Spire of Sorcery news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed playersNot available
- SteamPulse tracked peak2
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score42% positive
- Total reviews154
- Release dateOct 21, 2021
- DeveloperCharlie Oscar
- PublisherCharlie Oscar
Genres: Indie, RPG, Strategy, Early Access
Company pages: Developer: Charlie OscarPublisher: Charlie Oscar
Spire of Sorcery Steam news
Spire of Sorcery news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- STATUS UPDATE - 15 January 2024
Hey guys – We hope you’re doing all right out there! It’s been a while since we communicated about the game. STAYING OFFLINE FOR A WHILE If you know us from our previous games, you know that we liked to stay closely connected to the community – posting news, organizing events, and responding to messages on the forums. However, in the spring of 2022, we just burned out. “Like mages in Rund, developers on Steam can also burn out.” Humans are notoriously fragile; and when you’re a small team where absolutely everyone works on a game, and you get stressed… it’s often difficult to find the time on writing the announcements rather than the storyline for the actual game. To cut a long story short, it just became too much for me, and I took a break for a month – which became three months, then a year, and it’s only now, at the end of 2023, that I feel ready to return to the regular communicatio…
- CHAPTER 4 HAS ARRIVED! - 2 May 2022
Today’s update adds a new chapter and brings a few nice improvements in the UI. DISMAL MARCHES The southern swamps crawl with poisonous, toxic creatures: creepers, leeches, snarers, drowners, oorls and swamp beasts, as well as swarms of bloodsuckers. However, the region also offers new alchemic resources, which come helpful when crafting protective and curative potions. A monster sits tight over an artefact that the Spire needs, and a boss fight awaits you once you get through to it. As always, this chapter offers a chance to recruit one more mage, and a few side areas to explore – for those who feel adventurous enough and have a good supply of alchemic potions. SPELLS AND ITEMS Most of the spells in the Spellbooks have been updated, and new spells have been added. Quite a lot of recipes have been changed, too, and there’s a few new items now that you can craft from the resources that a…
- Early Access Dev Log 18 - 31 March 2022
Hello, peoples! Having released a big update last Friday, we've spent this week building the plan for the next update – which we aim to release in late April. As usual, it will deliver the next chapter in the story, plus the updated UI and mechanics. Here's what we can share already: DISMAL MARSHES The events of Chapter 4 unfold in Dismal Marshes. Once, there was a city here. But ages ago, it got flooded – with just a few ruins sticking out of the mud. Dismal Marshes are a sad, and dangerous, place to be: toxic, infectious, unwelcoming. Who lives there? NEW CREATURES There are two intelligent races in the area: Oorls and Drowners. There's also a very specific predator: Swamp Beasts. They use mimicry to fool the prey, then strangle it with their roots. Aside from these, there's bloodsuckers (annoying swarms that deal "taunt" tokens), crawlers (spitting acid), earth leeches (poison!) and…
- CHAPTER 3 IS HERE! - 25 March 2022
Hello there! We wanted to release this update 4 weeks ago, but two things intervened. ːdamageː First, the war in Europe (we published our statement here). In a purely practical way this means that our team has less time to spend on the production as we are helping friends flee the conflict and spend sleepless nights thinking about those whose cities are getting bombed by the Russian army. We cannot remain indifferent to such pain. Since we published our call to stop this war, we’ve been told that we should not talk politics, that war is peace, black is white, etc., but we are not changing our position. We will continue to ban, permanently, anybody who justifies the war. There can be no reason for the mass killings. No whataboutism or propaganda alters the fact that every day the invading Russian army kills innocent people in Ukraine. If you disagree with our position, please don’t buy o…
- Early Access Dev Log 15 - 17 February 2022
Hey guys, Just a a quick note to say that we spent the last two weeks working on the story mode for Chapter 3, and will spend the next week finishing it. We expect to release this month's update around March 2. In addition to the story (no spoilers, just some visuals below) we're improving the progression of spellbooks, changing spell formulas (as well as adding new spells), and will introduce 9 schools of magic. We look forward to hearing your comments on that... but first, we should finish the stories, and ship the update for you to enjoy – so we're back to work now! :-D Have a great weekend,
- Early Access Dev Log 14 - 4 February 2022
It's been a week since the January update has been released. Here's what happened: HOTFIX TO V204 IS OUT We pushed a small hotfix earlier this week, addressing the issue of overlapping music (sometimes in encounters there would be two themes playing at the same time) – this is no longer happening. Asides from a couple of outdated tooltips, we haven't seen any reports of something critical, so we'll roll the rest of the minor fixes already with the February update. If you're playing the current version (v204) and came upon something that needs a fix... please drop a note in the comments here, or submit a bug report from inside of the game – we'll collect all of the feedback and include into the upcoming update. STORY MODE FOR CHAPTER 3 Our team completed the design of the Story Mode for Chapter 3, and it's now in production. How can we share some of the details with you, without spoiling…
- THE JANUARY UPDATE IS HERE! - 28 January 2022
Welcome back, friends! This is the third monthly update since the game entered Early Access. Despite the much tougher schedule (we only had 2 weeks to work on this update because of the holidays!), we decided to stick to the monthly update schedule. We feel that it’s important to deliver new content to you on a regular basis. This has been our promise when we launched the game, and we’re going to stick with it! ːmagic_sparklesː WHAT’S IN THIS UPDATE? There are 3 main points: Chapter 2 received the story mode. The Spire received Master’s chamber. A few mechanics got streamlined. CHAPTER 2: STORY MODE Everyone’s old friend Alchemist got a whole story of his own: A new story tells about the fate of the wounded scavenger: Weavers got their maze, finally! We knew that they don’t just live on trees. In fact, they change the forest to their needs… But were they always this aggressive? This is…
- Early Access Dev Log 12 - 14 January 2022
Hey guys, just a quick note to say that we're currently working hard on the story mode for Chapter 2, trying to meet the deadline for the January update. Building a weaver maze, and a couple of new features, as well as trying to finish a new room (Master Chamber) for the Spire. We will do our best to ship the update on January 27, and will update with more details next week. Have a great weekend!
