SpellRogue

SpellRogue is a turn-based, deckbuilding roguelike where you cast powerful spells using your Mana Dice, gain legendary artifacts, upgrade your spells and experiment with potent combinations to annihilate the Voidwalkers corrupting the world.

SpellRogue is a early access, roguelike deckbuilder and card battler game developed by Guidelight Games and published by Ghost Ship Publishing.
Released on February 12th 2024 is available only on Windows in 6 languages: English, French, German, Spanish - Spain, Russian and Simplified Chinese.

It has received 871 reviews of which 772 were positive and 99 were negative resulting in a rating of 8.4 out of 10. 😎

The game is currently priced at 11.99€ on Steam and has a 25% discount.


The Steam community has classified SpellRogue into these genres:

Media & Screenshots

Get an in-depth look at SpellRogue through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS *: Windows 7/10/11
  • Processor: 3 Ghz
  • Memory: 4 GB RAM
  • Graphics: Nvidia GTX 950
  • Storage: 2 GB available space

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

April 2024
tldr for the initiated; a far more elegant Slay the Spire with a lower skill floor, higher skill-cap, deeper design and almost no runs ruined by randomness. Concept I'm coming from years of tabletop deck builders like Dominion & Star Realms, as well as long experience with many physical and digital nerd games. Spellrogue copies a landmark rogue-lite deck-builder called Slay the Spire. I stopped playing StS very quickly because it was too addictive and the grind of dud-runs typical of rogue-lites was too time intensive for me. In rogue-lites with mechanical skill like FTL or Risk of Rain 2, runs that fail due to RNG aren't entirely a waste because they still offer mechanical practice. Strategy rogue-lites can get pretty grindy because the gameplay skill tops out quite quickly and the enemies are easier to learn; the depth is in the strategy, not the gameplay. Spellrogue tackles this problem by offering a mechanic-builder rather than a deck-builder. Your cards aren't drawn or discarded; they rather represent mechanics that you can sink dice into, the dice being the element that is re-rolled each turn. This opens the door to all sorts of insightful mechanics around manipulation of dice. Characters / Gameplay Variants The 3 characters each have 4 variants, each having a different set of 3 initial cards. Of these, the dice manipulation card is the strongest influence on the run and likely the only initial card that will remain by the end of the run. As of this writing I have unlocked and completed a run with all 12 variants. I was able to do 1 run with each as well as some experiments in the difficulty progression of the game, which spanked me after a certain point. Achievements facilitating this smooth progression came naturally from running with the grain of each variant, which are all dramatically different from each-other. Each character has its own pool of cards but the variants seem to get random selections of cards skewed towards their mechanic. I only repeated the same build concept once across the 12 variants and it wasn't a straight copy. Regarding the runs themselves, it's a rouge-lite. There is a tension between, and within, the progression and survival element. The run's success is measured by encounters, level bosses and the final boss. This is the same for all rogue-lites so I'm just re-iterating here for completeness. It's a great formula. Playability and Presentation The sounds, animations and art are great while being fast and responsive. Animations and sound work together to hit hard while being quick and overlapping as much as possible when many effects are going off. This would be very difficult to follow except that every action accurately previews the outcomes, including the end-turn button; the action flying past is cool rather than stressful because we already know what is going to happen. There is one fringe build that amasses 20-30 dice in boss fights. The dice line up on the screen and occlude important bits of the UI. I think this is just an early access this. I didn't mind because the build was vintage void troll and I loved it. The UI and coherency & discoveribility of the gameplay and core mechanics are great. I don't remember a tutorial but it is very rewarding to think, "I wonder what happens if..." and just give it a go. I had plenty of runs where I changed strategy based on discovering a mechanic. Great experience. I don't know how difficult the Spellrogue is; I have played many strategy games since I was a kid. I really appreciate the skill expression in this game as it allows me to explore the game at my own pace. In the context of the genre, 10/10. Like any game, it might not be for you but if this is your thing, Spellrogue is the pinnacle of strategy rogue-likes that I've played. That's why I took the time to write a review :) Enjoy
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April 2024
SpellRogue is Slay the Spire. Sure the rest sites are sanctuaries, you upgrade your cards with "shards" instead of smithing, your energy is dice, and your deck is smaller, but the broad strokes remain the same. There's a red themed male character, there's a blue themed non-human character, there's a green themed female character. You path your way through maps to fight combats or engage in events to strengthen your deck to beat Elites who drop strong passive items, with the end goal of beating 3 Acts and their bosses who drop strong passive items many of which are centred around dice (energy) generation. All culminating in a final battle against a being with tendrils who can't be dealt more than a certain number of damage per stage. This isn't to say I'm not enjoying it but it wears its inspiration on its sleeve. Skills are Defence, Powers are Utility, Stength is Power, Dexterity is Fortify, and Attacks and Poison are...well attacks and poison but not much you can do there. My only real gripe is that I feel like the paths through the acts need some work, it's either all combats and 2 elites, or if some events & a shop with no elites. You can almost never get a path that gets you an elite and literally anything else that isn't regular combats but maybe I'm just getting bad luck here. I am enjoying it though. Slay the Spire is a masterpiece and if you're looking for something to scratch that roguelike deck-builder itch then this is what you need, and that's what I'm here for. I've already bought Slay the Spire on 3 systems and spent far too much money on their board game approximation. I know what I like and I guess this is close enough.
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April 2024
This is a perfect game to sit back, relax, and play at your own pace. Despite having a set number of options, every single game plays out differently and always tests your strategy and skills. I've played this A TON, and yet every game is just as exciting as the first. This is, hands down, one of my favorite games I currently own. It brings the fun of Magic the Gathering and card building strategy games into an easy to understand, but challenging to play, adventure. I don't often recommend games, but this game is simply outstanding.
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March 2024
Unlike many games in the dice roguelike genre, this one gives you the tools to manage the randomness that's thrown at you. Clever designs, a "build-your-own-run" difficulty system that makes you pick your own debuffs before higher level runs, and subclasses that change the way you approach your run all add up to a great experience. The game could use a few more bosses at each level for variety's sake, and sometimes it feels like it's too easy to break the game, even at higher difficulties. But at 35 hours in, I still feel like there's plenty of game worth playing. Well worth the price, and a steal if you ever catch it on sale.
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Feb. 2024
Fun game overall but it lacks a 'wow' factor. Everything feels a bit bland. I haven't had a moment where a new spell or artifact or relic made me excited. More of an 'oh, that's nice I guess' kind of feeling. Also, the significantly inelegant and convoluted unlock system is bad to be blunt. There are a fairly limited amount of spells and relics in game as is and having them locked behind labyrinthine challenges, some of which only 2% of players and fewer have earned (based on achievements), ensures that you will see duplicates multiple times throughout your runs, especially early on. Even with those complaints, the game is still an 7.5/10, but could be a 9/10 with some changes to unlocks and balance.
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Last Updates

Steam data 30 November 2024 00:54
SteamSpy data 20 December 2024 07:36
Steam price 23 December 2024 12:30
Steam reviews 22 December 2024 05:51
SpellRogue
8.4
772
99
Online players
54
Developer
Guidelight Games
Publisher
Ghost Ship Publishing
Release 12 Feb 2024
Platforms