Patch Notes - v1.1.5
Change log: Fixed an issue where the Sorceress's reduced hand size could bleed into the Abyss game mode.

Developer posts and news about this game.

Change log: Fixed an issue where the Sorceress's reduced hand size could bleed into the Abyss game mode.

Change log: Fixed an issue where Spells that had both the Necromancy + Pierce effects on them would could repeatedly (and sometimes infinitely) attack.

Change log: Fixed an issue where managing to defeat the tentacled "Beast" enemy present in one of the Twilight Woods boss fights didn't update the Workshop as expected. (This fix only applies going forward, so if you’ve already beaten this enemy, you’ll need to do it again for th

Change log: Spells that were gifted to you, such as the Summon Marionette spell obtained at the start of the game, can now be deleted from your inventory if desired. Managing to defeat the tentacled "Beast" enemy present in one of the Twilight Woods boss fights now brings a small

Change log: Added guardrails around saving and loading data. This should help protect against corrupted save data if something goes wrong, like the save process being interrupted. Backups of the previous save data are also created now, and will be loaded automatically if the orig

It's been a while since the last update, but this one brings a new dungeon , a new character + starting background , a couple of new Sigils , and more. New Dungeon: Twilight Woods A dark, haunted woods beset by an ever-present twilight moon. This dungeon is available for characte

Change log: You can now load a duplicate of an existing spell into the Spellbuilding menu, allowing you to easily duplicate spells or create modifications of existing spells. This is available from the spell Inventory, via the third button that appears when hovering over a spell.

Change log: Typo fixes for the Fairy Core drop and for dialogue in the Occult Manor Corrected the hover display for Poison when you have the Poison Stacks power (it now says 1/2 of the stacks are lost each turn, rather than 2 stacks each turn). Critical Hits or the Lucky status w

Change log: Fixed an issue where enemies wouldn’t die upon being brought down to 0 HP in certain situations. The halfway point of Dungeons will now always have a Midboss. (Previously, some paths may not have had a Midboss encounter.) Minor wording fix in the ending cutscene and t

An additional note: I won't have as much time to work on updates during the next few weeks, so the next patch likely won't come until the weekend of November 22nd. Change log: The Wolf can now show up in the Workshop even if you’ve chosen the Offering ending. The Ignition buff gr

Change log: The damage from Blood Magic will no longer put you in a strange state of being alive yet at 0 HP. (Blood Magic damage is meant to always leave you with at least 1 HP, even if you already have 1 HP when using a Blood Magic spell.) The Rat and Sister Jeanne can now show

A small update in the spirit of Halloween, with a New Game Plus mode, a new unlockable character (the Pumpkin Knight ), two new Sigils ( Dread and Parasites ), and some patch notes. New Game Plus After beating the main game mode (clearing the third dungeon and choosing an ending)

Change log: Fixed a bug where buying the Grimoire or Jewel materials in the Shop wouldn’t respect the discount Buff removal now only removes 1 stack of Undying at a time, rather than all stacks at once Fixed the wording of the Vampire power to state that it heals half the enemy’s

Change log: Added the ability to view Inventory and Decks from the Spellbuilding menu Fixed an issue with certain Spells causing the player’s turn to restart while the Spell was executing

A couple of balance updates and bug fixes. I'll still be keeping an eye out for additional feedback and suggestions. Change log: Balance updates for the first area of the Abyss: Immortal Knight midboss: Reduced his number of revives by 1, and slightly lowered the base damage of h

The full release is out now, with 3 main dungeons, several unlockable characters, more than 64 spell sigils, and the rogue-lite Abyss mode. In addition, version 1.0.0 brings with it a handful of updates: When you're defeated during a dungeon run, roughly 1/3rd of your gold and it

A small update to the demo. Some additional updates will be coming later, with the full game release on September 12th. Change log: Fixed a bug where the second dungeon, the Occult Manor, was sometimes available despite not being a selectable dungeon Fixed a bug with Shop Favors

Magecraft: Spellbuilding will be released on Friday, September 12th, 2025, around 5am PDT. This full release will include: A total of 3 dungeons (2 new ones in addition to the demo's Fae Forest dungeon) More than 64 Sigils to collect and use in Spellbuilding The Abyss - a separat

Change log: The Player’s shield spells now last into the next turn, instead of disappearing at the end of the turn that the shield was applied Allies can now be dismissed from battle when desired, allowing you to free up space to summon a different ally This can be done by clicki

Change log: Removed the limit for how many buffs / debuffs can be applied to a fighter The UI will now expand to show up to 20 status effects. Additional statuses after 20 won't be shown, but will still take effect. The Spellbuilding menu now prevents you from adding more than on