- Early Access Dev Log 11 - 7 January 2022
While most of team is on holidays, we don't have much to report in terms of the actual development. We've been writing the stories for Broodmother's Treasure, and looking into whether we really need a Slumber Chamber at the Spire (we think, not) – but that sort of progress is not very visual. So let's use today's opportunity to talk about something else entirely, that is: the feedback that we receive from those who played the demo of the game. DEMO STATS The demo version of Spire of Sorcery released on Steam in the summer of 2021, as a part of Steam Fest. As of today: ːmagic_sparklesː 29.214 players have added the demo to their Steam Library ːmagic_sparklesː 20.636 players have actually launched the demo From what we know, this is a pretty good ratio. We are also very happy that so many players have used the chance to "try before you buy", since our game relies on new mechanics and we w…
- Early Access Dev Log 10 - 30 December 2021
With the December update out, most of our team is taking a holiday break and some will take an additional week off in January to recharge after an intense end of the year. We hope that you, too, will have a chance to get some “lazy days” at the start of the year. JANUARY UPDATE We plan to release the next update to the game at the end of January, which leaves 2 weeks to production, and then a few days for testing. We decided to focus on adding Story Mode to Chapter 2 (Broodmother’s Treasure). Now, the second chapter is just a “glorified boss fight”: you find the colony, destroy it, and then have a battle with the big monster. What we’re after is a proper story of an artefact that you will steal from the weavers, supported by a couple of side stories: Some of the weavers disagreed with the dictatorship of the Broodmother and left her territory, only to run into trouble with scavengers. Y…
- THE DECEMBER UPDATE IS HERE! - 22 December 2021
It’s been a month since the last update. Most days were productive, but some were not – several people got sick or had to take care of their relatives who got sick (for here, it is the season of the first snow, that changes to rain, and then freezes into ice). Such days normally fly under the radar if you have a larger team, or a longer period between updating the game. This time it had a direct impact on how many extra features we could add into the mix: we focused just on the two most impactful changes. Well, such is the winter. And if we ever add winter season to Spire of Sorcery, then it will have an increased risk of receiving Infection tokens while traveling; a penalty of having one move point less; and a longer time to lose the tokens of Chaos after undertaking extra actions. This is how our home city, Vilnius, looks these days. Meanwhile, some good news: the sales of the game he…
- Early Access Dev Log 08 - 20 December 2021
Hey guys, just a quick note to say that we're currently testing and translating the December update, and aim to release it in the afternoon of December 22. The focus is exclusively on the story mode, with 3 stories added to Chapter 1, and an update to how we display tokens and character stats. We may also be able to throw in the first arena (a replayable map), but we're not 100% certain as we may not have enough time to test it. The last 3 weeks were a fast sprint to develop the tools that we need to build stories, and the content to fill them in, and it feels like a change that will have pretty great impact on player experience. We hope that we squash most of the bugs, and that you will enjoy the result... very soon! ːloot_sackː
- Early Access Dev Log 07 - 10 December 2021
Hello, lovely people of Steam! ːhypnoheartː We hope that this update finds you well. In just 3 weeks, this year will be over. If anyone knows where the difficulty settings are for this simulation, please change them to “Easy” – the world could use some breathing space to process all that happened and continues to happen. In the world of Rund, everyone is also getting ready for the end of the year festivities, which this year falls on the season of the Phantom Moon. The mages that cooperated well with the Inquisition will get extra food rations, and maybe a brief unsupervised walk outside of the walls of their Sanctuaries. And the mages that did not cooperate would get a gift anyway: a few days without beatings and forced labor, while their guards eat and drink and stay mostly in their well-lit, warm barracks. Let’s dive into what our team has done over the last week: “STORY MODE” We’ve…
- Early Access Dev Log 06 - 2 December 2021
We released the first monthly update for Spire of Sorcery a week ago, and it makes us very happy that this update has been well received – thank for all the feedback! As a small team, we keep our focus on the issues that deliver the most impact, and it’s always crucial for us to identify what exactly will improve your player experience the most. Having shipped a couple of hotfixes since then, we had a long discussion about what do we want to ship for you this month, in December. Here’s what we think, and please share your comments once you read these thoughts! THE MOST IMPORTANT THING: “STORY MODE” Because we only have 2 weeks for active production, and 1 week for testing, we must identify the single most important feature that we prioritise above all else. It is not crafting: crafting is fun, but it’s not going to change the experience in a big way. It is not travel magic: travel magic…
