
Arcane Assembly is a fantasy metroidvania where you create spells using a visual programming language. Unlock new instructions, upgrade your powers, and fight epic bosses on your journey to becoming the most powerful wizard who ever lived.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 10 → 0.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Ultimately a miss. Although it sounds good on paper, the actual systems are very unrewarding. Every time I try to tinker up a spell, I find that either it doesn't work because of some arbitrary limitation, or it's just worse than "shoot projectile at mouse." It needs some kind of trade-off system, where you can get a mana reduction if it has short range or poor accuracy or something. Look at Noita's spell modifiers for good examples. In this, you even have to pay for mana costs up front, which means that if you have a conditional part of your spell, then you'll pay it each time even if it doesn't trigger. That's just the spell system though, what about the rest of the game? Well, the jumping feels weird (does my air jump go higher than the ground one?) and the levels are all just platforms on an empty background. Bosses try to be a bullet hell, but they're quite easy.
I find the core idea of this game deeply interesting to me. Honestly, the game isn't good lmao But, it gives me so much hope and inspiration for programming magic, something I've always loved. No other game lets you program magic in an actual programming language and have that magic actually be useful for something. Noita technically has this but it's so rudamentory unless you go wayyy too far into the game, and even then... I genuinely adore this game, it's been more positive than negative to me desipte being a clear kit-bash, which deeply irks me, and having the metroidvania aspects of the game get in the way and be really frustrating/annoying/boring. But, despite all that, programming magic is so frickin awesome! I just enjoyed the ♥♥♥♥ out of it.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great game, love the possibility of creating my own spells! Only one weak point, I think the story is a bit poor
It's a good start, but it desperately needs more actual effects to use. For all the unlimited customization potential, there are only 3 damage types, 1 status effect, (just an underwhelming, non-stackable dot) and a shield effect. No matter how good you are at programming your spells to self-replicate, move, etc, there's ultimately only so much to do with them. You cant even control the damage amount on any given orb. As great as the underlying system is, success just boils down to "make more orbs" which is a shame because there's so much potential to do really creative and interesting things with the programming system.
Really cool idea, but severely lacking in content and polish. It has all the workings of a fully functional game, but it does not go even a single step beyond that. The level design is especially bland. The difficulty comes almost entirely from blind jumps requiring quick reactions to figure out where you are trying to go before falling in lava/spikes/traps, and bosses that spam attacks to the point of it becoming a bullet hell. Also, if you don't already have some programming experience, you might struggle in coding any decent spells too, as the tutorial is very bare bones as well. Once you get enough code blocks and come up with a powerful spell, however, bosses become a breeze as you spam attacks right back at them. The art is decent, music is pretty good, I just wish they would have taken a good bit more time to really flesh out and polish these ideas before deciding it was ready for public release.
This feels like a game jam concept. I got it on sale, and that's what I would pay for a game with this little content. It takes inspiration from Hollow Knight, but it's levels and enemies don't feel unique or fleshed out. One enemy in the last zone is just two bush sprites on top of each other. As for wand building and spell building, well you don't have that many options honestly. You only are ever given one real spell to control which is the orb. You can change all these parameters for the orb like it's speed, or having orbs spawning orbs or having them orbit another orb. But all these things cost more Mana, and are usually harder to use than just spamming attacks with no delay. I beat the game super fast even on the expert difficulty which is just a damage modifier, and it feels like there should be more spells or more things I can do. This game has a novel idea in creating spells yourself, but the system needs balancing to make different spells worthwhile. Overall it just didn't bring as much replay value as a game like Noita does
This is just horrible. "game" is a very lose term here. Uninstalled within an hour.
If you lose to a boss you just encountered, it takes your coins until you can retrieve them and defeat the boss. So, you can't spend the coin to buy upgrades to help defeat said boss.
I don't regret buying this game, but I can only recommend it to people who, like me, are solely interested in the spell crafting. The game is short, the platforming is uninspired and completely disconnected from the spell system, and the story is nonexistent. If you're not already comfortable with scratch style programming, this game won't help you learn. This game is much better as a game-design inspiration and source of mental exercise for spellcrafting obsessed people than it is as an actual game. Mana cost being calculated upfront somewhat restricts branching conditional spells, but if you're clever you can work around it. By making sure no mana costing tasks are inside your condition checking 1000x repeat loops, and some careful delegating of spell components with variables and lists, you can be a lot more flexible than some reviewers realize. With all that said, I would have still given this game a positive review, if it weren't for the fact that the spell programming has numerous bugs and the game has been abandoned by the developer. To name a couple, a physics bug causes orbiting orbs to rapidly spiral outwards, making the orbit function almost useless except for making an orb that follows you around by setting it to orbit and then changing the speed to 0. Also, any constant that contains a negative number registers as 0, though you can bypass this by using the subtract function. These annoyances really add up and they will never be fixed.
Great concept, underwhelming execution.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| — | 0 | — | — | |
| $0 | 20 | 65% | Free | |
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