
Spellmasons is a magical, tactical roguelike where you customize your spells. Play solo or team up with your friends in online multiplayer, and explore a deep magic system where clever combinations yield powerfully satisfying results!
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): 0.71/day in the week to Aug 28 → 5.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
About
Spellmasons is a turn-based, tactical roguelike where you use your wit to blend spells and create new combinations. You can play solo or with friends in online co-op!
The Spell System is deep and powerful: spells alter each other to allow for tons of creative possibilities. For example: When you cast "Swap" on an enemy, the next spells in the combo will target your original location that you teleported away from so you can link nearby enemies together and follow up with a powerful damage spell that dispatches all of them at once!
Spellmasons rewards variation and creativity: spells get more expensive as you use them, and less expensive as turns pass, so you are encouraged to try new strategies often.
Work together with your friends in online co-op. Save each other from near death or accidentally blow up each other!
Spellmasons features a unique “Faction-based” turn system where you and your friends can take your turn at the same time to keep the action going.
The Rune system adds a whole new layer to your magical potential by enhancing and specializing your magic. If you want to be a Contagious Plague Mage who carries around curses so you can infect enemies wherever you go, you can do that. How about a necromancer who creates copies of himself whenever he teleports and has a random chance to resurrect any enemy that he kills to fight for him? Yup. The possibilities are endless.
Champion-ranked enemies provide an extra special challenge. They have modifiers such as “Growth” which makes them become stronger over time so you need to dispatch them quickly or “Slime” which gives them the ability to clone themselves. Champions will make you think beyond your favorite strategies and come up with something new.
Find clever ways to push beyond your maximum mana to pull off ridiculously powerful spells.
Some spells combine in powerful and unexpected ways and the Discord community is always discovering new secrets.
Spellmasons is a thoughtful, challenging, deliberate turn-based experience. Take your time, think creatively, and watch all of your plans unfold just like your diabolical little heart intended!
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 112 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Okay so the game is fun. Let me be upfront about that. At its core, the game is fun. But this is one of those games that's 'fun, but-'. So as succinctly as possible, here's why I have to comment. The good: The spellcrafting system is pretty well immaculate and spell readability is very well executed, so the core gameplay loop of 'collect spell effects, combo them into bigger nastier spells, win' is locked down. The bad: The problem is... well, that's all there is to the game. There's about a half dozen types of enemies, 0 story or permanent progression. It just kind of loops, with progressively stronger versions of the same enemies and slightly larger maps until you just explode. The ugly: The graphics are very simple; the spells might be readable as hell, but sometimes exactly what's happening on screen isn't, so good luck figuring out what killed you. Additionally, it can be hard to spot all the enemies once you get to high enough levels due to all the visual clutter that occurs once you've killed enough. Finally the DLC (which is half the price of the game) adds 1 entire new system... and nothing else. Final judgement: The game's worth around $5. The full $20's a big, big, big stretch right now. Either get it on sale, or wait for the developer to fill it out a heck of a lot more.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 112 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A fun game thats not too hard to understand but has a LOT of possibility for those with the ability to think it through. Spells have the capability to become a full map nuke (killing you) that at the same time revives everything on the map as your ally if you have the mana and spells to do so. Local multiplayer works well (this is important for me as its the primary way I play multiplayer and can be my whole reason for buying games) I dont have the runesmith DLC but the capabilities it poses excite me for when I can get the money to buy it. Each class is unique and fun with their own mechanics despite using the same spells, which helps them feel varied really well. The game gets updates at a pretty good pace and the dev works well at fixing bugs, one I encountered was fixed at a quick pace. Definitely worth the 20$, and the dlc seems to make the extra cost just as worth it.
Genuinely groundbreaking and fresh magic system. It feels evergreen - like chess. SO ♥♥♥♥♥♥♥ GOOD
If you've ever wondered [i]why[/i] an all-powerful mage would go mad with power and amass an army of thralls marching in tireless ritual to sally forth an age of darkness, you'll probably be quite sympathetic after you play this. Like many great wizardry games, maximum fun is attained by breaking your enemies, and the game, in the most preposterous ways imaginable. Will you create a recursive clone army, and pray your enemies fall before your PC does? How about some unholy trigonometry to pulverize every living thing with hit points divisible by [i]x[/i]? Absorb the souls of your foes, take their life as your own, and become functionally-immortal? As you strive to optimize the hand you're dealt, every run becomes an exercise in emergent character-building - combo after combo, spell after diabolical spell, the allure of perfecting your craft gravitates you wordlessly into countless stories of discovery, cultivation, and apocalyptic hubris.
Shadow wizard money gang (We love casting spells)
It's a steep learning curve, but eventually you get to where a 7800x3D and 4900 struggles to keep up with all the vector targetting. Awesome chill and challenging game with simple graphics but endless spell comboes.
the game was fun but the balancing sucks, needs a revamp
making builds isnt really fun. I don't know why but the way things are worded make me hate everything. Maybe ill change the review if i play more
this feels like a game jam game, certainly not worth $20
TL:DR; a game with a brilliant and in-depth spell mixing system, waiting for an full game to exist in. This isn't it. So, obvious thing first- the spell mixing system in this is great. Every spell can combine with every other spell and at its core its quite simple. All spells are either "effect" or "modifier" but you really can slap any spell with any other spell and get something interesting and fun. The problem is the rest of the game, or rather the lack of it. Aside from levelling up your stats once per floor or getting the occasional interesting modifying perk, that's all there is to the game. Enemy variety is poor, there's literally no story, most levelling up is just making your numbers bigger, movement is a clunky attempt at freeform instead of grid-based. The game feels like a very interesting tech demo for a very interesting game mechanic, but not much more than that. I'd love to see a Spellmasons 2 that fills up the rest of the game with everything this is missing.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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| $302K | 749 | 89% | $14.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
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| — | 1 | 100% | $14.99 |
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