SPSTEAMPULSELIVE ANALYTICS
Slaves of Magic prelude

Slaves of Magic prelude Steam metadata

Amethyst Dreamers | Dec 14, 2020 | game

Released

0players observed · 22 September 2026 - 10:07:35 UTC

IndieRPGStrategy

  • Latest observed playersNot available
  • SteamPulse tracked peakNot available
  • Units sold (VGI)240
  • Revenue (VGI)No data available
  • Review score75% positive

Slaves of Magic prelude metadata records Steam app facts, developer and publisher details, platform support, store categories, language support, and reference links.

  • Latest observed playersNot available
  • SteamPulse tracked peakNot available
  • Units sold (VGI)240
  • Revenue (VGI)No data available
  • Review score75% positive
  • Total reviews8
  • Release dateDec 14, 2020
  • DeveloperAmethyst Dreamers
  • PublisherAmethyst Dreamers

Genres: Indie, RPG, Strategy

Company pages: Developer: Amethyst DreamersPublisher: Amethyst Dreamers

No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.

Top Steam chartsTop 100 gamesGame directoryNo current Steam Store offer

Slaves of Magic prelude Steam metadata

Slaves of Magic prelude metadata records Steam app facts, developer and publisher details, platform support, store categories, language support, and reference links.

References

Official and third-party reference links for checking this Steam app outside SteamPulse.

ReferenceLink
SteamPulse canonicalhttps://steampulse.org/game/1424010/metadata
Steam Communityhttps://steamcommunity.com/app/1424010
PCGamingWiki search
IGDB searchSearch IGDB for Slaves of Magic prelude

Reviews, pricing, and metadata

Review summary

8 user reviews

75% positive, 6 positive, 2 negative

Price and discount

No longer available on Steam Store

Platforms

Windows

Categories

Single-player, Family Sharing

Achievements

Not available

Platform releases
  • Steam 14 December 2020

Latest Steam announcements

  • Summary of our experience with the demo, and future plans - 19 June 2021

    Hey everyone! Firstly, let me thank every one of you who gave the demo a go and shared his/her opinion with us! We learned a great deal, and while there is still a lot of things to improve, we are happy with the core of the combat system. That means we are hard at work on the bigger picture, the campaign portion of the game. This alpha demo is "done" for now, and we will post our future devlogs in our indiedb page here, and on the full game page here. By the way, we just released a new devlog about our progress so far, so if you are interested you can check it out here! This page will be only updated when we have plans for another demo, or other playable builds.

  • Small camera update - 4 May 2021

    A small update to the camera to wait while there are ongoing animations before it goes to the current unit. So that it doesn't make you miss the result of your action. In addition, added an option to turn this behavior off completely from the settings menu.

  • Combat rework released! - 3 May 2021

    I'm super excited to announce that the reworked combat system patch is released! In a nutshell, the new combat system core is a traditional-turn-based system where initiative decides the order of the units. The twist is that a turn consists of 2 phases. A movement phase and an attack phase. This heightens the importance of maneuvering, as everyone can move before any attack can happen, making melee combat more dynamic. While the combat system rework is the star of the patch, but it isn't the only thing that changed. We added a lot of quality of life features like zoom and reworked character sheets and character hud for better readability. Plus we added a few eye candy as well, with dynamic fog of war, reworked sprites, and animations, which improved the overall visual quality. So give it a go, and share your opinion with us what do you think of the changes.

  • Devlog #7 The new combat system - 20 March 2021

    Devlog #7 The new combat system The time has come, when I can finally talk about the core of the new combat system! A quick recap for those who don't know, the new patch we are working on for the alpha combat demo will feature a completely reworked combat system. The problem with the old system was in short that it was too complex to use, even though it archived my design goal of heightening the importance of positioning in melee combat, even after the characters are in melee range. In designing the new combat system, I tried to emulate the same feeling, within a traditional turn-based framework. The big problem, which makes positioning not that relevant after the characters meet in melee in a traditional turn-based game is I feel that the opposition has no chance to have any kind of reaction to it. A character can usually move and attack in the same turn. If you try to separate the two…

