Spellmasons is a tactical, turn-based, roguelike where you and your friends play as mages who combine spells on-the-spot to address the unique challenges of each moment!

Conjure spells from an ever-growing repertoire of combinations in order to survive against the onslaught of enemies, save your friends, and ultimately devastate the great danger that opposes you. As you progress further, your spell collection grows, enabling even more chaotic and creative encounters.
Each level is procedurally generated, providing you with ample new means of cheating death just when it appeared that you had no escape. As you learn the many ways your spells interact with yourself, your enemies, your allies, and the environment you will become more resourceful and adept at handling the most difficult encounters.
Spellmasons supports online multiplayer so you can coordinate and strategize with your friends! Spellmasons uses innovative faction-based turns: You and your fellow mages can all move, cast and act simultaneously. Plan carefully, work together, execute your master plan, and overcome the challenges before you!
Unleash absurdly powerful endgame spell combinations where one small difference can mean the simultaneous death of every enemy on the map or the end of your run!

Conjure spells from an ever-growing repertoire of combinations in order to survive against the onslaught of enemies, save your friends, and ultimately devastate the great danger that opposes you. As you progress further, your spell collection grows, enabling even more chaotic and creative encounters.
Use the environment to your advantage!

Each level is procedurally generated, providing you with ample new means of cheating death just when it appeared that you had no escape. As you learn the many ways your spells interact with yourself, your enemies, your allies, and the environment you will become more resourceful and adept at handling the most difficult encounters.
Work Together!

Spellmasons supports online multiplayer so you can coordinate and strategize with your friends! Spellmasons uses innovative faction-based turns: You and your fellow mages can all move, cast and act simultaneously. Plan carefully, work together, execute your master plan, and overcome the challenges before you!
Grow into a formidable mage!

