$19.99Spellmasons Spells That Stack Into Mayhem
A turn-based tactical roguelike where spells bend each other into new ones. Chain a teleport into a trap, curse a crowd, clone yourself mid-combo. Play solo or with friends in online co-op, where the plans get bigger and the friendly fire gets personal. Clever combinations pay off in absurd, screen-clearing ways.
Is Spellmasons worth it?
Spellmasons is worth it if…
- you like turn-based games where the real puzzle is building the combo, not just executing it
- you want a co-op game to scheme through with friends, online or on the couch
- you enjoy finding exploits and pushing a system until it breaks in your favor
- you like pixel art, bright colors and a bit of chaos in your tactics
Screenshots
Spells that change each other
The magic system is the whole point. Spells alter the spells cast after them, so a combo is a small puzzle you build yourself. Cast Swap on an enemy and the next spells fire at the spot you teleported away from, linking nearby enemies together for one big damage spell that finishes the lot. The game rewards variety, too: spells cost more the more you lean on them, and get cheaper as turns pass. Sticking to one trick gets expensive. Trying something new gets cheap. It is a nudge, and a good one.
Runes and the builds they unlock
Runes sit on top of the spell system and specialize your magic into an actual character. Want to be a plague mage who drags curses around and infects everything you pass? That exists. A necromancer who leaves a copy of himself behind with every teleport and has a random chance to resurrect killed enemies as allies? Also that. The builds are strange and specific, and the game lets you commit to them. If you run out of ideas, there is modding support with a well-regarded API, so you can add your own.
Champions that break your favorite plan
Champion-ranked enemies carry modifiers that force new thinking. Growth makes one stronger every turn, so you either kill it fast or watch it snowball. Slime lets it clone itself, which is exactly as fun for you as it sounds. Since your best combo only works until a champion is built to shrug it off, these fights push you past your favorite strategy and into improvising. That is where the tactical side earns its keep.
A deck that grows one spell at a time
You gain spells as you level, and every choice shapes what your next combo can be. Because spells get pricier with use, your deck wants breadth, not just a favorite. The fun is in spotting how two effects you already own could chain into something the game never advertised. Runs end when you die, the maps are procedurally generated, and the next run deals you a different hand to combine.
Co-op built for scheming together
Online co-op is where this game shines. A faction-based turn system lets you and your friends act at the same time, so nobody sits waiting while someone counts squares. You coordinate combos across the whole team, save each other from near death, and occasionally blow each other up, which the game openly advertises. Multiplayer scales as far as your computer can take; the developer suggests around six players as a sweet spot. There is local co-op too, if your friends are on the couch.
Questions you might have?
Can you play Spellmasons solo?
Yes. It works as a single-player tactical roguelike: you build your spell deck, fight through procedurally generated floors and face champion enemies on your own. That said, the co-op side is where the game is at its best, since combos you plan with friends grow far bigger than anything one wizard pulls off alone. Solo is a fine way to learn the spell system before you start detonating your friends.
How does the turn system work in multiplayer?
Instead of everyone waiting for one player to finish, the game uses faction-based turns: you and your allies act at the same time. That keeps the pace up in a genre famous for long waits, and it matters when your combo depends on a teammate casting the right spell right after yours. You can still plan and talk things through, you just do not have to watch one person take a whole turn alone.
How hard is it, really?
The early floors are genuinely tense, and champion enemies with modifiers like Growth or Slime force you off your favorite strategy. But the power curve bends your way: stack the right combos and stat upgrades, and runs can end with you clearing whole screens in a turn. If you want a game that stays brutally hard forever, this is not it. If you enjoy earning a power fantasy through clever play, it delivers exactly that.
Can you break the game on purpose?
Very much. Finding ways to push past your maximum mana for absurdly powerful spells is part of the design, and the community keeps uncovering new spell interactions and secrets. One run can end with a spell that nukes the entire map, killing you, while reviving everything on it as your ally. The game treats that kind of exploit as a feature, not a bug report.






























