
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 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.
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
I really want to like this game, but for now I'm gonna leave it and wait for future updates. There's a healthy collection of good ideas here, but it also feels like there are a lot of things that are far too biased against the player for no clear reason. 1: Most enemies are pretty aggressively overtuned. There are so many ranged threats that have huge sightlines and ignore cover that any tactical consideration for positioning can be thrown out the window. Enemies can two-shot you on the first level and traverse distances multiple times greater than you can in one move. The numbers are totally nonsensical and the game doesn't make it easy to try to catch up. 2: Mana cost increases suck in their current state. Recasting the same spell several times in a turn will increase the cost of the spell, but that increase persists after and will slowly ramp back down to normal after several turns. On paper this system should keep the player dancing between a variety of spell options, but in practice it near-exclusively punishes you unfairly for relying on the few damage tools the game provides in the cases where you get especially bad spell RNG. I feel like it's pretty unfair to try to strongarm players into mixing and matching a large variety of spells when the game can very easily deprive you of that variety on a whim. 3: Spells, combinations, and spell interactions can feel frustratingly limited in some cases. Targeting spells are an incredibly important element of combinations, yet several spells either work in really wonky and unintuitive ways with them or just outright don't work at all. Enemy hitboxes sometimes feel tiny and won't connect with a spell that obviously visually overlaps with their sprite. Some descriptions outright lie about what their respective spell actually does, leading to experimentation being a very confusing experience of wondering whether what I'm encountering is a bug or not. 4: Passive perks should have their own dedicated point system separate from stat points. The unified system of points to allocate to stats and passives is EASILY this game's biggest pain point in my eyes. I shouldn't have to starve myself of stats for the sake of making my build actually function. I shouldn't feel like dedicating points to health is a "waste" when I could just be pumping the pathetic +5 mana stat or gambling for mana gain/upkeep options for more combo potential. SP as it is right now leaves very little realistic freedom when it comes to assembling something that can actually win a run. 5: You cannot access sandbox mode without first beating the game. This type of thing is pretty absurd for a game that has a lot of unclear and obtuse spell interactions and lackluster external documentation. Testing new things in a run will almost always result in the run dying on the spot, which as the only pre-win testing option isn't a fair expectation for the sake of experimentation when runs are so difficult to get off the ground to begin with.
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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
Scales way too fast in multiplayer so the game always feels frustrating since spells are so limited at the start Allot of the times you get stuck with spells that do nothing and some spells rely on you finding their upgrade pair spells to be good which is frustrating since you get +30sp for skipping a spell so sometimes you end up getting nothing if you reroll compared to something like spell wizard Bought it on sale for me and my friend so it wasnt that bad but i'd be upset buying this at full price Portals just rape you in multiplayer i entered a red portal at 80hp it instantly killed me If you skip spell choices to get +30sp the exact same set of spells show up the next time you level up???? game has a ♥♥♥♥ ton of desync problems
Very fun spell crafting system playing with positioning and sequences, but ultimately a shallow game loop of clearing dungeon rooms. Fun, but wait for a sale.
クリア目標が無い、ってのがダメだった。 動物の森、とかもそうなんだけど クリア目標が無くてあなたが好きなだけいつまででもやっててね、ってゲームは自分には本当に合わない。 私はゲームにはゴールが必要なタイプなので 何階までいったらクリア、とかせめてその程度で良いから有って欲しい。 あと、マルチプレイがこのゲームの本体のようなので ソロプレイしかしない私には無縁のゲームだったようだ。 ※日本語はサポートされていません、と書かれているが設定から一応日本語は選べる。 ほとんど日本語にはなるが日本語にならない部分もちょいちょい有る。
good game but not at worth it at 15 bucks
I tricked my younger sibling into believing this game is pronounced "Goru Masons" and now he will never know truth from lie, I have single-handedly twisted his view of reality. Just like the masons, I have learned spells of my own.
Crashed my computer, that's pretty cool
Buggier than a recent pokemon game and balanced like you aren't supposed to win ever but there's just something magical that makes me keep playing.
I strongly recommend this game. It has a great mix of random elements to keep thing fun and interesting. Most games we eventually declare victory on the grounds of whatever nonsense we were using to crush the enemy has lagged the game out.
This game is such a fun concept, and in practice it's very fun too! If I could make a single wish for this game, it would be that it was a longer form game. I think this system could be implemented in a Diablo-esque dungeon crawler where you get your upgrades a bit more slowly, and meaningfully build a character/party over the course of a story. As is though, this is really cool little rogue-like that's a ton of fun to play with friends.
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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| $302.8K | 898 | 89% | $14.99 | |
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