Unleash absurdly powerful endgame spell combinations where one small difference can mean the simultaneous death of every enemy on the map or the end of your run!
Spellmasons Update v1.21.2
feature: Teleport Trap! After level 5, at least 2 blue portals will spawn
that will allow players to teleport around the map.
Thanks Skillo
feature: Add urns that explode when damaged each with a unique effect
Thanks Skillo for this idea
balance: Increase poison base damage to 18
balance: Reduce probability of trap pickup spawning
balance: Increase number of pickups along with level size
balance: Immune units (in + levels) CAN be targeted
but cannot be damaged or recieve modifiers
(like curses)
i18n: Update Portugues Translation
Thanks to Iwashi kan
fix: Clones and split units don't provide experience
when killed
Thanks enigmaticbacon for reporting this
fix: Players that rejoin should have endedTurn set to false
so they don't miss their turn when another player ends
their turn.
Thanks Kess from Discord!
fix: Ensure saves can only be made during
the player turn so it doesn't save a corrupted game state
fix: After load, set all player.endedTurn to false
so that loading a game wont skip the player turn
if players rejoin the game in an order where the first
person to join/load had ended their turn during the save
fix: Prevent rerolling from sometimes presents the same spell
you just saw
Thanks Lemdoran
fix: valid spawn logic for blue and red portals
it was denying valid spawn for portals that were close to walls that
should've been valid
fix: Target Arrow granting infinite range if
cast standing right up against a wall
Thanks Stench and others from Discord for reporting this issue
fix: Extra stat points hack
where you get extra lvl up stat points whenever
you load the game
Thanks Salazar for reporting this!
fix: UI: Ensure spell costs are up to date in the inventory
Thanks Mattmellow and others for reporting this
fix: Prevent Deathmason brothers
from attacking immediately after spawning if the original deathmason
is slain by an ally npc.
Thanks flowkrad from Steam and others for reporting this
fix: Ensure mage classes are visible on 1080p
screen
Thanks Coaldust Numbers and others for reporting this issue
fix: big bug in random number choice function favoring certain choices over others
fix: killing a clone of a deathmason from incrementing your "games won" stat
fix: UI: Ensure spell costs are up to date in the inventory
Thanks Mattmellow and Lemdoran for reporting this
fix: Ensure Pickup's emitters follow them
if they move (like pushing a portal)
fix: Attempt to fix duplicate pickup
issue on multiplayer
where a recently triggered pickup
is recreated.
fix: if over max hp, ensure healthcost spells
don't snap hp to max.
It is unusual to go over max hp but sacrifice does it.
Thanks enigmaticbacon
fix: If spellcost is refunded cooldowns are too
Refund freeze if no targets
Thanks Kekis!
fix: Prevent deathmason death from killing all NPCs
unless it is the original deathmason. Any summoned deathmason
should not kill NPCs.
Thanks H4D3S for reporting
fix: hiding broken tooltip images
UI: Allow modifier keys (ctrl, shift, alt) in hotkeys
Thanks Lemdoran and Skillo
UI: Assign hotkeys to side bars spell slots
Thanks Lemdoran and Skillo
UI: Hide broken images in UI Prompt
Spellmasons Update v1.21.2
Thanks to Pandize for general feedback!feature: Teleport Trap! After level 5, at least 2 blue portals will spawn
that will allow players to teleport around the map.
Thanks Skillo
feature: Add urns that explode when damaged each with a unique effect
Thanks Skillo for this idea
balance: Increase poison base damage to 18
balance: Reduce probability of trap pickup spawning
balance: Increase number of pickups along with level size
balance: Immune units (in + levels) CAN be targeted
but cannot be damaged or recieve modifiers
(like curses)
i18n: Update Portugues Translation
Thanks to Iwashi kan
fix: Clones and split units don't provide experience
when killed
Thanks enigmaticbacon for reporting this
fix: Players that rejoin should have endedTurn set to false
so they don't miss their turn when another player ends
their turn.
Thanks Kess from Discord!
fix: Ensure saves can only be made during
the player turn so it doesn't save a corrupted game state
fix: After load, set all player.endedTurn to false
so that loading a game wont skip the player turn
if players rejoin the game in an order where the first
person to join/load had ended their turn during the save
fix: Prevent rerolling from sometimes presents the same spell
you just saw
Thanks Lemdoran
fix: valid spawn logic for blue and red portals
it was denying valid spawn for portals that were close to walls that
should've been valid
fix: Target Arrow granting infinite range if
cast standing right up against a wall
Thanks Stench and others from Discord for reporting this issue
fix: Extra stat points hack
where you get extra lvl up stat points whenever
you load the game
Thanks Salazar for reporting this!
fix: UI: Ensure spell costs are up to date in the inventory
Thanks Mattmellow and others for reporting this
fix: Prevent Deathmason brothers
from attacking immediately after spawning if the original deathmason
is slain by an ally npc.
Thanks flowkrad from Steam and others for reporting this
fix: Ensure mage classes are visible on 1080p
screen
Thanks Coaldust Numbers and others for reporting this issue
fix: big bug in random number choice function favoring certain choices over others
fix: killing a clone of a deathmason from incrementing your "games won" stat
fix: UI: Ensure spell costs are up to date in the inventory
Thanks Mattmellow and Lemdoran for reporting this
fix: Ensure Pickup's emitters follow them
if they move (like pushing a portal)
fix: Attempt to fix duplicate pickup
issue on multiplayer
where a recently triggered pickup
is recreated.
fix: if over max hp, ensure healthcost spells
don't snap hp to max.
It is unusual to go over max hp but sacrifice does it.
Thanks enigmaticbacon
fix: If spellcost is refunded cooldowns are too
Refund freeze if no targets
Thanks Kekis!
fix: Prevent deathmason death from killing all NPCs
unless it is the original deathmason. Any summoned deathmason
should not kill NPCs.
Thanks H4D3S for reporting
fix: hiding broken tooltip images
UI: Allow modifier keys (ctrl, shift, alt) in hotkeys
Thanks Lemdoran and Skillo
UI: Assign hotkeys to side bars spell slots
Thanks Lemdoran and Skillo
UI: Hide broken images in UI Prompt
[ 2023-10-25 18:28:20 CET ] [Original Post]
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