Store data
- Store status
- Coming soon
- Scheduled release
- 6 October 2026
- Positive reviews
- —
- Total reviews
- 0
- Release date
- 6 October 2026
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What if basic skills could be combined from elements, but every combination was extremely strange, and its own playstyle, and all synergies were extreme and felt different? This is not a normal magic-crafter.
Only 16 prism permutations available instead of 64
Only 4 starting incarnations with basic designs and predefined starting 1-element Cast prisms
Can only slot in 1 additional element into the Cast Prism , not Dash Prism, and no Chained Prisms
The next location is selected randomly , instead of chosen on your own
No Dash Prisms (yet)
No Synergies (yet)
No lore bits (yet)
No grimoire/info/tutorials (yet)
Extremely imbalanced (for now)
No controller support (yet)
No saves/Cloud/achievements, no mystery-unlocks (yet)
The demo will be gradually updated with some full game features.
Explore a procedurally generated planet of side-scrolled rooms, each room aligned with a specific element
You have permanent flight and dash and zip swiftly through rooms while attacking with auto-homing manual attacks
Start the game as certain incarnations (characters) of yourself with pre-equipped elements and runes
The rooms are contaminated with various segmented bug-like enemies that can fly/jump/attach that you can destroy segment-wise and split into multiple small versions of themselves and must consume to gain elements
Combine elements together to form 64 (4x4x4) prisms - slotted into either your Cast slot or Dash slot or into Chained Prism Slots (that cause effects after the Cast or Dash Prism hits/spawns/ends) - and to generate runes
Each prism has 3 element slots : its damaging nature , its activation and its expression , and the exact order forms runes between slots and from the slots themselves, and those runes define both how the spell acts and what arcane synergies you can pick later
Unlike in other magic crafters , the runes are a byproduct of element order , not directly used
Runes can activate synergies - passive boosts, but they are all unique , conditional , intense , risky and crazy , no boring +30% damage kinds of passives
Prisms are chained together , in order, a prism's attack is born from the end/spawn/hit of another prism's attack
Equipping a specific element increases its affinity, allowing you to activate extreme synergies associated with the runes of that element
Most prisms, runes and synergies are mysteries, until you do unlock them
No permadeath! You only restart a room on death.
Because there is no permadeath, the physics can go seriously crazy, but you don't have to lose the entire run to RNG physics!
Abuse the power of gravity without having to obey it yourself!
You were vast once, a planetary consciousness. But a cataclysm happened and all that you were was shattered and scattered and now your corpse is full of holes and strange creatures born from them. A spark of your awareness remains, first numb and hollow, but growing hungry, and it will devour its own knowledge and connection to its old body back... but it will never be the same. You hunger for integrity within yourself
There are 4 elements, you get each by clearing a corresponding biome bubble. 2 different elements in a spell grant you a beneficial rune (like Matter+Void=Invisibility), 2 same elements in a spell grant you a highly risky slightly beneficial rune (like Matter+Matter=Stasis, which has negative effects)
The lifeblood nourishes chaos, borne by it
Aether focuses on managing Health as a source of Damage, blood-bonds and Chaos
Global instant zap-like attacks that cost your own Health and apply Bond
Bond curse that causes enemies to share in your Pain and the Pain of other Bonded enemies
Ardor meter that fills up with Aether attacks and gives you Health Regen and Speed
Mania at 100% Ardor that amplifies all in/out Damage and applies Bond curse to all enemies
Chaotic effects and multiplication of attacks
The endless growth expels all suffering
Flux focuses on charging up instant attacks, Push and using Walls/Rocks for extra damage
Wide but small charged-up attacks that Push and apply Echo
Echo curse that causes enemies to bounce from Walls/Rocks or simply after a second, with extra Damage
Has the lowest range, and can backfire due to enemies pinballing back into your face, but very dynamic
The gravity binds, bounds, structures
Matter focuses on delayed attacks that consume nearby Rocks and interrupt enemies
Shard-like attacks from Rocks that shrink Rocks and home onto enemies, with a final explosion
Matter damage interrupts/stops/slows enemies and stops them from flying for a second, making them plummet
Extremely safe to use... or is it? On its own, you have to rely on Rocks regrowing... which takes time
The fade distorts, all-consuming
Void focuses on draining area attacks that Pull enemies and apply a dangerous but powerful meter to you that you have to manage to prevent it from overflowing
Global decaying Rift attacks that apply Distortion to you when you touch them
Void Damage that has high damage, Pulls and applies Distortion to you
Distortion meter that increases your Dashfuel regen and gives you some Health regen
Ruin at 100% Distortion that cuts your Health down to 1 and Dashfuel down to 0 for several seconds, very risky
Aether and Void might be inherently dangerous to use... but they also contain the only ways to heal in this game... playing with purely Flux and Matter requires precision, as you can't heal
Each element has vast and mysterious interactions with others based on how it is combined and no element is easy to predict in what mechanics it will unlock and what kind of gameplay it will allow (ex. Flux + Matter have a Rockcharge rune, Matter + Void have an Invisibility rune, Void + Aether have a Nihil rune, the rune combinations unlock all sorts of crazy synergies, like a synergy that corrupts nearby obstacles to drain and enrage enemies when you are invisible and so on)
Steam currently lists 6 Oct 2026 as the release date.