
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 2,402 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
Игра крутая, с друзьями интересно играть (к уровню седьмому можно делать прокасты похлеще инвокера)
I don't mind one-shot games. Actually, I quite enjoy them. Games like FTL and Nowhere Prophet can be challenging and fun. What I do not like about this game is that the one-shot nature of this game is too difficult. You get random spells that do not help your character and you simply cannot win. Plus, many of the spells do not make sense or require further explanation. There is plenty of room for more descriptions on the spell cards. but i often find myself wonding what the spell actually does. And some spells require too much mana. There isn't armor or weapon upgrades. It would be a fun but it needs further development. I like the movement mechanics, but the spells are the issue. A retweak of mana cost, spell descriptions, possibly a money aspect would send this game to the next level.
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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
игрушка охуенная жду больше новых заклинаний и противников)
[h1]A game that promises incredible spell combinations and almost delivers.[/h1] I don't think that this game is bad by any means, obviously, since I'm recommending it. This one has a lot of deal breakers which makes me feel like Spellmasons hasn't quite captured the magic inherent to its promise. [hr][/hr] [h2]Rogueliking It vs. Rogueloving It[/h2] As someone with thousands of hours across multiple roguelikes, from Binding of Isaac to Slay the Spire 1/2 to Risk of Rain 2, or notably Noita, I know first-hand that a good roguelike takes hundreds of hours to properly comprehend it. It's why I'm hesitant to write a review so early, so take this review with a grain of salt. A game like this is better reviewed by someone with triple-digit playtime at least. And normally I would do that, but I don't think I'm going to hit that point. Don't get me wrong, I've enjoyed my good six or seven hours of playtime since I bought it, that's worth ten bucks with the DLC on sale. Which, on the subject, I'm reviewing this game plus it's DLC as a single product because given my experience, I can't imagine the game having nearly as much replay value without it. Frankly I'm shocked it's DLC in the first place. If I purchased this game at its full retail price, however, I'd be pretty disappointed. [h2]Magicka or Noita This Is Not[/h2] If you've played either of those games, you'll get the promise of Spellmasons right away: combo spell pieces to make wacky shenanigans. You can do this either on purpose or by messing around, both are valid. What sucks is that Spellmasons doesn't really seem interested in helping you get there. Magicka lets you cast the best spells over and over again if you can mash the buttons in the correct order. Noita also hates you, but it also throws you a bone every once in a while with the randomized wands you can find. Spellmasons is... very slow in comparison. You do accumulate a lot of spell components, but they rarely interact in cool ways. There are the targeting components which are easily the most fun to mess around with, but all the other components (unless you have the DLC) are typically only interested in doing their damage to one target or an AOE effect, not really comboing with each other. I also found that the default casting range was stupidly small with enemies having far, far larger ranges and movement than you do for basically an entire run. In other spellcasting games, you're typically given far longer ranges unless the payoff is much greater. Here, there's barely ever a reason to cast a spell close up if you can help it, you're only going to get yourself killed and end your run. This made every fight feel like I wasn't an epic wizard flexing on some monsters, I was a scared, threatened novice running around hoping not to die. At least in Noita that sensation feels justified, and you feel amazing when you overcome it and craft amazing wands that break the game. When I "broke" the game in Spellmasons, it felt much more like a fluke than any skill on my part. [h2]This game REALLY wants you to play it multiplayer[/h2] There are so many spellcasting options that rely on allies, and summons in the game are few and far between. One of the characters even required a heavy balance adjustment to make them even functional in single-player. I haven't played it multiplayer, which I won't lie is likely a large part of where development went to, which has left the single player side feeling rather unbalanced. It only gets worse when you're slogging through options, only to be given spells that as far as I can tell can only become useful if you build into them, but getting to that point requires you to already have their constituent parts. I found no success building my characters for anything other than DPS and survival directly, because any time I tried to build around the game's systems, I was given no support for those builds. I think that's where multiplayer is supposed to come in, to smooth out those power spikes that players have, letting one player spec into a support role, one player be the direct DPS, one being the status guy, etc. In singleplayer, however, you just kind of have to do everything yourself, and the game has too many systems in place to make that interesting. In a game like Risk of Rain 2, which is effortless to play multiplayer or singleplayer, here it feels like I'm being punished for trying to do it on my own. [h2]Are the well designed characters in the room with us now?