Steam release scheduled · App 5342920

SpellWeave

View on Steam ↗Updated Awaiting first sample
  • Single-player
  • Custom Volume Controls
  • Adjustable Difficulty
  • Save Anytime
  • Family Sharing
Steam

Store data

Store status
Coming soon
Scheduled release
23 October 2026
Positive reviews
—
Total reviews
0
Release date
23 October 2026
Player tracking—Begins when the game launches
Release date23 October 2026Scheduled by Steam
Store statusComing soonSteam store listing
Steam rating—0 reviews
Steam metadata

Game information

Details supplied by the Steam store
App ID
5342920
App type
Game
Supported systems
Windows
Genres
Action, Indie
Release date
23 October 2026
Last player update
Awaiting first sample
Steam store data

System requirements

Supplied by the developer on Steam

Windows

Minimum
Requirement
Requires a 64-bit processor and operating system
OS
Windows 10 (64-bit)
Processor
Any x64 CPU from 2015 onward
Memory
4 GB RAM
Graphics
Any GPU with hardware canvas acceleration
Storage
400 MB available space
Recommended
Requirement
Requires a 64-bit processor and operating system
OS
Windows 11 (64-bit)
Processor
Any x64 CPU Multi core
Memory
8 GB RAM
Graphics
Geforce 2050 or higher
Storage
1 GB available space
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Player history

Concurrent players

This range will fill as SteamWatch collects more samples.

24-hour and 7-day views use hourly peaks from ten-minute samples. Longer views use retained daily peaks. Up to 24 recent event markers are shown per layer.

Twitch

Twitch stats

Awaiting the first Twitch sample.
Long-term history

Monthly players breakdown

Calculated from SteamWatch samples
Monthly data will appear after the first successful player sample.
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About this game

Description

Supplied by the Steam store

Coming soon.

More updates are on the way!

There are more features in the works for future updates such as,.

More spells and modifiers!

More level designs and skin packs to unlock!

Steam Achievements!

Full controller support!

2 Player co-op!

About the Game

Your wand is a sentence. Order is the grammar.

Spellweave is a pixel-art spell-chaining roguelite. A wand is a list of slots cast left to right, and what a spell does depends entirely on what sits in front of it.

Payloads, are the things that fly out and do the damage.

Modifiers, affect every spell after them — and nothing before.

Multicasts, make a single trigger pull draw several payloads at once.

Triggers, swallow the spells that follow and re-cast them at the point of impact.

So, TRIPLE CAST → FORK → GIANT → FIREBALL → CHAIN LIGHTNING → ICE SHARD, fires all three payloads at once, each split into three oversized projectiles. Rearrange two slots and you have built something else entirely.

Forty-plus spells that genuinely combine.

Homing, piercing, ricochet, forking, elemental infusions, lifesteal, critical edges. Flight-path modifiers that make your spells orbit you, fan out in every direction, curve mid-air, or fly out and cut their way back. Summons — melee thralls, spirit archers, hex familiars — that are payloads too, so multicast raises several and FORK adds more.

Five elements you can read at a glance.

Arcane orbs trailing runes. Ragged flame shedding embers. Rotating frost shards. Zigzag lightning. Bubbling toxic blobs that drip. Each has its own silhouette, trail, impact and sound — and an infusion modifier converts everything downstream of it.

Endless, and it means it!

There is no final floor. Enemy health, damage, numbers and elite frequency climb forever; past depth 60 they gain armour, and past depth 100 the horde doubles. Bosses every fifth depth, and every tenth a greater boss in an arena three times the size that drops spells found nowhere else.

You carry three lives. Dying costs one and drops you back at the start of that depth with everything intact. Run out and the run is over.

Hard mode, for when three lives feels generous.

One life. Half the gold. Double the horde from the very first depth. And from depth 100 every enemy carries a shield equal to its own health that you have to break before you can touch it.

Unlockable skin packs, that repaint the dungeon, the weather and the creatures themselves — snowmen and Christmas trees, skeletons and jack-o'-lanterns. Cosmetic only; spells and difficulty never change.

Fully rebindable controls, and separate music and sound volumes.

Automatic saving, close it mid-run and pick up exactly where you left off.

Every sprite, sound and music track generated in code. No asset files anywhere.

Steam gallery

Screenshots

6 available
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