[p][/p][p]This is a quick hotfix to address some issues and bugs being reported for update 1.1.0[/p][p][/p][p]We have had a few reports about partial progress being lost which we are still trying to nail down the cause of. If you have experienced this too, please let us know and give us as much info as you can.[/p][p][/p]
1.1.0 Hotfix:
[p]Fixed character select screen hard lock (Caused by previous run being Prismatic mode).[/p]
[p]Fixed Bonus experience being flipped between Descent 11 and 13.[/p]
[p]Fixed Divine Scarab not having flavour text in Codex.[/p]
[p]Fixed Tritter follow-up event appearing when you did not have Tritter.[/p]
SpellRogue 1.1.0 - The Sacred Beast Awakens
Greetings Dice Slingers!
[p] We have a big update for you today. Let’s start with the largest news, in a very literal sense.[/p][p][/p]
New Boss: The Divine Scarab
[p]Deep in the Scorched Desert a new threat stirs: The Divine Scarab. An ancient sacred beast, adorned with powerful jewels, once worshipped by desert dwellers as a sacred guardian, but now forsaken as the Voidbringers corrupt the land. [/p][p] Etched into its jeweled shell are ancient glyphs that siphon the latent energy of any magic cast in its presence. Each round, a different glyph activates, the Glyph of Conquest, Protection, or Antimagic, empowering the Scarab based on whether you cast an attack, defense, or utility spell. Choose your magic carefully and pay heed to the glyph in play. Even if you bring the creature down, the legends speak of its return, reborn in blazing glory.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/42483590/d1cebb28d34883ca731c6d31c4f0081312d546cf.gif"][TAG-20][/p][p][/p][p]We wanted to create a different challenge than what our current bosses represent. The act 2 bosses Hydra, Shadowfire Twins and Divine Scarab all play significantly differently, so you will need to adjust your builds accordingly. Especially on higher Descent Stages![/p][p][/p]
Descent Stages & Mutators
[p]Speaking of Descent, we’ve made several changes to the Descent system, both in how it plays and its presentation. While the challenge is still just as brutal, we’ve restructured aspects of it to create a more satisfying (and slightly less unfair) experience. [/p][p]A few Descent stages have been reworked to be more interesting on their own, which means there's more Descent steps between Mutator draft point increases. [/p][p]Mutator drafts at higher stages now also offer more choices, and the choices available are more balanced, providing more interesting decision making and room for strategizing.[/p][p][img src="https://clan.akamai.steamstatic.com/images/42483590/2a5dcc2bda4ae9691bffaff864795b9bc035f9a7.gif"][/p][p]To better set expectations, we’ve also introduced categories for Descent stages:[/p]
[p]Hard (Stages 1–4)[/p]
[p]Brutal (Stages 5–8)[/p]
[p]Insane (Stages 9–12)[/p]
[p]Ultimate (Stage 13)[/p]
[p]Since expectations around difficulty can vary wildly, we wanted to alleviate frustrations and better communicate what the increasing stages actually means. This should help clarify that Stage 13 isn’t just “the next level”, but a gauntlet designed for players looking for the most punishing challenge we can throw at them.[/p][p] [img src="https://clan.akamai.steamstatic.com/images/42483590/31b72b3932fc1aefa89922a77b7961bbcc372a28.gif"][/p][p]While we were tinkering, we also couldn’t help ourselves from adding more Mutators (while balancing existing ones). All together, we hope that your experience with the Descent system is better than ever![/p][p][/p]
New Items & Events
[p]What is a big update without a bunch of new content?[/p][p]First of all we added a fresh batch of Artifacts, providing new synergies and combo potential - including several element-specific Artifacts modifying some of the unique effects for each Dice Slinger possess. We also created several new Runes and a new Ritual, that all provide new opportunities for powerful builds. Finally, we created 2 new Random Events, both focused on granting access to the strange (but valuable) Void Spells. [img src="https://clan.akamai.steamstatic.com/images/42483590/83867c03db6693403db1e969668254282386560d.png"][/p]
New Achievements
[p]There’s now 11 new achievements to attempt - most awarded for doing something unique, like entering battle with 5 Void Spells, or rolling a Yatzy! Additionally we added some increasingly difficult achievements, like defeating Arkanax within three turns. And even a (near impossible) achievement for the truly elite players: The “Ultimate Run”.[/p][p][img src="https://clan.akamai.steamstatic.com/images/42483590/5a85d0d16a8322d36aaf40968b05afcc44ca6614.png"][/p]
Daily Challenge
[p]We added 5 new game modifiers which can show up in Daily Challenges. In addition, we overhauled the Daily Challenge algorithm to make runs more varied - both in terms of feel and difficulty - and occasionally some really tough combinations will show up. [/p][p][/p]
Reaching Act 4
[p]Another aspect that we wanted to better communicate, is how the unlocking of the True Ending actually works. So for update 1.1, we improved the progress feedback and made the first step easier. Spoilers below![/p][p]The Truesight Orb has been replaced by True Sight, which is now indicated with a set of eyes in the UI next to the Wizard name. You only need to get Truesight once, and then you will have it in all subsequent playthroughs, even if you have yet to enter or win in act 4.[/p][p][/p]
Quality of Life
[p]Quality of Life is like a box of chocolates, you never know what you’re gonna get: [/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/42483590/a8c5df65a7cc4cc49f58ef2dcce0584fce6e6ed1.gif"][TAG-110][/p][p]Frustrated by always having to inspect spells during drafts? We added an option to display Upgrades directly in drafts![/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/42483590/e2b3ef0d6f3ac1558664d04b0ee00a6ade962adc.gif"][TAG-120][/p][p]There's a new hovering button for showing the base version of Spells when inspecting Spells - especially useful for examining Spells that have been modified by Runes or upgrades.[/p][p][/p]
New music
[p]For this update we’ve added a collection of beautiful new music tracks. Whether you’re facing down bosses or wandering through the Void, the new music will add further tension and dramatic flair.[/p][p]For those unaware, we recently introduced a “Streamer Mode” option to avoid issues with YouTube’s Content ID system (lots of creators were hit by false claims). Previously, this made the music quite repetitive though, but the new music will help alleviate that![/p][p][/p]
Balance
[p]As per usual, we scoured over mountains of play data. Combined with our own playthroughs and knowledge of the game, we hunted down outliers that have been overpowered, undertuned, or just needed some extra juice. [/p][p]And don’t worry, we love those wild, overpowered builds as much as you do! As always our goal with balancing is to make all builds viable, while providing meaningful choices, and rewarding smart play.[/p][p][/p]
Community and 50% sale!
