokking range
  • Shokk people on-line – Casual (un-ranked) duels (three different arenas); killing your friends is magical once again! (ranked combat will follow later). Until enough people have graduated to Duels, it may be difficult to find someone to face off with.
  • Marvel at a stunningly beautiful VR environment in which you can finally get slaughtered in style
  • Play with a pet dragon that is just too darn cute – and that may want to eat you

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

“Price will go up as we ship new content and features”

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

“We want to know what you find especially fun, and what doesn't work for you. Please let us know in the Forum!”
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Notice: Requires the HTC Vive virtual reality headset. See the VR Support section for more info.

Buy SpellShokked!

 

Recent updates View all (8)

March 16

Alpha 9 (March 2019) has arrived!

This is a big update (and not just by download size). Alpha 9 brings a host of improvements:

  • Player-selectable avatars:
    Until today, you always played as 'Aria', the hooded wizard (the one you also faced off in the Shield tutorial and one of the Solo Duels). Now, you can choose between five different Avatars, Aria among them (the others being: Zediuk, Fionna, Kas'Danel and Artemis. Let's see if you can match the names correctly to the Avatras). Note that we need to tweak the individual avatar joint bending routines. We are currently using a general reverse-kinetic routine that works for all skeletons, but since all Avatars have slightly different skeletons, the currently might look strange for certain movements or if your height doesn't fit that of our testers.

  • Solo Level multi-avatar support
    All the Solo levels (but not the networked) now support the new multi-avatar system. This only applies to those levels that originally supported an avatar, e.g. channeling and invisibility tutorials, and the Shokkrange. Other solo levels (e.g. thsi missile or shield tutorial) remain avatar-less

  • Avatar Chamer with Vanity-inducing Mirrors
    You need a way to change into the other avatars, and we built a brand new special room just for that purpose. We then added functioning mirrors (!) to this room, so you can spend hours there, gazing into the mirror, admiring yourself. This new chanmber is accessible from the "home" room.

  • Three new audio tracks
    The network level 'Breach', and solo levels "Invisibility tutorial" and "Avatar Chamber" all have received brand new audio tracks

  • More vanity in the Library
    The Solo Library has received a mirror. It's been delivered, but still requires correct placement. It's currently stowed behind the leather comfy chair.

  • Mac Parity
    This release brings full Mac parity to all visual effects. Please note that the OSX implementation of VR still lags in performance behind Windows by a significant margin (30%-50%). On full settings we get stutters using a Vive Pro an an AMD Vega 64 - which does not happen in Windows on the same machine (using BootCamp). This needs to be looked at by Apple, there is nothing we can do.

  • Other changes
    We continue to tweak the visual f/x. Ambent Occlusion and Anti-Aliasing still aren't where we want them to be, but it's getting much better.

Enjoy!
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February 15

Alpha 8 released

As you probably have noticed, there was no January update – the reason for that being that we took a long-overdue break after spending the last two weeks of the Year battling the (still on-going) hack attempts on our site, and celebrating various superstition-based events.

We returned mid-January to work with renewed zeal on SpellShokked. This (and the next) release will feature improved graphics. Since we got our long-overdue graphics hardware update, we were able to finally test the update to the graphics that underly the 'I want even more pretty stuff' preference. The graphics tune-up is on a by-scene basis, as we must hand-tune each scene individually.
For each scene, we individually calibrated color saturation, contrast, and hue. We also provide (in some scenes) a subtle sub-pixel sharpening. The last update is causing is some headache (luckily not literally, just a figure of speech), as whenever display text (as in the Aftermagic display), the sharpen render effect produces some artifacts.

We have added the new, improved visuals to the following scenes:
- Splash / Welcome
- Intro (Blink Tutorial)
- Home
- Library
- Tutorials (Missile, Shield, Fireball/Meteor Strike, Ice Shard, Shokk Range, Channeling (Shield, Lightning, Guided Missile, Invisibility)
- Duel Selector
- Solo Fights (Skeleton Rush, Necromancer, Cliffs, Darkness)

In other words: all tutorial- and solo levels have been updated, the network levels are planned to be updated for the next release.

There have been some other changes under the hood, but they are mostly minor. And of course there are lots of minor bugs and annoyances that we (hopefully) removed permanently.

On a negative side, this release is PC-only, as we still need to macOS-proof the grphics update (which, given the Mac's poor performance even with a Vega64 graphics GPU, will only a few people notice). The macOS support for increase eye-candy will follow in four weeks at latest.

Finally, this update provides full support for Vive PRO.
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About This Game

Voldemort? Gandalf? Wimps.

Do you have what it takes to be a wizard? In SpellShokked, you assemble magical symbols into devastating spells that you then hurl at your opponents – other wizards, monsters, or your friends. Fair Warning, Apprentice: this is NOT a twitch game. Combat in SpellShokked is agonizingly slow. Being successful requires nerves of steel more than anything else. Yes, that onrushing fireball sure is disconcerting. Keep calm, finish your spell. Don't hasten casting, or you will die. SpellShokked! is all about keeping your nerve, rather than having quick reflexes. Want to win? Take note of the spell your opponent is assembling. Think twice about which spell to start yourself. When done casting, aim carefully. Never, ever, blink with a spell half-cast. Always look over your shoulder, always check the ground you stand on. Being paranoid is a definite plus here. Use your shield to reflect spells.

Tl;dr: In SpellShokked! duels are furious, slow and deliberate in a way that will make your skin crawl and nerves fray. In short: the perfect way to relax.

Features
Because this is in "Early Access", you know that we are just getting started. Although SpellShokked is fun and addictive, there is a lot we want to do. First, though, here's what you get today: a fun VR game with mind-bending features:
  • Assemble spells from magical symbols, and use them to melt faces.
  • Listen to a soothing metal sound track
  • Work your way through (currently five) Tutorial Levels while suffering under the world's most annoying mentor
  • Access your magical arsenal spells (a lot more to come):
    • Attack: Magic Missile, Fireball, Meteor Strike, Ice Shard
    • Defense: Hand-held Shield, Blink (Teleport)
  • Hone your casting skills in shokkingly difficult offline Duel Levels (currently three), and prove yourself on the grueling shokking range
  • Shokk people on-line – Casual (un-ranked) duels (four different arenas); killing your friends is magical once again! (ranked combat will follow later). Until enough people have graduated to Duels, it may be difficult to find someone to face off with.
  • Marvel at a stunningly beautiful VR environment in which you can finally get slaughtered in style
  • Play with a pet dragon that is just too darn cute – and that may want to eat you

System Requirements

Windows
Mac OS X
    Minimum:
    • OS: Windows 10
    • Processor: 4 GHz Core i7
    • Memory: 8 GB RAM
    • Graphics: AMD R9 4 GB
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    Recommended:
    • OS: Windows 10
    • Processor: 4 GHz Core i7
    • Memory: 12 GB RAM
    • Graphics: AMD PRO 580
    • DirectX: Version 12
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    Minimum:
    • OS: 10.13 High Sierra
    • Processor: 4 GHz Core i7
    • Memory: 8 GB RAM
    • Graphics: AMD R9 4 GB
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    • Additional Notes: Cross-Platform network duels supported
    Recommended:
    • OS: 10.13.3.
    • Processor: 4 GHz Core i7
    • Memory: 12 GB RAM
    • Graphics: AMD PRO 580 (8 GB)
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    • Additional Notes: Cross-Platform network duels supported

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