Horde survivor · Bullet hell · Pixel-art roguelite

The last keeper of the World-Tree dies again and again to hold back a world drowning in raw magic, and every rebirth leaves him a little more mad. Twenty-minute runs, spells that cast themselves, powerful loot, and permanent power carried into the next run.

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Coming to Steam in 2027. Windows, macOS, Linux and Steam Deck.

What Is Spellsanity?

The Keeper ringed by a swarm in the Verdant Plains, with a meteor, a blizzard and chain lightning landing at once
Minute twelve in the Verdant Plains: four spells firing at once, and the swarm closing in from every side.
Chain lightning arcing into a pack in the Ember Wastes while a boss health bar fills the top of the screen
The Ember Wastes, mid boss fight, with the swarm still coming.
The Staffwright's shop, a full rack of rolled staves and tomes, next to the Keeper's gear panel
The Staffwright, restocked for every run, with a reroll if the rack disappoints.
The Keeper talking to Doran the armourer in the Sanctum, both portraits framing a line of dialogue
The people you rescue talk back, and what they say changes every time you ascend.
Five vertical bands side by side, one from each realm: green plains, lava-cracked wastes, ice, storm-dark stone and violet abyss
Five realms in one frame, a band from each: the Verdant Plains, the Ember Wastes, the Frostspire Peaks, the Stormveil Reach and the Obsidian Abyss.

Survive the swarm. Your spells fire on their own, so the game you play is positioning: steer through the horde, dodge what would kill you, and judge when the loot in the middle of a pack is worth walking in for.

Loot that matters. Gear drops with rolled affixes across five rarities. There is a stash to fill, vendors to rescue, and builds worth planning between runs.

A world with a memory. Five realms, an obelisk of permanent choices, and the Ascension: give everything back for more, and the world withers behind you.

How It Plays

The Magma Maw in the middle of a fight, chain lightning and frost rings landing at once

Walk, kite, survive

You never click an attack. Spells run on their own cooldowns while you steer the Keeper through the swarm and pick up what the dead leave behind. Standing still is a mistake.

A level-up draft offering new skills, upgrades and passives, with reroll and banish

Every level is a choice

Level up and the draft comes: a new spell, a stronger one, or a passive. Max a spell, pair it with the right passive, and it evolves into something that changes how the whole run reads. Reroll and banish are yours to spend.

A legendary staff compared against the equipped one, affix by affix, with the price

Loot with real numbers on it

Staffs, robes and charms drop with rolled affixes, five rarities deep. Every piece is shown against what you already carry, gain by gain and loss by loss, so you see the trade before you take it.

The Codex listing the shrine kinds, with the Ember Shrine open and its effect spelled out

Shrines make you decide

Twenty kinds of shrine rise across the realms: fire, time, gold, blood, and the Angels of Fate, who answer a prayer with a blessing or a curse. None of them is a pickup. Take the boon, or leave it standing and take the gold instead.

The Sanctum hub with the World-Tree sapling, vendors and the storage vault

A home that grows back

Gold survives death. Spend it in the Sanctum, wake the vendors, fill the vault, and turn the ruin you started in into a place worth coming back to.

The Rune Obelisk tree with one region per school of magic and its nodes linked

Permanent choices, carved in stone

The Rune Obelisk spends a slower currency on a branching tree, one region per school of magic. Its nodes are commitments with a cost attached, not filler ranks.

The Ascension screen trading the whole meta layer for global multipliers

Give it all back for more

Ascend and the meta layer resets into global multipliers. The realms you cleansed come back corrupted by the Withering, harder and richer, and the Keeper comes back a little less human.

A run in The Depths at Depth I, the ground gone dim, enemies pressing in from every side while a shrine speaks

The Depths never end

Beat the last boss of a realm and a red portal opens downward. The same ground comes back under a veil, and every floor below is worse than the one above it: thicker waves, harder enemies, richer loot, and a boss called down every single minute.

A Depths Bargain paused over the arena, three red cards each binding a gain for the swarm to a gain for the Keeper

Every Depths boss wants a price

Drop a boss down there and the run stops for a bargain. Three red cards, one of them has to be sealed: the swarm keeps something for the rest of the run, and so do you. There is no card that only gives.

The weekly ranking board listing runs by score, with each player's build icons and how deep they got

A board that resets every week

Each realm keeps its own weekly board, split by how much Withering you carried. Your build is on the row next to your score, so the top of the list reads as a list of builds that worked, not just a list of numbers.

The Road to Release

  1. Now: building the full game

    Five realms, the story beats and the meta layer are in. What is left is balance, teaching and polish.

  2. Next: the Steam page

    Store page, trailer and screenshots go up. Wishlists open, and the wishlist button on this page stops being a placeholder.

  3. Then: a free demo

    The first realm from start to finish, with a taste of the meta layer, in time for Steam Next Fest.

  4. Release: 2027

    Windows, macOS, Linux and Steam Deck, in English, German and Simplified Chinese. One price, no early access, no season pass.

About the Dev

I have been programming for over ten years, and one wish sat behind all of it: to put a game on Steam that I am proud of.

It started while I was still learning. I wrote a Doodle Jump clone, and my colleagues kept playing it to beat each other's highscores. After that came my own Super Mario, a Minesweeper, and whatever else I liked at the time. None of it was ever published.

When I started Spellsanity: Wizard Survival, I knew right away that this was the one. This is the game that finally goes on Steam.

Patrick, solo developer, Düsseldorf