[p]Since 1.0, our friends at the SpellRogue Wiki have been busy updating it, to include all the new features, content and changes. A huge thanks to everyone contributing to creating the resource, which we know helps a lot of players out there. We apologize for making their lives harder with all these new changes ;)[/p][p][/p][p]Finally, if you like the game, please give it a review. It really helps us out and lets Steam know to keep showing it to new players! ❤️[/p][p] [dynamiclink href="https://store.steampowered.com/app/1990110/SpellRogue/"]You can also let your friends know that we are currently running a 50% sale, which will continue during the coming Steam Summer sale![/p][p][/p]
SpellRogue 1.1.0:
[p]Changes with 🧙 have been reported by the community. A huge thanks to our amazing community who give feedback and help us make SpellRogue what it is! ❤️ [/p][p][/p]
Overview:
[p]New Act 2 Boss[/p]
[p]21 new Artifacts, 1 new Ritual, 4 new Runes[/p]
[p]21 new Mutators & improved Mutator drafting [/p]
[p]True Ending: True Sight Orb now permanently added once found, and shown in UI [/p]
[p]Made the Transformation Pool and Crystal Golem events twice as likely to appear, when you have Tritter or the Crystal Heart, respectively.[/p]
[p][/p]
[p]QOL: Added “Show Base Version” button when inspecting upgrading Spell [/p]
[p]QOL: Added option to show all upgrades in Spell drafts[/p]
[p]QOL: Added VFX to some Artifact & Mutators when triggering[/p]
[p][/p][p]Bug: Fixed Twisted Geyser “if 1” description highlight missing[/p][p]Bug: Fixed double negative description format used in some cases (“\[...]reduce by -1”)[/p][p]🧙Bug: Fixed Staff of Splintering skipping “dice rolled” triggers[/p][p]🧙Bug: Fixed Duplicated Venerate softlock[/p][p]🧙Bug: Fixed Broken Soulstone does not reward boss key fragment[/p][p]🧙Bug: Fixed Charcoal Backdraft description not showing modified Rupture value[/p][p]🧙Bug: Fixed Witherclaw increased Incendiary turns until damage[/p][p]🧙Bug: Fixed Arcane Drought mutator can remove Soulstone (Act 4 access)[/p][p]🧙Bug: Fixed Glacier's Heart + Block modifier not affecting Block value in some cases[/p][p]Bug: Fixed Updraft targeting itself causing outline to persist[/p][p]🧙Bug: Fixed Stygian Dice able to bypass Dodge from Spirit Form[/p][p]🧙Bug: Fixed Morph Spells omitted in Codex search[/p][p]🧙Bug: Fixed WIN WITHOUT LOSING ANY HEALTH ignoring health loss on the map [/p][p][/p]
FULL CHANGELOG:
New Content
[p][/p][p]NEW: Artifact (Boss) CHEST OF WONDERS 'Choose and gain an Artifact and a Rune.'[/p][p]NEW: Artifact (Boss) GEOMETRIC LENS 'Odd turns: +2 to random Dice 2 times.'[/p][p]NEW: Artifact (Boss) HYPERCUBE 'Even turns: Cast leftmost Spell.'[/p][p]NEW: Artifact (Boss) NULL CORE 'Roll +1 Dice each turn. Start of battle: ALL enemies 2 Nullify.'[/p][p]NEW: Artifact (Boss) ODIUM 'Roll +1 Dice each turn. Each turn: Lowest Dice becomes Silence.'[/p][p]NEW: Artifact (Boss) VOID SIGIL 'Roll +1 Dice each turn. Choose a tier 2 Mutator.'[/p][p]NEW: Artifact (Normal) AQUAPLEX 'For every 13 Dice rolled, 1 Concoction.'[/p][p]NEW: Artifact (Normal) BRAMBLE CROWN 'Thorns deals double Damage to enemies. Start of battle: 1 Thorns.'[/p][p]NEW: Artifact (Normal) BREWER’S VESSEL 'Always gain a Potion from battle rewards.'[/p][p]NEW: Artifact (Normal) CRIMSON REFLECTION 'On Wound spent: 2 Rupture to random enemy.'[/p][p]NEW: Artifact (Normal) CUPPED HANDS 'When the first Spell is Depleted each turn, Flip the lowest Dice.'[/p][p]NEW: Artifact (Normal) ELYSIAN BAND 'On enchanted Dice spent: 1 Power. 1 Drain.'[/p][p]NEW: Artifact (Normal) GLASSWIND CHIME 'For every 15 Spells cast, lowest Dice becomes Echo.'[/p][p]NEW: Artifact (Normal) LODESTONE LENS '+1 Spell choices.'[/p][p]NEW: Artifact (Normal) OUROBOROS 'When a Spell applies either Marked or Dazed to an enemy, also 1 of the other type.'[/p][p]NEW: Artifact (Normal) SHIELDREAVER 'For every 3 Defense Spells cast in a turn, 5 Fury.'[/p][p]NEW: Artifact (Normal) SOULCRADLE 'On Disenchant: 2 max Health.'[/p][p]NEW: Artifact (Normal) SPLITFLAME GEM 'Banefire hits ALL enemies. Start of battle: 2 Banefire.'[/p][p]NEW: Artifact (Normal) STORMVEIL 'Turn 2: 2 Electrified.'[/p][p]NEW: Artifact (Normal) TEARGLASS 'Rain reduces Countdown by diceX+1. Every 2nd turn: 1 Rain.'