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

Sigil of the Magi

Sigil of the Magi’s Third Faction Is Here!



Three new Champions have arrived from the Far East to battle for their own chance at uncovering the Sigil of the Magi! With them come new cards and new game mechanics that establish novel synergies and fresh board strategies for players to uncover.

With this third faction, you’ll be able to dive deeper into the card rack system and movement mechanics, which will produce new experiences and encourage a different playstyle compared to the factions that came before.



New Champions:



The Sword Master does devastating damage with her blade and gains a bonus to her movement that make her attacks all the more deadly.

The Monk has powerful abilities to change the position of anyone nearby—friend or foe—as well as devastating melee attacks.

The Priestess gains protection from utilization of the card rack, and her ranged attacks can make all the difference on the battlefield.



New Mechanics:



Mark: Marks are powerful, stackable additional damage indicators that can be inflicted on enemies for the current turn. Once an enemy has been Marked, each time they are attacked that turn, they will take additional damage equal to the number of marks they have.
Spikes: Spikes work best for those players who like to use their health as a resource rather than protecting it indiscriminately. Spikes build off the Royal Vanguard’s Thorns mechanic. Thorns damage enemies that hit you equal to the amount of Thorns on your Champion, and once applied, Spikes act similarly but with a twist: Spikes give your Champion Thorns equal in number to their Spikes each time your Champion takes damage in that turn. Played just right, that can really start to add up!



What’s Next:



The card art isn’t available yet, so don’t think it’s a bug! We’re working on putting in and updating that now, but we wanted to go ahead and get the build out for you to try ASAP.

The Far East will not be available for mix-and-match faction build immediately, but this feature will be implemented soon!

In fact, everything for this new team is subject to change, so please provide feedback to us if you have any! Join Sigil's Discord to talk all the best builds and most formidable foes, and to give us your thoughts on the game so far! You can also follow the game on Twitter to keep up with the latest news.

Sigil of the Magi takes part in the Steam Spring Sale/PAX East

Pull out your map and choose a path that leads to Boston, because *Sigil of the Magi* will be at PAX East this year!

Come play Sigil of the Magi in person, and while you’re here, visit our very own merchant shop and arm yourself with exciting Sigil merch and collectibles like these!

We’ll be at the Boston Convention and Exhibition Center from March 23rd-26th at booth 16079. Look for the big yellow sign for The Iterative Collective and find us below. Choose your champions and show us your best decks and most dangerous combos! We can’t wait to you there!

Sigil’s mysterious third faction is almost ready to be revealed. Prepare yourself for new cards, new combos, and new coalitions of Champions as you learn their unique skills, find their special synergies, and explore even more mix and match possibilities for your party!

Finally, expect to see 20% off for the Steam Spring Sale!

Sigil of the Magi Is Coming to PAX East!

Pick your party members and head to Boston with us!



Pull out your map and choose a path that leads to Boston, because Sigil of the Magi will be at PAX East this year!



Come play Sigil of the Magi in person, and while you’re here, visit our very own merchant shop and arm yourself with exciting Sigil merch and collectibles like these!



We’ll be at the Boston Convention and Exhibition Center from March 23rd-26th at booth 16079. Look for the big yellow sign for The Iterative Collective and find us below. Choose your champions and show us your best decks and most dangerous combos! We can’t wait to you there!



Sigil’s mysterious third faction is almost ready to be revealed. Prepare yourself for new cards, new combos, and new coalitions of Champions as you learn their unique skills, find their special synergies, and explore even more mix and match possibilities for your party!

Let's end things with a bang! Expect to see 20% off this Steam Spring Sale between the 16th-23rd 10am PDT. If you haven't already, take this opportunity to play the game!



Sigil of the Magi v0.0.6 Patch Notes

GAMEPLAY
- The Bounty Hunter's passive ability has been changed from "Increase base damage by 50% if the Bounty Hunter makes the first attack of the turn" to "Increase base damage and Armor by 50% for the first card played by the Bounty Hunter each turn".
The Bounty Hunter's old passive can feel rather rigid, useful only under certain conditions. Hopefully this change will make her more flexible and versatile (not only on attack but also defense).

BUGFIXES
- Using the Wizard's "Teleport" on any obelisk in the final boss battle will crash the game. Obelisks act like obstacles and should not have been teleport-able in the first place. That has now been fixed. "Teleport" can no longer interact with obelisks.

- The Masked Merchant event in world-3 will cause a crash if you have less than 2 cards in your deck that can be upgraded. That has now been fixed.

- Using the Trick Dice relic to discard the Rogue's "Dead Weight" now works correctly. What happened in the old code was that the card draw amount was being overwritten by the relic instead of adding on to it, which resulted in the card draws from discarding "Dead Weight" being ignored.

- When a Cultist Initiate is defeated at the start of turn by status effects such as POISON, the bomb he drops is not saved into data, resulting in it disappearing altogether if you were to restart the turn. That has now been fixed.

TEXT
- fixed wording on the Witch's "Protection Spell". "Gain" has been changed to "Grant".

Sigil of the Magi's Winter Sale Discount Is Here!

We're excited to announce our participation in Steam's Winter Sale running from Dec 22nd to January 5th at 10AM PDT, during which time Sigil of the Magi will be discounted by 15%! (Regional pricing applies.)