  • Devlog #6 Communication through visuals - 21 February 2021

    Devlog #6 Communication through visuals Hey everyone! The new gameplay still needs a bit of time in the oven before I'm comfortable sharing details about it. But I did not want to leave you without any information about our progress, so I thought I should make a post about a lot of small improvements we made in our visual communication and overall quality. Those who follow us on Twitter have already seen most of it, so if you are interested in smaller more frequent updates, feel free to follow us there as well! We definitely cut a few corners in our initial alpha release because we wanted it to be done before the Steam Christmas sale. After we decided that we want to rework the alpha combat demo, we thought that we should definitely take the time to polish it up as well. One of those cut features was the ability to zoom in and out. It took a while to get it right, as it is not as trivia…

  • Devlog #5 Our plans for 2021. - 20 January 2021

    Devlog #5 Our plans for 2021. We were a bit silent after releasing the alpha combat demo, partly due to the holidays, and partly because we were listening to the feedback, and we were thinking about the best way forward for Slaves of Magic. If I want to summarize the feedback we received, I think the biggest problem was the fiddliness and complexity of the delayed turn-based system, which turned off a lot of players. In addition, the initial version did not have a tutorial to explain the more intricate details which compounded the problem I think. So, I went back to the drawing board and asked myself the following question. Can I reduce the complexity of the game, without losing my design goal? I believe that complexity is something the designer pays when he/she wants to reach certain design goals, and if it is possible to reach those goals with less complexity, then that is great. My p…

  • Windows 7 startup crash fixed - 20 December 2020

    There was a bug that was only present on players using Windows 7, which caused a crash on startup. This has been corrected.

  • Added tutorial, and stability improvements - 18 December 2020

    We have added a small tutorial to the demo, which can be accessed from the main menu. In addition, fixed a few visual bugs and improved stability.

  • Slaves of Magic first trailer is released! - 16 November 2020

    Our first trailer's goal is to set the tone of the game and to show the players the starting situation they will find themself in. Hope you will enjoy it!

  • Devlog #4 A deep dive into Slaves of Magic skill system. - 7 November 2020

    Devlog #4 A deep dive into Slaves of Magic skill system. Previously, I talked about how combat works on a fundamental level, today I would like to expand on it, and talk about how Slaves of Magic skill system works and what can you expect from it. The biggest inspiration for the system is the original Guild Wars skill system, which I think gave the player enormous freedom to build his/her character as he saw fit. The basic idea is simple. You have up to 8 skill slots, and while you might know more than 8 skills, you can only use 8. The skills themselves had an attribute as well (so for example, there were sword skills, strength skills, illusion skills, etc). The skill efficiency depended on how good you were at its given attribute. Basically, this meant that the more attribute the player used, the weaker the individual skills were. Of course, there are some basic skills like movement, w…

  • Devlog #3 Hit chance,damage,armor, the way you can make your enemies disappear. - 24 October 2020

    Devlog #3 Hit chance, damage, armor, the way you can make your enemies disappear. I thought its time to talk a little bit about how combat is calculated in our game, as this is a very prominent system that the players will try to manipulate to their advantage in a tactical game. No component of it is particularly unique, so I'm sure you, the reader, will be able to bring up other games that had one component or another. But I think the mix of those components and their effect on each other is interesting. Before I go into it though I want to leave a note that the exact values could change, as we are in development! Hit chance calculation: Let's start with the formula: hit chance = base_hit_chance + attacking_character_accuracy_bonus - defending_character_defense_bonus Here, the base hit chance is 50%, so if everything being equal, a character has a 50% chance of hitting the enemy. One i…

  • Devlog #2 The dark side of delayed turn based system. - 17 October 2020

    Devlog #2 The dark side of delayed turn based system. Previously I talked about the positives of the delayed turn-based system, now let's see the negatives, and how I tried to solve those. Let's talk about the elephant in the room. Compared to a traditional turn based game, the player will need to keep in mind not just what is happening right now, but what will be the situation when their action resolves. It is a lot of extra information, what the player needs to be aware of, yet not be overwhelmed by it. This was actually kind of a problem in Final Fantasy Tactic, from which a lot of motivation from this system came from. So to solve this, I needed to rethink the UI, more specifically, how we can convey this extra information to the players without confusing him/her. To recap, here is the picture from my previous Devlog: In this picture, let's take a closer look at its hud. To the left…

