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SpellRogue News

Release Date Announcement!

Greetings Dice Slingers!


The wait is almost over! After an incredible journey through Early Access, we’re thrilled to announce that SpellRogue will launch into 1.0 on April 24, 2025!

To celebrate, we’ve put together a brand-new Release Date Trailer—check it out here:

[previewyoutube][/previewyoutube]
[h2]Roadmap updated[/h2]
With the full release just around the corner, now is the perfect time to reflect on how far SpellRogue has come and get a full overview of the incoming features. To help with that, we've updated the roadmap!



[h2]Thank You![/h2]
Your feedback and support have been instrumental in shaping SpellRogue. We couldn’t have made it this far without you, and we can’t wait for you to experience everything 1.0 has to offer!

Mark your calendars for April 24, and stay tuned for more updates as we approach launch day!


May your dice roll true 🧙
Tim, Thorbjørn & Paw

Dev Blog #14: Game of the Year & New Combat Mechanics preview

Greetings Dice Slingers!


We are incredibly proud to share that SpellRogue have won Game of the Year and Best Game Design at Spilprisen 2025 (the Danish Oscar/Bafta for games), and we couldn’t be more thrilled 🥳🎉✨



This recognition means the world to us, but more importantly, we want to thank you—our amazing community. Your feedback, discussions, and support have been instrumental in shaping SpellRogue into the game it is today.

[h2]New Combat Mechanics[/h2]

Early Encounters
We're refining Act 1 encounters to encourage more interesting choices and introduce Dice Enchants and Spell Buffs earlier. An example is giving the small mushroom enemy, Corrupt Brute, the ability to Wound your dice. Alongside this, we're testing a tweak to the Wound Enchant itself—allowing the damage to be blocked rather than being a direct health loss, making it more interactive to play around.

Chaos Angel
Other encounters, like the dreaded Chaos Angel in Act 3, previously restricted all spells to refill a single Charge per turn with Depleting Presence. Now, it applies the new spell buff Fade to random spells, creating a similar restricting but overall less punishing effect—at least at first.



Scaling Spell Debuffs
Some Spell debuffs used to scale poorly. Ignite for instance dealt 2 damage to yourself when an ignited spell was cast—punishing early game but negligible later. We're testing it dealing variable damage that scales with Ignite stacks, keeping the pressure on throughout all acts.



These are just a few of the many new and reworked mechanics we are working on, so look forward to a new and challenging experience for 1.0!

[h2]The Continued Road to 1.0[/h2]
As you can see, work on 1.0 is progressing steadily! Most of our features are reaching a solid state, and we are now mainly working on polishing, balancing & fixing bugs.

Although we previously aimed for a Q1 release, we may slightly overshoot that to ensure SpellRogue launches in the best possible shape. One of the benefits of being a small team is that we can take our time to get the game done right. We appreciate your patience and can’t wait to share more soon!

Stay tuned for more updates, and thanks again for being part of this journey!


May your dice roll true 🧙
Tim, Thorbjørn & Paw

Dev Blog #13: Path to 1.0

Greetings Dice Slingers!


The work continues on Air Spells for the fourth character. Air has its own set of new interesting status effects, enchanted dice and mechanics that tie together to form strong combos. A specific goal for upgrades on the new Spells is to have crossover between archetypes, so that mixing different build types is more viable than ever - which is something we are planning to improve on the other classes as well!


[h2]Autosave in Combat[/h2]
Some of you may have discovered that if you exit the game during combat and then later come back to the game, we currently reload the combat from the start. This can both be annoying having to take the same actions again, but also push some players to repeatedly reload combat to get an optimal outcome, which makes decisions less meaningful and dilutes the accomplishment of winning runs or achieving goals. Instead, we now save the state of combat after every action, so reloading simply brings up the exact state you left the game in.

[h2]Making the Codex searchable[/h2]
Although we upgraded the Codex menus in the previous update, it can still be tedius to find exactly what you’re looking for. We’re currently experimenting with a search feature, to help with tracking down specific names or mechanics in the codex.


[h2]New features & experiments[/h2]
A neat mechanic we are testing at the moment is the act of selling/disenchanting Spells being moved to your Spell inventory, and being available at all times. This means you can disenchant Spells at will to refund Shards and pivot your build, and also gain gold for use in events and rerolling drafts!


Another feature we are trying out is receiving Mutators in Random Events, as a way to introduce players to the mechanic before starting to play with Descent mode.


Since we have implemented autosave in combat there is longer the option of reloading combat for any “valid reasons”, e.g. making a mistake or not understanding a mechanic. So we’re looking into an “undo” mechanic, that allows resetting the game to an earlier state (currently the start of the turn, with a limited amount of uses). However since we have a fair amount of “random effects” we are still very uncertain about this feature. Will it push players to undo a reroll- or a “damage random enemy” Spell to get an optimal outcome?

[h2]Other news[/h2]

SpellRogue has been nominated in the danish game award show “Spilprisen” for Game of the Year, Best Debut, Best Design and Best Visuals! Shout out to Spilprisen and the other nominated games.



May your dice roll true 🧙
Tim, Thorbjørn & Paw

Dice-based roguelike deckbuilder Spellrogue will raise price ahead of 1.0 launch

If you've had your eye on Spellrogue, the early access deck-building roguelike that blends the progression of Slay the Spire with Dicey Dungeon style chance mechanics, now might be the best time to take the plunge. Developer Guidelight Games is planning to permanently increase the price of the game following the ongoing Steam Winter Sale in preparation for its 1.0 launch. That means the current discount might well be the lowest you can get the game any time soon, with the full release just a few months away.


Read the rest of the story...


RELATED LINKS:

Promising new roguelike deckbuilder Spellrogue adds new boss fight

New Steam deckbuilder mixes Slay the Spire and Dicey Dungeons, out now

Dev Blog #12: Winter Sale, Price Increase & Air Spell Teasers!

Greetings Dice Slingers!


We’re well underway with the work on our fourth character for SpellRogue - a Dice Slinger with a mastery of Air Spells!

Some of the primary themes are lightning and wind magic. These fantasies are informing our choices on how the mechanics should feel: Lightning is tied to raw damage and repeating attacks, while wind’s focus is on flexibility and the nuances of spell placement in relation to each other. Spell positioning becomes a concern but also a resource, so depending on how you build your character, there are some interesting and deep choices for both inventory management and in combat.



There are of course also many other new mechanics and keywords that are coming together to form a cohesive whole, and we’re super excited for how it's turning out already!

As previously mentioned, the Air Dice Slinger is being introduced with SpellRogue 1.0 in late Q1 2025, along with new features, general improvements and other secrets lurking in the deep Void.

[h2]Winter Sale & Price Increase[/h2]
In other news, the Winter Sale is here! And with it a 25% discount is available for SpellRogue right now!

https://store.steampowered.com/app/1990110/SpellRogue/

Meanwhile we have decided to increase the base price when the Winter Sale ends, so right now is the cheapest you will be able to grab the game for a while! The price is changing from 15.99 USD to 19.99 USD (regional pricing will see a similar change). We’re doing this now as SpellRogue has improved substantially since the start of Early Access and the amount- and quality of content has greatly increased, which is why we feel the new price is a fair change.


May your dice roll true 🧙
Tim, Thorbjørn & Paw