Usher in wintertime cheer by grabbing yourself or a loved one a copy of the game while it's on sale!




Check out some of the recent changes to the game here, and join the discord to talk Sigil strategies with other players and shape the development of the game throughout Early Access!


Sigil of the Magi v0.0.5 Bugfixes and Patch notes

This patch is primarily for bugfixes.

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Cards


Bounty Hunter
- "Hook and Cut+" had an issue where if the unit you use it on is at the furthest end of the battle arena, the unit will become uninteractable after. That has now been fixed.

- "Preparation+" range will sometimes change because of other Bounty Hunter's cards in hand. That is now fixed.

- "Versatility" animation and Armor preview has been fixed.

- "Barbed Bolt" text states that the card inflicts 2 BLEED. What it should have stated is that it will inflict 2 BLEED if target takes damage to their HP, which is how the majority of BLEED effects work.

Rogue
- "Closing Act" x2 damage is only supposed to work if it's the last card in hand. But under certain conditions it could also work even if the card is played from the card-rack. That has now been corrected to only work if the card is played from hand.


Relics


- Volcanic Glass (cards that cost 0 Mana have +3 Power) had no actual effect on 0 cost cards. It should be working correctly now.

- Using Eternal Flame to burn a card when there's no cards left in both draw pile and discard pile will freeze the cards in hand, making them un-interactable. That has now been fixed.


Optimization


- If you manage to greatly increase your attack-range or movement-range, the game will lag or even crash whenever your Champions create movement or attack squares preview. The code responsible for that has been tweaked so that the game can handle a far higher amount of generated movement/attack squares.

Sigil of the Magi v0.0.4 Patch Notes

v0.0.4 Patch Notes Are Here!





Mechanics Updates





Poison



  • Due to feedback on how lacking the Poison status effect has been, all cards that inflict Poison have been buffed to inflict more Poison. While some of these buffs may seem like they're just a slight increase in number, do bear in mind that Poison is cumulative and they can add up fast. I will continue to monitor the effectiveness of Poison after this patch.

  • The Witch's passive ability now inflicts 3 Poison onto adjacent enemies instead of 2.



Character Adjustments





Guild of Shadows


Some changes have been made to the Guild of Shadows' starting deck to give them more tools to get going.


  • BOUNTY HUNTER
    The Bounty Hunter's "Crossbow" has been changed to "Hook and Cut" to give her an innate option to control enemy units. Since both the Bounty Hunter and the Rogue are primarily melee attackers, the ability to reel an enemy unit in feels like it ought to be available from the get-go.

    "Hook and Cut" range has also been extended from 2-3 to 2-4. The upgraded version will have unlimited range.

  • ROGUE
    Since the Guild of Shadows are a team that relies on having a synergistic deck, the Rogue's "Guard" has been changed to "Safeguard" to give the team an inherent discard effect.

    "Safeguard" has also been changed to cost 0 Mana and the amount of armor it gives has been reduced.

    "Hook and Cut" and "Safeguard" will be removed from the card reward pool since they are now starter cards. New cards will replace them in a future update.



NPC Alterations



Bosses




  • THE DEMI-DIVINE
    The passive: Resilient now grants 1 IMMUNITY at the end of turn rather than at the start of turn.
    Some obstacles have also been rearranged on the battlefield to make it easier to get to the Demi-Divine for melee attackers.

  • THE CHIEF RECTOR
    HP and damage output slightly reduced.

  • THE OVERSEER
    Battle now starts with 1 less Flaming Skull. The original scenario with 2 Flaming Skulls and the Overseer all having the Soul Bind passive ability can snowball into a situation that is impossible to overcome if you make just one misstep early in battle. This should mitigate that scenario a little, but bear in mind if you do not keep the Overseer in check, the battle can definitely still spiral out of control.

  • THE GRAND ARCHON and THE FANGS both received stats buff to be more in line with the difficulty of the Overseer battle.


#TurnBasedFest Featured Game!

Hi everyone!



We're happy to announce that we will be taking part in the first ever #TurnBasedFest from Dec 8th to Dec 12th with a special 10% discount, regional pricing applies.

Help us celebrate in this wonderful event put together by the TurnBasedThurs team over on Twitter that celebrates all turn based titles!

Want to help shape Sigil of the Magi? Join our Discord by clicking the image below!



Sigil of the Magi - Steam Autumn Sale!

Sigil of the Magi - Steam Autumn Sale!





Did you know you can save 10% on Sigil of the Magi with the Steam Autumn Sale from November 22nd 10am PDT until November 29th? Dive into a deep tactical experience that blends roguelike deckbuilding and turn-based combat TODAY and let us know your thoughts!

Sigil of the Magi V0.0.3 Patch Notes

Sigil of the Magi v0.0.3 Patch Notes



Added Content


- Two new final bosses have been added to World 3. The new bosses are especially potent, with passive abilities that will force you to reconsider your entire gameplan.



Bug Fix


- Fixed crash when using the Bounty Hunter's "Preparation" together with the Witch's "Mercurial+".

Next Update


- Aimed at balancing/changing the Guild of Shadows, particularly their starting cards.