[/p][p]NEW: Artifact (Normal) TURTLECREST 'End of turn: 2 Block per unspent Dice.'[/p][p][/p][p]NEW: Ritual OBSIDIAN MIRROR '1: Lowest Dice becomes Mirror. 2: Duplicate random Dice. 3: Duplicate target Dice twice.'[/p][p][/p][p]NEW: Rune AMPLIFY RUNE '+1 to Status Effects. -1 Charge.'[/p][p]NEW: Rune BATTERY RUNE '-1 Countdown to adjacent Spells.'[/p][p]NEW: Rune ENCHANTING RUNE 'Random enchantment to lowest Dice.'[/p][p]NEW: Rune RESURGENCE RUNE '+1 Charge to random adjacent Spell. -1 Charge.'[/p][p][/p][p]NEW: Mutator ANATHEMA 'When losing Health from an enemy attack, also receive 1 Vexed.'[/p][p]NEW: Mutator DICE ROT 'Each turn: -1 to highest Dice.'[/p][p]NEW: Mutator DICE ROT+ 'Each turn: -4 to highest Dice.'[/p][p]NEW: Mutator HOLLOW 'On Ritual cast: Receive 1 Fumble.'[/p][p]NEW: Mutator HYPOXIC 'On Utility Spell cast: Receive 1 Sap.'[/p][p]NEW: Mutator MANA LEAKAGE 'Each turn: +1 Countdown to random Spell. If unable, lose 1 Health.'[/p][p]NEW: Mutator MANA LEAKAGE+ 'Each turn: +2 Countdown to random Spell. If unable, lose 2 Health.'[/p][p]NEW: Mutator MANA LEAKAGE++ 'Each turn: +5 Countdown to random Spell. If unable, lose 5 Health.'[/p][p]NEW: Mutator MISCAST 'Spells have -1 in diceX effects.'[/p][p]NEW: Mutator OBSERVED 'On Defense Spell cast: 1 Fury to random enemy.'[/p][p]NEW: Mutator OBSERVED+ 'On Defense Spell cast: 2 Fury to random enemy.'[/p][p]NEW: Mutator OBSERVED++ 'On Defense Spell cast: 3 Fury to random enemy.'[/p][p]NEW: Mutator OVERPOWERED 'Enemies have +5 max Health per upgraded Spell.'[/p][p]NEW: Mutator OVERPOWERED+ 'Enemies have +10 max Health per upgraded Spell.'[/p][p]NEW: Mutator PERTUSION 'For every 6 Dice spent, receive 1 Rupture.'[/p][p]NEW: Mutator PERTUSION+ 'For every 4 Dice spent, receive 1 Rupture.'[/p][p]NEW: Mutator PERTUSION++ 'For every 2 Dice spent, receive 1 Rupture.'[/p][p]NEW: Mutator SHIVER 'Faded to first Spell Depleted each turn.'[/p][p]NEW: Mutator SHIVER+ 'Faded to first 2 Spells Depleted each turn.'[/p][p]NEW: Mutator TITHE 'On Spell cast: Lose 1 Gold. If unable, lose 1 Health.'[/p][p]NEW: Mutator TORPOR 'End of turn: Broken to random Spell if any unspent Dice.'[/p][p] [/p][p]NEW: Dice Enchant MIRROR 'Becomes the same Value as the last Dice spent.'[/p][p] [/p][p]NEW: Spell Buff AMPLIFYING 'Everyone gains 1 Power whenever Spell is cast this turn.'[/p][p]NEW: Spell Buff HAUNTED 'Receive 1 Curse, then Haunted jumps to a random adjacent Spell.'[/p][p][/p][p]NEW: Event FIELDS OF THE FALLEN '1. +7 max Health. 2. Pay 30 Gold: Choose and gain Void Spell. 3. 2 point Mutator: Shard.'[/p][p]NEW: Event THE SILENT FIGURE '1. rare Void Spell. 2. Choose and gain Uncommon Void Spell. 3. Lose random Spell: Artifact.'[/p][p][/p]
[p]Enemy CORRUPT BRUTE Action 1: '5 Damage. 1 Wounded.' -> '4 Damage. 1 Wounded.'[/p][p]Enemy PRIMORDIAL BLAZE HP: 70 -> 78[/p][p]Enemy CRONE OF DEATH Action 1: '7 Damage. 14 Damage.' -> '6 Damage. 12 Damage.'[/p][p]Enemy CRONE OF BIRTH Action 2: '6 Damage. Heal 0 Health +1 per Health Lost. 12 Damage. Heal 0 Health +1 per Health Lost.' -> '5 Damage. Heal 0 Health +1 per Health Lost. 10 Damage. Heal 0 Health +1 per Health Lost.'[/p][p]Enemy DEVIL SPELLCASTER Action 2: '5 Damage 2 times.' -> '6 Damage 2 times.'[/p][p]Enemy DEVIL SPELLCASTER Action 3: '14 Damage.' -> '15 Damage.'[/p][p]Enemy DIVINE SCARAB HP: 220 -> 200[/p][p]Enemy DIVINE SCARAB Status Effects: Scarab-Phase-Helper (hidden): 1 -> Scarab-Phase-Helper (hidden): 1, Scarab-Glyph-Helper (hidden): 1, Rebirth: 1[/p][p]Enemy DIVINE SCARAB Action 1: '1 \[Scarab-Helper (hidden)]. 5 Glyph of Antimagic.' -> '2 Dazed. 1 Marked.'[/p][p]Enemy DIVINE SCARAB Action 2: '2 Power.' -> '10 Damage. 10 Block.'[/p][p]Enemy DIVINE SCARAB Action 3: '10 Damage. 10 Block.' -> '15 Damage.'[/p][p]Enemy DIVINE SCARAB Action 4: '10 Damage. 3 Power +1 per Constant.' -> '20 Damage. 1 Power.'[/p][p]Enemy DIVINE SCARAB Action 5: '6 Damage 2 times.' -> '. 8 Damage 2 times.'[/p][p]Enemy DIVINE SCARAB Action 6: '1 Glyph of Kings. 1 Glyph of Power. 1 Glyph of Antimagic. 1 Glyph of Ruin. 1 \[Glyph of Dunes].' -> '1 Glyph of Kings. 0 Glyph of Power. 0 Glyph of Destruction. 0 Glyph of Ruin. 0 Glyph of Frailty.'[/p][p]Enemy IMP WARRIOR Action 2: '12 Damage. Lacerated on random Spell.' -> '9 Damage. Lacerated on random Spell.'[/p][p]Enemy MAGUS Action 3: '8 Damage. 2 Marked.' -> '10 Damage. 2 Marked.'[/p][p]Enemy ABYSS WALKER HP: 57 -> 60[/p][p]Enemy ABYSS WALKER Action 4: '14 Damage.' -> '16 Damage.'[/p][p]Enemy CHAOS ANGEL Action 2: '25 Damage.' -> '28 Damage.'[/p][p]Enemy CHAOS ANGEL Action 3: '. 10 Damage 2 times.' -> '. 11 Damage 2 times.'[/p][p]Enemy EBON STONE HP: 120 -> 130[/p][p]Enemy EBON STONE Action 1: '15 Damage. 3 Suppress.' -> '16 Damage. 3 Suppress.'[/p][p]Enemy MAJOR VOID OOZE Action 3: '22 Damage.' -> '20 Damage.'[/p][p][/p]