  • Devlog #1 What is a delayed turn based system? - 11 October 2020

    Devlog #1 What is a delayed turn based system? The most important concept in this type of system that every action takes time to resolve. For example, imagine it is your turn, and you start some very strong spell which takes some time to cast. This gives your opponent a chance to respond with something faster in their turn. You could say that well, that is not new, a lot of turn based combat system have skills which take multiple turns to resolve. What is special about ours? My answer to this that we took this idea to the extremes, in that every action takes time to resolve. The most basic movement and attack commands take time to happen, even turning a character take some time. It leads to turns when actually, no input is needed because every character is already trying to resolve a command. Because of this, in Slaves Of Magic, we do not call them turns, we call them time units. You ca…

Patch notes and updates

S.noRelease datePatch nameGID number
14 May 2021Small camera update4074045878090776579
220 December 2020Windows 7 startup crash fixed4090922416506834246

Complete SteamPulse Game Data

Full game metadata

FieldValue
Steam app typegame
Steam App ID1424010
Live current players0
SteamPulse tracked peak0
Live count (today's peak floor)0
PriceNo longer available on Steam Store
Free to playNo current Steam offer
DiscountNot available
Original price USDNot available
Current price USDNot available
Release dateDec 14, 2020
DeveloperAmethyst Dreamers
PublisherAmethyst Dreamers
Owners estimatedNot available
SteamSpy owner estimate minimumNot available
SteamSpy owner estimate maximumNot available
Review type8 user reviews
Positive review percent75%
Positive reviews6
Negative reviews2
Total reviews8
Steam recommendationsNot available
AchievementsNot available
Average playtime foreverNot available
Windows supportYes
macOS supportNo
Linux supportNo
Parent gameNot available
Store URLNot available on Steam Store

Short description

Slaves of Magic is a fantasy turn based tactical RPG, heavily inspired by the XCOM series and the first Guild Wars. The invaders have the knowledge how to use elemental magic, and with it, they try to enslave your world. Your job will be to lead the resistance against these invading forces!

About this game

Slaves of Magic prelude is an alpha combat demo where you can have an early look at how we imagine a typical combat mission will play in the full game. The combat itself uses an innovative delayed turn-based system, where every action you choose on your turn, will take some time to actually happen. Positioning is very important, and you will have to think about not just the situation you are in right now, but of the situation, you will be, when the action actually resolve. The goal of the mission itself is to save a VIP for the resistance. To accomplish this task, you will have a small party of 6, with predetermined skills. Your enemy will be the earth legion specialized in heavy armor and earth magic, but luckily, they are spread thin in the region. This gives you the perfect opportunity for a quick rescue mission. But beware, the longer the mission takes, the more enemies will arrive on the map! Remember, that your goal is not to kill everyone, but to save the VIP and then get to safety.

Supported languages

English * * languages with full audio support

Steam categories

Category IDCategory
2Single-player
62Family Sharing

Regional ratings

BoardRatingDescriptors
dejus14Violência Temas sensíveis Atos criminosos

Steam marketplace comparison data

Price History Overview

USD uses SteamPulse's own locally recorded daily store snapshots, so this overview reflects the exact regional price history that SteamPulse has captured for this currency.

Coverage And Tracking Window

  • Snapshots: 1
  • Coverage: Sep 22, 2026 to Sep 22, 2026
  • Lowest observed: $0.00
  • Highest observed: $0.00

Slaves of Magic prelude's USD price history spans from Sep 22, 2026 to Sep 22, 2026, with 1 recorded snapshot across 1 calendar day. Each row records the available final price, listed base price, and discount metadata for that observation. Within this coverage the lowest recorded price is $0.00, the highest is $0.00, and the first visible tracked price is $0.00. These comparisons apply only to the snapshots SteamPulse holds; missing observations can contain changes that are not represented here.

