Sigil of the Magi cover
Sigil of the Magi screenshot
Genre: Strategy

Sigil of the Magi

Get ready for Sigil of the Magi's 1.0 Release!

Get ready to celebrate Sigil of the Magi's 1.0 release! Learn how to play as Cameron from The Iterative Collective walks you through tips and tricks.

Meet the Champions - Mix and Match style: Archer, Witch, & Monk!

Learn about three Sigil Champions and see how far you can get playing with these characters as your mix-and-match party created on the Custom Selection screen! (You will need to unlock the respective factions in order to access all the Champions!)

Here is this week's Challenge:



Who: Archer
Faction: Royal Vanguard
Base Health: 52
Passive: Steady Hands If the Archer has not moved during her turn, increase base damage by 50%.
Strategy: The Archer’s passive gives a powerful boost to her damage, but it requires careful foresight. Take advantage of cards like Leap or certain teammates’ abilities to reposition the Archer without it counting as a move so that she can get in range of the enemy for the perfect attack without losing her damage boost whenever possible.



Who: Witch
Faction: Guild of Shadows
Base Health: 54
Passive: Duality At the start of turn, adjacent allies gain 3 Armor while adjacent enemies get inflicted with 3 Poison.
Strategy: The Witch has access to the very powerful Poison mechanic, both through her passive and her card options. Poison stacks, and it damages a character equal to its stack at the start of their turn. It does decay, but only by 1 each turn (unless certain special abilities are used). This makes the Witch an amazing asset, not only because she can protect your Champions with armor, but she can stack some serious damage on enemies. However, the fact that she must be near them at the start of the turn for this effect to take place means she is inherently in danger, and you have to be careful to balance the benefit of her damage with the resource that is her finite amount of health.



Who: Monk
Faction: The Far East
Base Health: 56
Passive: Reversi At the start of turn, create a Reversi card in hand. (Reversi: 0 Mana, swap position with an adjacent unit. Burn after use.)
Strategy: The Monk has very powerful abilities to move characters around on the battlefield. This pairs well with a Champion like the Archer, but also means enemies and Champions alike can be moved into strategic positions by the Monk. The Reversi card also compliments the Priestess’ Card Rack buff very well, since it’s free to place a Reversi in the Rack if you’re not using it. However, the blessing of the Reversi cards can also become a curse, as they only burn if you play them; discarding them can result in bogging down your deck with Reversis, making topdecking the perfect card for the moment that much harder.

Gameplay Guides - Issue #4: “No Thanks” Is a Valid Option for Rewards!

When you win a fight, you get the option to collect your rewards. Hooray! There’s no real reason to reject gold, but sometimes the cards you’re offered don’t synergize with the deck you’re building, and you don’t want to muddy up your so far perfectly curated hands with stuff that doesn’t really fit.

No problem! You can select which of the rewards you want and leave the others behind!

First, claim the gold, because there’s really no reason not to.

Then, mouse over any Relics to see what they do to decide if you want them. If you do, click to keep them. If not, leave them be.

Then, click the card option and see what’s on the table. If you like one of the options, great! Click to claim it and you’re good to go. But if none of the choices look good? Hit the back button to return to the rewards screen and go ahead and hit “proceed” on the bottom right. It’ll give you a little warning message and make you hit the button again (which now says “skip”) and you’ll leave behind anything that remains on the rewards board.



It might seem counter intuitive to reject a free gift at first, but Sigil is all about synergy, and cards that don’t fit your playstyle will just end up getting in the way down the line and make it less likely that you’ll be able to draw that clutch card right when you need it.

P.S. This also works for the Treasures locations that you can visit on the map!

Gameplay Guides - Issue #3: Try, Try Again

Don’t be afraid to make use of this invaluable resource: the Restart Turn button!

There’s no shame in using trial and error in a game built for strategy and careful planning! Sigil is known for the way your cards, Relics, and Champions’ powers can play off each other to make chains of really powerful turns. Sometimes it takes a few tries to get all the steps in the right order or to get a good understanding of the synergy between Champions or cards newly added to your deck, so take advantage of this button to try out all your options before moving on!



But be sure you’re really happy with your turn before you finish, because this won’t reset the whole battle, just your current turn. Once you hit “end turn,” there’s no going back!

Sigil of the Magi Is Leaving Early Access on September 28th!

Launch is nearly here!



This will be one the last chances to catch Sigil at such a low price before its launch on September 28th. After launch, the price will increase to $17.99 (regional pricing applies) to reflect the further development and balancing work that has gone into the game.

Steam early access players will not need to purchase the game again. It will update in your library on the day of release – you don’t need to do anything else!

If you’re ready to begin exploring the three distinct worlds of Sigil of the Magi now, you can still purchase the game for the early access price of $14.99.

Get ready to enjoy all of Sigil’s full game content at launch, including…

- All three factions
- Balance updates across the game
- The ability to mix and match across all three factions for a more customizable experience!





Steam’s Strategy Fest



Sigil of the Magi will be on sale at 20% off as part of Steam’s Strategy Fest, running from August 28th at 10am PDT to September 4th.



A roguelike deckbuilder that balances careful and progressive choices with exciting tactical combat, Sigil of the Magi is a perfect fit for Strategy Fest, which is meant to celebrate the spirit of out-thinking your opponents and planning ahead to achieve success!