- THE NOVEMBER UPDATE IS HERE! - 24 November 2021
One month ago, Spire of Sorcery entered Early Access. ːalchemic_potionː Not everything went as we hoped for, and it’s been a rather difficult month for the studio (it even reminded us of the release of Gremlins, Inc. back in 2015, when we were so little sleep that we currently have only a vague recollection of that period). ːspellcastingː Putting doubts out of our minds, we became laser-focused on producing for you the absolutely best update that we could make happen within the space of three weeks, prioritizing features based on the feedback that we received – and now it’s here! Hurray! ːmagic_sparklesː We’d like to specifically thank everyone who believed in us, and who left words of encouragement in the comments, in reviews and on Discord. It might feel like a small thing, but it helps hugely!! WHAT’S IN THIS UPDATE? Here’s a list of what we ship today, followed by the detailed descr…
- Early Access Dev Log 04 - 19 November 2021
Today we finished the development of the upcoming update, and started with the two things that need to happen before we release it publicly: testing and balancing. ːweatherː Testing is easy, but often boring: we changed a whole lot of mechanics and added the standalone tutorial, so what we're doing now is playing the build to try to crash it or find some contradictions (such as outdated tooltips, or missing information). ːalchemic_potionː Balancing is more fun, but quite intensive: change – play – reflect – change again, on and on and on. For example, we'd like to issue Damage after 2 Fires, not 3 Fires. Playing a bit made us realise that yes, this is good, and now we want to change from "every 3 Fire issue 1 Damage per round" to "3 Fire or more issue 1 Damage per round". Is this a good idea? We need to play, to understand the experience. We will keep testing and balancing on Monday and…
- Early Access Dev Log 03 - 12 November 2021
We’re a couple of weeks away from the November update, and there’s now more visibility into what is likely to make the cut. The November update focuses on mechanics and interface, while the December update will be dedicated to new chapters. THE FOREST CAMP The biggest thing that we ship in November is the interactive tutorial, built as a separate map. Tutorials are the luxury of games development, because to build a good one you preferably need to have the game finished first. Thus, you either wait to finish the game, then make the tutorial, and then go into full release – or you update your dev process to include an interactive tutorial into the very core loop of the game, and then the tutorial grows together with the game. With the localization, we already achieved that – we develop the game from day one as a multi-language product and extinguish out all and any “temporary” texts that…
- Early Access Dev Log 02 - 4 November 2021
Another week, another update – let’s talk about what we’ve been working on during the last few days. SETTING THE PRIORITIES After the release, we’ve listed all the hot issues and graded them by impact (high, medium, low) as well as split them into “risks” and “gains”. For example, making the Fatigue interface easier to grasp is a “risk” since it causes confusion to some players. While making the Mulligan screen more beautiful is a “gain” since once it’s done, it will add to the player experience. Essentially, it’s the split between “removing annoying things” ːopponentː and “adding nice things” ːmagic_sparklesː, and we should do both as a matter of balance. Next, we asked everyone around the table (most of us are back to working from the studio, by the way) to choose just one issue that carries the most impact, and voila, every single team member underlined the same one: better tutorial.…
- Early Access Dev Log 01 - 28 October 2021
Welcome to the first of the weekly development updates that we’ll be posting throughout the Early Access period. In these updates, we share our current plans for the game as well as preview work in progress. THE GAME IS IN EARLY ACCESS – FINALLY! After some challenging development episodes, Spire of Sorcery is finally in Early Access. We’ve got some backslash from people who still want us to go back in time to 2019 and develop a different kind of game, which is unpleasant but unsurprising. ːweatherː Friends at one studio got bad reviews for changing the color of a character in one of their games, friends at another studio keep getting bad reviews for not supporting a specific language with localization, and we ourselves got a ton of bad reviews with our first game back in 2015 for lack of tutorial and lack of save game option. It happens! Our development focus is on making the people wh…
- DEMO –> 202.1605 - 28 October 2021
We just updated the DEMO to version 202.1605. The update adds the Spire (at the end of Chapter 1) as well as brings to DEMO all the changes in UI and mechanics that happened on the main branch of the game in the last month. If you're curious about the game, give the demo a spin to experience it for yourself. And if you run into any technical issues... please page us on the forums, and we'll help. Have fun!
Patch notes and updates
| S.no | Release date | Patch name | GID number |
|---|---|---|---|
| 1 | 26 October 2021 | Hotfix –> 202.1599 | 4103335143124160657 |
| 2 | 21 October 2021 | Hotfix –> 202.1563 | 4103335143106606499 |
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