For USD, SteamPulse uses locally captured regional storefront snapshots and does not reconstruct older prices with exchange-rate conversion. The chart and table show the values recorded for this exact currency from the stated coverage start. Additional snapshots extend that record, but they do not fill unobserved days or prove what the storefront displayed between observations.

Discount Windows And Sale Timing

  • Discount windows: 0
  • Discounted days: 0 days
  • Deepest markdown: No discount tracked
  • Latest sale window: No sale window tracked

Slaves of Magic prelude's tracked USD rows do not contain a discount window. This means no available snapshot in the stated coverage has usable discount metadata; it does not prove that the game was never discounted. Missing snapshots or archived rows without complete metadata can hide a sale, so SteamPulse does not infer pricing strategy from this absence.

If a later snapshot includes discount metadata, it will appear here with its recorded depth, price, date, and sale name when available. Until then, this section should be read only as a description of the available rows, not as evidence about the publisher's promotion policy.

Observed Price Changes And Stable Runs

  • Observed price drops: 0
  • Observed price rises: 0
  • Longest stable run: 1 day of uninterrupted daily tracking
  • Current run: 1 day of uninterrupted daily tracking

Outside rows carrying discount metadata, the tracked price has not recorded a separate price rise or drop yet. That means the observed undiscounted level has stayed stable across the snapshots SteamPulse currently holds. This is a statement about the recorded coverage only; it does not prove that an older or missing price change never happened.

The longest unchanged price stretch in the current record lasts 1 day of uninterrupted daily tracking at $0.00, from Sep 22, 2026 through Sep 22, 2026. Among rows without discount metadata, the longest unchanged run lasts 1 day of uninterrupted daily tracking at $0.00. The latest run records $0.00 for 1 day of uninterrupted daily tracking as the same recorded undiscounted price. Run lengths describe consecutive stored observations only and do not establish that a price is permanent.

Latest Snapshot And Sales Context

  • Current price: $0.00
  • Current list price: $0.00
  • Distinct observed prices: 1
  • Source mode: SteamPulse local tracking

The latest tracked snapshot records Slaves of Magic prelude at $0.00 in USD, with no active discount metadata. Across the available history SteamPulse has recorded 1 distinct final price in this currency. This supports comparisons with the lowest, highest, and most common values present in the retained record, subject to the stated coverage limits.

The live sales view and Steam sales record provide calendar context for these dates. A date overlap can be compared with a named Steam event, but it does not prove why a publisher changed a price. As new daily rows arrive, this overview recalculates its observed prices, discount windows, and run lengths automatically.

Regional Steam prices

CountryCurrencyFinal priceOriginal priceDiscount
United StatesUSD$0.00$0.000%
United KingdomGBNot availableNot availableNot available
Euro AreaEUNot availableNot availableNot available
AustraliaAUNot availableNot availableNot available
CanadaCANot availableNot availableNot available
IndiaINNot availableNot availableNot available
BrazilBRNot availableNot availableNot available
RussiaRUNot availableNot availableNot available
ChinaCNNot availableNot availableNot available
JapanJPNot availableNot availableNot available
South KoreaKRNot availableNot availableNot available
MexicoMXNot availableNot availableNot available
NorwayNONot availableNot availableNot available
PolandPLNot availableNot availableNot available
SwitzerlandCHNot availableNot availableNot available
New ZealandNZNot availableNot availableNot available
SingaporeSGNot availableNot availableNot available
Hong KongHKNot availableNot availableNot available
South AfricaZANot availableNot availableNot available
UkraineUANot availableNot availableNot available
KazakhstanKZNot availableNot availableNot available
IndonesiaIDNot availableNot availableNot available
ThailandTHNot availableNot availableNot available
MalaysiaMYNot availableNot availableNot available
PhilippinesPHNot availableNot availableNot available
VietnamVNNot availableNot availableNot available
United Arab EmiratesAENot availableNot availableNot available
Saudi ArabiaSANot availableNot availableNot available
IsraelILNot availableNot availableNot available
ChileCLNot availableNot availableNot available
ColombiaCONot availableNot availableNot available
Costa RicaCRNot availableNot availableNot available
KuwaitKWNot availableNot availableNot available
PeruPENot availableNot availableNot available
QatarQANot availableNot availableNot available
TaiwanTWNot availableNot availableNot available
UruguayUYNot availableNot availableNot available
ArmeniaAMNot availableNot availableNot available
ArgentinaARNot availableNot availableNot available
TurkeyTRNot availableNot availableNot available
PakistanPKNot availableNot availableNot available