Each playthrough allows players to take on powerful enemies, make impactful decisions in random encounters, and grow more powerful as your champions move through unique maps that differ with each and every game.





A Final Early Access Update



Early Access players,

Thank you so much for your continued support of the game. We just updated the game with the final patch before full launch! Here are all the details:

v0.1.4 Patch notes:



BUG FIX

- The Archer's "Conflagrate" now burns after use, just as the text says.
- You can now scroll through your deck while using card searching skills like the Monk's "Inner Eye". Previously only some card searching skills were scroll-able while others such as "Inner Eye" locked all the cards in place.

CUSTOM PARTY

- The Champions from the Far East faction are now available for custom party selection!

Gameplay Guides - Issue #2: Starting Placement Strategy

At the beginning of each battle, you’ll have the opportunity to place your champions inside the green area with diagonal lines. This area will be different depending on the battle.



There is no one right way to place your champions, but it’s best to consider their movement capabilities, attack range, and the cards in your starting hand.



For instance, in this starting hand above, you’ll see there are no Archer cards, so she will not be able to attack the first turn. I should consider her positioning so that she is strategically placed for the second turn when it’s likely I’ll draw cards for her.

Meanwhile, I see that I do have a Knight attack in my hand, so I should position him so that he’s in position to engage in a melee attack once the game begins.

Similarly, I have an option to do two ranged attacks with my Wizard, so I want to place him in a position to take advantage of both of those.

It’s up to you and your playstyle to decide if you want to position your Knight and Wizard so that they can both attack the same enemy or if you prefer to split the damage across multiple foes.

Gameplay Guides - Issue #1: Plan Your Path!

In Sigil of the Magi, you can move forward on any path on the map, but never backward. Decide on your strategy before you get moving so you don’t miss out on a conveniently placed opportunity to visit the shop or rest at the campfire.



Familiarize yourself with the legend and take into account each of the opportunities laid out before you.



More battles, especially elite ones, obviously carry more risk, but they also come with more rewards to power up your Champions for future fights.

Find the perfect balance for your playstyle between strategic battles and the right amount of shop, treasure, and event opportunities. Also consider when it’s most likely that you’ll need rest, and plan your path accordingly! You’ll always be able to heal right before the boss, but that’s no help if you don’t make it that far!

Summer’s Hot and so is Sigil’s Sale Price for the Steam Summer Sale!

We’re excited to announce that we’re enjoying the long summer days by participating in Steam’s Summer Sale, which runs from June 29th - July 13th!

During this time, Sigil of the Magi will be discounted by 20% percent!

https://store.steampowered.com/app/1781960/Sigil_of_the_Magi/

Welcome the dog days of summer by taking down some fearsome Warhounds and progressing your way through Sigil’s unique and challenging worlds!

Embrace an entirely different playstyle with breathtaking new card art.



Our third and final faction, The Far East has been updated with beautiful card art allowing for players to engage in an entirely different style of play. Many fighters from the region seek to travel to other parts of the world in search of something that could bolster their fighting ability.

As we move closer to our 1.0 release (more details to come) expect to see updates that welcome The Far East into our custom mix and matched factions, as well as bug fixes and changes to balancing.

We hope you take the opportunity to explore the Swordsmaster, Priestess, and Monk’s abilities on your journey to obtain the Sigil of the Magi.



v0.1.3 Patch notes:



TEXT FIX
The Priestess's "Intense Focus" now has "Burn after use" in its text.

LOCALIZATION
Spanish has been added to the available languages.
Cards for the Far East faction have been translated.

ART
Card art for the Far East faction is in.
Fixed an error where the Guild of Shadow team sprites appear when you've just unlocked the Far East team.

STEAM ACHIEVEMENTS
The hidden Steam achievements were actually achievements that have yet to be implemented. They are now implemented and obtainable

Sigil of the Magi v0.1.2 - Patch notes

This patch is mostly a continuation of issues from Patch v0.1.1.

It seems "Lash" was not the only card that was wonky with relics that consider number of attacks played (Ceremonial Knife for example). Here are other cards that had the same issue and have since been fixed:
- Ebb and Flow
- Backlash
- Swish
- Crescendo
- Indemnity

There is a massive bug that can happen when you mouse over other cards in your hand immediately after playing certain cards. This bug happened due to how the code works when a Champion receives knockback and has been fixed.

Sigil of the Magi v0.1.1 - Patch notes

This patch mostly addresses issues that cropped up for the newest faction: The Far East.

Bug Fixes:


- Fixed a bug where cards for the Monk would disappear from the shop and battle rewards if you've fully unlocked all cards from the Far East.

- "Lash" and "Lash+" triggers the Ceremonial Knife relic even when it's the first attack of the turn (Ceremonial Knife should only trigger on every 2nd attack of even numbered turns). That has now been corrected.

- When Trick Dice relic activates, you cannot choose to discard your entire hand if one of the cards in hand is a newly created "Reversi" by the Monk. That has now been fixed.

- Fixed Swordmaster's sprite turning into the Rogue while using "Sword Smack+".

- The mouse-wheel couldn't be used to scroll through your deck during card removal at the merchant. That has now been fixed.