[/h2] The selection of characters is fairly diverse! I was actually kind of excited to try the different ones, and I've given three of the four main ones a fair shake. Of the three, the "card based" character was my favorite, but ultimately all of them have their fair share of issues which I don't have the character-limit to go into here. There's a lot of fiddling to be had with all of them, and the process of leveling up and managing your spells should be heavily streamlined, in my opinion. [h2]Presentation that got the job done, I guess.[/h2] None of these guys have much character in terms of design or visuals, in my opinion. Not even the enemies feel notably inspired, with basic zombie/tribal archer/slimes all showing up. The spell effects are also pretty lackluster, with some excessive screenshake (which you can tone down), meh sound effects, and very minimal animations to couple along with them. Little things, like explosions not leaving any particles or discoloration on the environment is also disappointing. Sadly I think a lot of effort was put into the blood and gore of the game, which I disabled because it honestly just looked gross to me, and felt kind of juvenile in its implementation. It double sucks that unique death animations are made for every enemy, but status like "bloat" just have affected units scale 1.5x horizontally, which looked terrible every time. At least the soundtrack is decent. The presentation of the game as a whole, especially in it's UI feels very ameture. It's not dysfunctional, but it's not putting the "fun" in that word. Even after half a dozen hours, I was still struggling to organize spells, tab through the menus, accidentally locking and unlocking things in the menu, and seeing random visual glitches or selections not quite behaving the way I expected them to. A very commonly used key in this keyboard/mouse game being bound to backspace by default tells you all you need to know about how much the user experience was considered. I rebound it to Q, which immediately was a thousand times better. It was to the point where went to check to see if this game was early access because of the presentation, and it's a full release, apparently. It does seem to still be getting worked on, but if you're listing it as a finished game then I'm going to judge it as one. If this were a flash game, I'd say it was incredible, but this is a twenty [i](TWENTY!?)[/i] dollar game on steam, not including the DLC cost that looks like a polished up student project. [hr][/hr] [h2]So... why exactly are you recommending this game then? Sounds pretty negative to me.[/h2] I got it on sale. That's literally it. There's just barely enough here to kill a Saturday with, and when it's heavily discounted, about ten bucks feels about right. The promise of polish coming down the road with the devs seeming to be actively improving it is a good sign that it could someday live up to its core ideas. When this game is working like it feels like it's supposed to, it's decently fun. But there's too much going against it for it to be considered a successful product at its undiscounted price point.
Addictive. Needs more campaign-ish material outside of just "kill x" "kill waves of X" "protect X while kill waves of X" but it is amazing so far. Looking forward to expansions in the future.
I guess this is going to be my first review on steam! 13.5 hours as of posting. To put it brief, this game is, in my opinion, worth every penny. It completely satisfies the epic wizard fantasy that I hoped for when I purchased it. The levels very quickly have such a high number of enemies that can one- or two-shot you that it forces you to approach each turn like its own puzzle, to do as much damage to as many enemies as possible, and then to get yourself out of harm's way with what resources you have left. This loop is addictive, and in the later levels, it really forces you to find those absurd spell combos that will target 30 enemies and slash them 24 times. What's more, the different characters (there are 4, the latest, The Warden, was released two days ago) play crazy differently, and each have their own strengths and weaknesses (Probably my favorite as of posting is the Warden). They definitely feel different in terms of strength, which can make multiplayer feel a little weird at times, but overall, this game is a blast to play in multiplayer AND in single player. The puzzley aspects combine very well in multiplayer in my opinion, particularly for the earlier levels, but later levels sometimes you and your friend will be at such different power levels that it's more fun to just start a new round. That's fine. I don't play this to reach an end, I play to solve weird and new problems in weird and new ways, and this game has PLENTY of that in single AND multiplayer. Really good game. Definitely got my money's worth already, and showing no sign of stopping playing.
A very fun roguelike game where you gather spells and use them in clever ways to defeat waves of opponents. Everything's really well done and if you can think of it, you can probably do it in this game. It's deceptively challenging too.
Really fun game to play with friends. Spell mechanic is unique, gameplay loop is fun. Although it would be cool if this game offered some meta-progression and well-defined end goal, but overall it's excellent for it's price.
hard but fun
the dude who made this is a legend, no ♥♥♥♥♥♥♥♥ all passion. if your into any type of turn based combat this game is 10/10 super fun and great to play with your 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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