Events
[p]Event ABANDONED CARAVAN Gift 2: 'Lose random Attack Spell: Ritual' -> 'Lose random Attack Spell: Choose and Ritual'[/p][p]Event THE MIRROR GARDEN Gift 1: '1 point Mutator: Duplicate Spell' -> 'Duplicate Spell'[/p][p]Event THE MIRROR GARDEN Gift 3: '+6 max Health. Choose and Spell' -> 'Choose and Void Spell'[/p][p]Event GRAVEYARD Gift 1: 'Take 10% Damage: Artifact' -> 'Take 15% Damage: Artifact'[/p][p]Event RIFT IN REALITY Gift 1: '1 point Mutator: Choose and Ritual' -> 'Lose Artifact: Choose and Ritual'[/p][p]Event RIFT IN REALITY Gift 3: 'Lose Artifact: Shard' -> '1 point Mutator: Shard'[/p][p][/p][p][/p][p]May your dice roll true 🧙[/p][p]- Tim, Thorbjørn & Paw[/p]
SpellRogue 1.0.2 - Demo now available!
Greetings Dice Slingers!
We’re excited to bring you another update, packed with balance tweaks, bug fixes, and a free demo for everyone to try!
Balance Changes
We’ve been closely watching your feedback since the last update, and the discussions on our Discord leads us to believe that Earth has been underperforming, especially in Descent runs. While our changes in this update aren’t as dramatic as Air’s buffs in 1.0.1, we’ve made targeted improvements to Earth Spells to give Hazel more breathing room.
Blessing-focused Spells in particular have been enhanced, along with several items and upgrades with low win rates or pick rates. These changes are a strong step toward bringing Hazel more in line, and we’re excited to hear how she plays for you in Descent runs!
Change Examples: Pox Flare’s dice socket and damage, +1 blessing, +1 marked, extra dice value.
We’re still seeing some imbalance in enemy encounters. In particular, the Act 3 fight with four random Voidlings has been noticeably tougher than intended, so we’ve made adjustments to smooth things out. Similarly, Mushroom groups in Act 1 were hitting a bit too hard so the Friars have lost their direct damage, but still apply poison as a threat.
The late-act voidling group has had a voidling replaced by a pylon.
You’ll also find a handful of tweaks to the other Spells, Events, Enemies and so on. See the full details at the bottom of this post.
Try the SpellRogue Demo!
Curious about SpellRogue? Now’s the perfect time to jump in, our free demo is live on Steam! The demo includes two acts, Lapis the Azur Seer, with different spell sets to choose from, and hours of dice-slinging fun.
With the demo, you can purchase the full game mid-run and seamlessly continue your progress in the full version! Simply exit the demo, launch the full version, and pick up where you left off.
Play the demo today and see why players are calling SpellRogue their favorite roguelike!
Spoilers for the true ending!
We’ve been re-evaluating how players access Act 4. As a first step, we have removed the shard cost when transmuting the Void Essence potion into the partial Void Key. This action still takes a full Sanctuary tile, but should now feel less punishing for your upgrade economy.
The overall pathing requirements remain the same for now, though we’re continuing to explore ideas for improvements to that as well.
Shout out to our Community
We’re incredibly grateful to our amazing community who are currently busy updating the SpellRogue Wiki and collecting helpful tips and tricks for new players. For example Rae has been making some great guides for learning to play our newest Dice-Slinger, Sefyra the Windcaller.
Changes with 🧙 have been reported by the community. A huge thanks to our amazing community who give feedback and help us make SpellRogue what it is! ❤️
Overview:
Spell balance tweaks (especially Earth buffs).