Tracked regional price history

The tracked Steam price is stable at $0.00.

CountryCurrencySnapshotsFirst trackedLatest trackedChangeLatest discount
United StatesUSD1$0.00$0.00No changeNo discount
United KingdomGB0Not tracked yetNot availableTracking starts nowNo discount
Euro AreaEU0Not tracked yetNot availableTracking starts nowNo discount
AustraliaAU0Not tracked yetNot availableTracking starts nowNo discount
CanadaCA0Not tracked yetNot availableTracking starts nowNo discount
IndiaIN0Not tracked yetNot availableTracking starts nowNo discount
BrazilBR0Not tracked yetNot availableTracking starts nowNo discount
RussiaRU0Not tracked yetNot availableTracking starts nowNo discount
ChinaCN0Not tracked yetNot availableTracking starts nowNo discount
JapanJP0Not tracked yetNot availableTracking starts nowNo discount
South KoreaKR0Not tracked yetNot availableTracking starts nowNo discount
MexicoMX0Not tracked yetNot availableTracking starts nowNo discount
NorwayNO0Not tracked yetNot availableTracking starts nowNo discount
PolandPL0Not tracked yetNot availableTracking starts nowNo discount
SwitzerlandCH0Not tracked yetNot availableTracking starts nowNo discount
New ZealandNZ0Not tracked yetNot availableTracking starts nowNo discount
SingaporeSG0Not tracked yetNot availableTracking starts nowNo discount
Hong KongHK0Not tracked yetNot availableTracking starts nowNo discount
South AfricaZA0Not tracked yetNot availableTracking starts nowNo discount
UkraineUA0Not tracked yetNot availableTracking starts nowNo discount
KazakhstanKZ0Not tracked yetNot availableTracking starts nowNo discount
IndonesiaID0Not tracked yetNot availableTracking starts nowNo discount
ThailandTH0Not tracked yetNot availableTracking starts nowNo discount
MalaysiaMY0Not tracked yetNot availableTracking starts nowNo discount
PhilippinesPH0Not tracked yetNot availableTracking starts nowNo discount
VietnamVN0Not tracked yetNot availableTracking starts nowNo discount
United Arab EmiratesAE0Not tracked yetNot availableTracking starts nowNo discount
Saudi ArabiaSA0Not tracked yetNot availableTracking starts nowNo discount
IsraelIL0Not tracked yetNot availableTracking starts nowNo discount
ChileCL0Not tracked yetNot availableTracking starts nowNo discount
ColombiaCO0Not tracked yetNot availableTracking starts nowNo discount
Costa RicaCR0Not tracked yetNot availableTracking starts nowNo discount
KuwaitKW0Not tracked yetNot availableTracking starts nowNo discount
PeruPE0Not tracked yetNot availableTracking starts nowNo discount
QatarQA0Not tracked yetNot availableTracking starts nowNo discount
TaiwanTW0Not tracked yetNot availableTracking starts nowNo discount
UruguayUY0Not tracked yetNot availableTracking starts nowNo discount
ArmeniaAM0Not tracked yetNot availableTracking starts nowNo discount
ArgentinaAR0Not tracked yetNot availableTracking starts nowNo discount
TurkeyTR0Not tracked yetNot availableTracking starts nowNo discount
PakistanPK0Not tracked yetNot availableTracking starts nowNo discount

United States price history (USD)

Tracked price is stable at $0.00.

DateCurrent priceOriginal priceDiscountSource
2026-09-22$0.00$0.00No discountSteam Store

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