Enemy balance tweaks.
Mutator balance tweaks.
Removed Shard cost for crafting a Void Key fragment used to access Act 4.
🧙Randomly morphing Spells with a Rune now replaces that Rune randomly.
🧙Reduced 100.000 dice roll achievement to 30.000.
Changed all Water “hold dice” Spells to release dice AFTER initial rolls.
Fixed more music issues for "Streamer Mode" to avoid Content ID problems.
QOL: Daily Challenge shows a score breakdown when hovering leaderboard entries.
🧙QOL: Searching in Codex now includes spells that upgrade with those keywords.
🧙QOL: Vsync and FPS cap is mutually exclusive options.
Bug Fixes:
Bug: Fixed enemy placement reordering issues. Bug: Fixed Heart of the Forest missing Codex tooltip. 🧙Bug: Fixed Mutator-3-choice drafts not previewing Spells from yellow bonus boons. 🧙Bug: Fixed adjacent targeting spells “missing” enemies. 🧙Bug: Fixed “Overachiever” achievement awarded for hitting yourself on enemies with Thorns. 🧙Bug: Fixed quit & continue not correctly using random seed for Rune drafts and Upgrade modifier (random seed in more instances). 🧙Bug: Fixed Custom Modes adding act 4 tiles. 🧙Bug: Fixed Barrier not providing Block before damage sources (e.g. Tempest, Cataclysm, Crystal Golem) Bug: Fixed Djinn intent UI not showing tooltip for Enrage. 🧙Bug: Fixed Codex Search scroll bar not always resetting correctly. 🧙Bug: Fixed instance of not being able to replace Runes. 🧙Bug: Fixed Daily Challenges not always seeding correctly. 🧙Bug: Fixed softlock with Automation Rune and reset turn. 🧙Bug: Fixed duplicated Darkstar infinite loop on immortal enemies (Darkstar no longer triggers on duplicate). 🧙Bug: Fixed typo in Custom Mode Modifiers. 🧙Bug: Fixed Ghost Light enemies sometimes flashing violently. 🧙Bug: Fixed duplicated Shift Rune puts all bonus on one Spell. 🧙Bug: Fixed preview issue with Frenzy + autocasting Spells at end of turn. 🧙Bug: Fixed preview issue when Block removed then gained. 🧙Bug: Fixed Crystallize Azur triggering before enemy intents updated. 🧙Bug: Fixed Final Gift Mutator giving Undying to enemies on player death. 🧙Bug: Fixed Balanced Manapearl description being misleading. Bug: Fixed Void Key continue game softlock. 🧙Bug: Fixed Relief + Aethercrest description issue. 🧙Bug: Fixed Cricible triggering after Malady and similar effects.
Event THE MIRROR GARDEN Gift 1: 'Receive 2 point Mutator: Duplicate Spell' -> 'Receive 1 point Mutator: Duplicate Spell' Event RIFT IN REALITY Gift 1: 'Receive 1 point Mutator: Ritual' -> 'Receive 1 point Mutator: Choose and gain Ritual' Event TRAVELER Gift 2: 'Pay 90 Gold: Upgrade random Spell' -> 'Pay 40 Gold: Upgrade random Spell' Event VAULT Gift 1: 'Take 15 Damage: Choose and gain Artifact' -> 'Take 12 Damage: Artifact' Event VAULT Gift 2: 'Lose Spell: 90 Gold' -> 'Lose Spell: 100 Gold'
That's all for now!
May your dice roll true 🧙
Tim, Thorbjørn & Paw
1.0.1 hotfix 1 - Streamer Mode extended
Greetings Dice Slingers,
This quick hotfix expands Streamer Mode to cover more music tracks that are being falsely flagged by YouTube’s Content ID system. Normal gameplay isn’t affected.
If you're creating content, we recommend enabling Streamer Mode to avoid issues.
If you've received a claim or notice any others, reach out, we're happy to help and can provide documentation.
📧 spellroguegame@gmail.com
💬 Or contact us on Discord
May your dice roll true 🧙
Tim, Thorbjørn & Paw
SpellRogue 1.0.1 - First round of improvements!
Greetings Dice Slingers!
The response to SpellRogue’s 1.0 launch has been incredible - thank you all for the support, bug reports, and feedback. It's been awesome seeing how much fun you're having with the game (we're having just as much fun watching and playing too).
That said, we’re committed to keeping SpellRogue polished and fun, and we’re actively addressing feedback as more players dive in. Today’s update is a mix of bug fixes, early balance passes, and some handy quality of life tweaks, many of which came directly from your discussions in the SpellRogue Discord and elsewhere.
Balance Changes
To start, we’ve identified a few normal encounters that were too challenging. These include the Dread Treant, Wrath Voidling (the frenzy doggo from Act 4), Desert Golem, the Crones, and the humble Corrupt Friar (our small mushroom priest) and more.
As many of you pointed out, the Spell Mirror status effect was causing more frustration than fun, especially for builds that rely on big, single-target spells.
We’ve reworked it so that Spell Mirror now wears off at the end of the turn, giving you the chance to either wait it out or use a smaller spell to clear it. This should reduce the feel-bad moments while keeping the mechanic strategically interesting. Related Mutators have been adjusted to reflect the change.
On the player side, we’re focusing on buffing underperforming spells and items, particularly within some of the weaker Spellsets. Signature dice manipulation spells like Gust, Mana Purification, and Mana Splinter have all gotten an extra Charge for the added flexibility. Other Spellset’s such as the first Air set that includes Electrolyze has also received some light buffs, in the form of a buff to the attack spell Zap and the often taken starter artifact that grants Static every third turn.
Some spells have gotten more charges, adjusted values or are now easier to cast.
Of course, we have also taken a pass on many more regular spells (particularly Air spells), which you can check out in the full balance changelog at the end of this post.
Quality of Life improvements
We’ve also included some helpful Quality of Life improvements, such as adding tooltips in spots where players were often looking for more information. The Disenchant button now also behaves differently by default. After disenchanting a spell, the button will automatically disable itself. This change helps prevent accidentally disenchanting the new spell you were trying to place in the now-empty slot, which was a mistake we saw happen quite a bit.
If you prefer the original behavior, where Disenchant remains active, you can disable “Safe Disenchant” in the Interface options menu.
Thoughts on difficulty in accessing Act 4
We've seen some discussion around Act 4 feeling tough to reach, and we wanted to clarify our intent a bit.
The True Ending is meant to be a major challenge, and we recommend trying it first on lower Descent levels. High Descent runs are designed for players chasing extreme difficulty, so consistently reaching and beating Act 4 at those levels isn’t expected.
That said, this is something we’ll keep an eye on as more of you hit the endgame content. If it turns out the curve feels off, we’re open to revisiting things.
SpellRogue 1.0.1:
Changes with 🧙 has been suggested or reported by the community. A huge thanks to all who help us make SpellRogue what it is! ❤️
Overview:
🧙Rebalanced ~40 Spells, 20 ~Enemies, and a few Rituals, Artifacts & Runes.
🧙Added “Streamer Mode (mute licensed music)” in settings while we fix contested tracks.
🧙Can now skip the intro cutscene on the first boot of the game.
🧙Design: “Spell Mirror” is now removed at end of turn instead of persisting.
Design: Increased gold gained from “Items can be skipped for Gold.” modifier.
Design: “Undo turn 25 times” now unlocks Reformation Device instead of Darkwraith Scythe. The Scythe is now unlocked by default.
🧙QOL: Showing tooltips for items on Event choices.
🧙QOL: Showing tooltips for Spell with Morph effect.
🧙QOL: Potion tooltip disabled when clicked (so you can see buttons)
🧙QOL: Added “Safe Disenchant” option in settings menu (enabled by default)
🧙Wording: changed wording of “Replicate in” to “Replicate into”. 🧙Wording: Cascade specify it is removed on end of turn.
🧙Bug: Fixed softlock when shifting a Spell while its countdown is zero. 🧙Bug: Fixed softlock with Greenbeard Helmet + Everguard. 🧙Bug: Fixed softlock with Tenacity under specific circumstances. 🧙Bug: Fixed enchanted Dice not triggering spent-effects in rare cases. 🧙Bug: Fixed Abandon Run not deleting run in rare cases. 🧙Bug: Fixed upgrade Sow Power+B with Divine Rune crash. 🧙Bug: Fixed Plunge description showing incorrect bonus block amount. 🧙Bug: Fixed Breath of Thunder gaining too much damage from Static. 🧙Bug: Fixed Mystic Hammer boosting Power on enemies. 🧙Bug: Fixed Talisman of Suspension overrides fateweaving 🧙Bug: Fixed Static Catalyst modifying spawned/replicated Dice in some cases. 🧙Bug: Fixed Traveller event upgrading disenchanted Spell. 🧙Bug: Fixed Hydroclasp+A not rerolling lowest Dice. 🧙Bug: Fixed Arc preview issue when against single enemy. 🧙Bug: Fixed Abomination being stuck in the front after undoing a turn. 🧙Bug: Fixed Tracking being incorrectly affected by Immolate. 🧙Bug: Fixed Door to Beyond not applying Summon to spawned enemies. 🧙Bug: Fixed Whats News text spilling out of box in russian. 🧙Bug: Fixed Twisting Edge not resetting damage while Broken. 🧙Bug: Fixed Magnificent Glow title spelling. 🧙Bug: Fixed Proliferate upgrade A having no effect. 🧙Bug: Fixed Pause-Popup/Main-menu button text spilling out of bounds. 🧙Bug: Fixed softlock on entering Act 4 with certain Custom Mode modifiers. 🧙Bug: Fixed hardlock on killing yourself with Spell Mirror. Bug: Fixed various minor VFX issues.
Status Effect SPELL MIRROR Redesigned: 'Redirects next Stacks targeted Spells back to you.' -> 'Until end of turn, redirects next Stacks targeted Spells back to you.'
Event THE MIRROR GARDEN Gift 1: '3 point Mutator: Duplicate Spell' -> '2 point Mutator: Duplicate Spell' Event CLEARING Gift 2: '2 point Mutator: Gain 150 Gold' -> '1 point Mutator: Gain 125 Gold' Event RIFT IN REALITY Gift 1: '2 point Mutator: Ritual' -> '1 point Mutator: Ritual' Event VAULT Gift 2: 'Lose Spell: Gain 75 Gold' -> 'Lose Spell: Gain 90 Gold'
May your dice roll true 🧙 Tim, Thorbjørn & Paw
Thank you for a great launch!
Greetings Dice Slingers!
SpellRogue has had an amazing launch, and we’re getting close to 1,000 reviews. We’re incredibly grateful for your support, feedback, and enthusiasm. Watching so many of you dive into the dice-slinging world of SpellRogue has been nothing short of wonderful for us.
Streamers have also been picking up SpellRogue again, and it’s been awesome to see! If you missed it, definitely check out Northernlion’s VOD - he really showcased SpellRogue in an amazing way and captured what makes the game special.
Steam Trading Cards are being added!
We’re excited to announce that Steam Trading Cards are being added today! Collect badges, backgrounds, and emoticons as you dive deeper into your SpellRogue runs.
Bug fixes and balance changes coming
We’ve been digging into all the player data gathered since launch, and we’re working on balance changes and bug fixes. You should expect small adjustments to spells, items, and enemies to address imbalances and community-reported issues. We’re aiming to release it mid-to-late this week, and thanks once again for helping us make the game even better!
Other Danish releases from April
SpellRogue wasn’t the only Danish-developed game launching this April! Check out these awesome new titles from our friends:
Tempest Tower
A fast-paced Tower Defense Platformer, where you defend your tower from invading Creepers using wild contraptions, powerful upgrades, or just by jumping on their heads!
Assemble a team of neighbors, defend your house with traps, and smash your rivals' homes with outrageous weapons and gadgets. May the best home survive!
Today is the day; 1.0 is finally out! It plays better, performs better, and has more features than ever before, largely thanks to all the feedback and help we have received from our amazing community.
We’re also running a 30% launch discount, so if you’ve been on the fence about picking up SpellRogue, now’s the perfect time to jump in!
But enough introduction, let’s get to the good stuff!
Sefyra the Windcaller
With 1.0, we’re introducing our fourth playable Dice Slinger: Sefyra the Windcaller! Sefyra brings a whole new layer of depth with mechanics like shifting Spell placements, replicating Dice, adjacency bonuses, Static buildup and discharge, Conduit, Cascade, and more.
She’s the most intricate Slinger yet. Our beta testers have called her the most complex, but also the most rewarding. If you're into high-skill, high-synergy gameplay, Sefyra might just become your favorite.
Final chapter and True Ending
We won’t spoil too much about what the final chapter entails, but as you win runs with each of the Dice Slingers, you will start to piece together clues leading to a final challenge. When you reach it, we recommend not jumping in on too high of a Descent stage!
Daily Challenge
In 1.0, we’re introducing the Daily Challenge, found in the lower left corner of the character select screen. To unlock it, you’ll need to reach level 3 with all characters. That way, you’ll be familiar with the core gameplay before we start throwing curveballs your way.
Each Daily Challenge run uses the Custom Game system from previous updates. Expect some game-warping modifiers, so that every day brings a fresh and unique challenge to tackle.
We also include Leader Boards for each Daily Challenge, so you finally can get some well-deserved validation once you get that once-in-a-lifetime run together.
Enemy redesigns and new abilities
We’ve revisited many of the enemies you’ll encounter and updated them to stand out more from one another. The goal was to make early-game encounters more engaging and memorable, with tweaks that give each foe a more distinct identity.
We’ve also adjusted enemy group compositions across the game. You can expect new combinations, fresh status effects, and different attack patterns that should keep even seasoned players on their toes.
Bonus Rare Draft
With the new enemies adding some fresh challenges, we also wanted to make sure the game stays fun and fair. To help with that, we’re now giving players a draft of all Rare Spells after defeating an act boss.
This makes boss victories feel even more rewarding and gives you a great opportunity to pivot your build with a powerful new spell to completely shift how you approach the next act.
Game mechanic changes
We’ve been tinkering with a few parts of the game, especially some of the core “archetypes” in the existing classes that we’ve wanted to improve for a while.
One example is the “Dice Spent” mechanic for Fire Spells. Previously, it required splitting dice en masse and dumping them into the spell to boost it. While that was fun and played well, it didn’t mesh with the Fire Countdown archetype, since the countdown reduction effects did not increase the amount of dice spent.
Our solution? The boost now triggers on any countdown reduction. You can still feed the spell with low-value dice, or repeatedly hit it with -countdown effects to boost the Spell!
And that’s just one example. We’ve made many more changes like this across the board. Underused mechanics like Blessing, Ether, and Sapling have all been redesigned to be more useful and engaging. These changes should open up new viable crossover strategies and breathe life into combinations that didn’t quite land before.
Tons of new content
We’ve made tons of small tweaks and additions throughout the game. These, among many others, include a Rune that “autocasts” its spell, a boss artifact that amplifies all buffs you apply to yourself (such as Foresight, Power, or something even stronger!), and a three-eyed mouse that you can bring along on your journey to either cleanse or further corrupt, creating one of the weirdest and most powerful artifacts in the game!
Be sure to check out the full list of changes in the patch notes, or explore the in-game Codex using the new search function.
Making the World Come Alive
Along with all the new content and mechanics, we’ve worked hard to make the world feel more alive and immersive. This includes a brand-new intro animation that sets the stage by detailing the events leading up to the start of the game.
We’ve also added new map events that offer interesting choices while shedding light on the history and current state of the world. Plus, Spells now have flavor texts, adding lore and hints towards the origin of magic, the Dice Slingers and the invading Voidbringers.
New Translations (and Upgraded Old Ones!)
The translations in SpellRogue have also received some major love by being professionally localized. We now fully support Traditional Chinese, Simplified Chinese, Korean, Japanese, Polish, French, German, Spanish, Russian and Brazilian Portuguese. We encourage all players that have previously found the localization lacking to try out the game again. Bon voyage!
Steam Deck Verification!
We’ve also made a bunch of improvements to increase playability on small screens, with gamepad, and on Steam Deck, specifically. As a result, SpellRogue has now received the Steam Deck Verified status. For many of us, the Deck is the preferred way to play SpellRogue, so we are very proud to have it reflected in the game's rating. For the best experience on smaller screens, we recommend enabling the Big Font setting (which the Deck boots up with automatically)!
And much more
This is just the highlights, but there are many more changes, which we have also gone into more detail about in the previous Dev Blogs here: #14, #15 and #16.
Thank you
And finally we want to give a heartfelt and big thank you to everyone who’s played SpellRogue over the years. When we started work on this game almost 5 years ago, we truly could not foresee where this journey would take us, but it wouldn’t have happened without our players! Shout out to everyone who has played, reported bugs, discussed balance and been patient with us as we developed our voice and vision for SpellRogue. Thank you!
SpellRogue 1.0:
Overview:
New playable character, Sefyra the Windcaller!
New mysterious “True Victory/Ending”!
108 new Spells, 25 new Artifacts, 4 new Rituals, 8 new Runes!
56 new Mutators, 8 new Random Events!
Major overhaul of enemies, new/redesigned encounters and effects!
Added “Daily Challenges” with leaderboard!
Major design & balance pass on Spells, Rituals & Artifacts, with much more combo potential!
Added 4 new “Descent” difficulty stages, new & improved Mutator drafting system!
Feature: “Undo Turn” button in combat.
Feature: Autosave after each action in battle.
Feature: Added “Morph” Spell mechanic.
Design: Disenchant Spells and Rituals directly in inventory.
Design: Added a Rare Spell draft after Bosses.
Design: Added Ritual to Shops.
Design: Rework of some Enchanted Dice & Spell Debuffs.
Design: Tweaked Spell Rarities, and increased chance for random Runes.
Design: Limited max dice to 12 at any one time.
Design: Improved map generation algorithm.
Design: New Achievements & Unlock Objectives
Translations: Major improvements for languages: Simplified Chinese, French, German, Spanish, Russian.
Translations: Added 5 new languages: Japanese, Traditional Chinese, Korean, Brazilian Portuguese, Polish.
Graphics: New dice look.
Graphics: Improved VFX for Spells and enemy actions.
Graphics: New enemy graphics & animations
Audio: New & improved sound effects
Audio: New music (including unique boss music), added map & battle ambience
QOL: Search function in Codex (on mouse & keyboard).
QOL: Added "Game Speed" setting.
QOL: Added "Mute in background" setting
QOL: Rituals & Potions now shows preview of effects
UI: Added tutorial for Shards, new & improved warnings.
UI: Added intro video and in-game lore/story.
UI: Improved battle effect text animations
And tons more undocumented changes including bug fixes throughout the game.
Full Patch notes
Since this post is already much too long, we have posted the FULL CONTENT CHANGELIST over on our website. It’s a bit much to parse all at once, so we recommend booting up the game and making sure to read tooltips as you go!
That's it! We hope you enjoy 1.0, and as always, we’d love to hear your feedback on the many changes and how the balance feels in 1.0 to help us finetune everything in the coming days and weeks.
May your dice roll true 🧙
Tim, Thorbjørn & Paw
Dev Blog #16: Less than a week to 1.0 Launch!
Greetings Dice Slingers!
As we draw ever closer to SpellRogue’s 1.0 launch, it’s a great time to highlight some of the fun new additions coming your way. These features open up fresh and exciting options for building combos and crafting wild strategies.
Unearthing advanced Morphing Spells
The “Morph” mechanic is finally making its way into SpellRogue. These special Spells have two sides, and triggering the Morph effect flips the Spell to reveal the opposite side. Morph Spells can usually flip back too, letting you switch between sides depending on the situation. It’s a new layer of depth, timing, and creativity for your spellcasting arsenal.
Morph Spells provide a way to dump dice by continually morphing spells back and forth!
There are also other more chaotic ways to Morph your Spells into other random ones. One such method is the new Morph Rune...
New Runic magic have been invented
With the introduction of Morph and other new mechanics, we’re also adding a fresh batch of Runes to shake up your strategy. Keep an eye out for powerful new additions like the Morph Rune, Automaton Rune, and Twin Rune. Each one brings unique twists to how you plan, adapt, and unleash your spells.
New runes means new combos!
Bosses drop better loot than ever!
Taking down a boss in 1.0 is now even more rewarding, as their draft will always offer Rare Spells, giving you a reliable moment to pivot your build or lock in a powerful payoff.
Each elemental class has also received new spells and mechanical improvements.
Pivot your build on the move!
We’ve wanted to improve how disenchanting/selling Spells works for a long time, and with the 1.0 update, that change is finally coming. You can now disenchant Spells & Rituals directly in your inventory, turning them into Gold and recovering any Shards you spent on upgrades. No need to wait for a shop. Clear out the clutter and refine your build anytime.
You can even disenchant Rituals for a nice chunk of gold!
This gives you a lot more freedom to adapt your strategy between fights, snag a bit of extra Gold for that tempting Event choice, or simply afford a juicy combo piece in the Shops.
And of course, this is just a taste. Many more changes are coming with the 1.0 launch on April 24th. Get excited, and stay tuned for more updates as we approach release.
As always...
May your dice roll true 🧙 Tim, Thorbjørn & Paw
Dev Blog #15: A Closer Look at Sefyra
Greetings Dice Slingers!
With SpellRogue’s 1.0 launch on April 24th, we’re excited to share a closer look at Sefyra, our fourth Dice Slinger, and the power of Air magic!
Taking Flight with Sefyra
Sefyra brings a fresh and dynamic playstyle, weaving swift airborne maneuvers and storm-charged dice into battle. Check out the gameplay footage to see her in action!
With launch just weeks away, we’re fully focused on final touches and polish. Everything is on track, and we can’t wait to share the full game with you soon!
Stay tuned for more updates, and as always...
May your dice roll true 🧙 Tim, Thorbjørn & Paw
Release Date Announcement!
Greetings Dice Slingers!
The wait is almost over! After an incredible journey through Early Access, we’re thrilled to announce that SpellRogue will launch into 1.0 on April 24, 2025!
To celebrate, we’ve put together a brand-new Release Date Trailer—check it out here:
Roadmap updated
With the full release just around the corner, now is the perfect time to reflect on how far SpellRogue has come and get a full overview of the incoming features. To help with that, we've updated the roadmap!
Thank You!
Your feedback and support have been instrumental in shaping SpellRogue. We couldn’t have made it this far without you, and we can’t wait for you to experience everything 1.0 has to offer!
Mark your calendars for April 24, and stay tuned for more updates as we approach launch day!