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Mage Tower: Call of Zadeus News

Patch 0.99.3 Notes

Enemy Changes:

-Dungeon Shaper: Improved Animated Armor and Lesser Animated Armor's stats slightly at low difficulty levels.

Major Bug Fixes:

-Fixed a bug where all of Spider Queen's monsters would enter the board at start of battle.

Other Bug Fixes:

-Fixed a bug where Poison Arrow's notification text (telling you to click a monster) wasn't appearing.
-Fixed a bug where Ghastly Orb said the Revenant would be a 4/2 instead when it's actually a 3/2.
-Fixed a bug where Elixir of Foresight had Star Potion's sprite.
-Fixed an issue where Staff of Poison and Staff of Enflame would not update card damage displayed while outside battle.
-Fixed an issue where Boons were sometimes showing up in the Artifact panel in the Bazaar.
-Fixed an issue where Vortex wasn't working with damage-boosting attachable artifacts.
-Fixed a bug where after a card's damage was doubled via Chaos Gem, another card's text box might incorrectly say its damage will be doubled too.
-Fixed a bug where Explosive Barrel being depleted triggered Shadow Tentacles twice instead of once.
-Fixed a potential crash bug with Structures.
-Fixed a bug where Arcane Well and Cyclopean Block were triggering in half the time they should have been.
-Fixed a bug where Mind's Eye could be upgraded even though it has no effect.
-Fixed an issue where Converge did nothing for Vortex. (Now it correctly reduces the cost to 0, which lets you pick any damage value 0-9 for free.)

Patch 0.99.2 Notes

(Just another quick hotfix!)

-Fixed a crash bug that could happen with the enemyclass variable when starting a new run.
-Deathrings will now correctly interact with damage buff boons (i.e. if you give it +1 Damage, it will buff the card and skill's damage.)
-Fixed an issue where the Mountaineers building and Sojourner passive weren't preventing you from getting slowed in mountainous regions.

Patch 0.99.1 Notes

(Just a quick hotfix!)

-Fixed a bug where Ascendancy was dealing 4 damage + gold count instead of 0 + gold count.
-Fixed an issue where the text for "Set Trap" wasn't fitting in its text box.
-Fixed a bug where upgraded Poison Damage text would be black instead of green.

The "Rise of Ventra" Update is Here! +GAME RELEASE DATE ANNOUNCEMENT

[p](Update day note: We'll be monitoring the Steam forums and our Discord for bug reports and will be fixing any issues with this update. You can report bugs on the Steam forums or on our Discord: https://discord.gg/JUBfXamCcG.)[/p][p][/p][p]Hey all, the massive "Rise of Ventra" update has been RELEASED TODAY! This update adds a new character, an endgame progression system, a "Zadean Research" skill tree, and a lot of other stuff.[/p][p][/p][p]But first... we have a big announcement:[/p][p][/p][p][/p][p]Mage Tower is leaving Early Access and will be *fully released* on February 10th, 2026![/p][p][/p][p]Why release now?[/p][p][/p][p]Early Access has served its purpose. When Mage Tower was first added to Steam, it was a completely different game, and in retrospect was very flawed. There weren't enough ways to customize your deck, the combat engine was clunky, and runs were too long and convoluted. We repeatedly remade the core gameplay systems... including the card pool, enemies, and even the combat engine! About 1.5 years ago we finally achieved the "fun factor" we were looking for, and since then we've been working on the final features in this update. And now... it's finally time for Mage Tower to be released![/p][p][/p][p]Is it possible this release could be delayed?[/p][p]No. Today's build is the one we're using for release. Anything we add before then is a bonus. Our main focus up until then will be remaking the trailer and Steam page.[/p][p][/p][h3]Rise of Ventra Update![/h3][p][/p][p]Let's talk about what has been added in today's update:[/p][p][/p][h3]Gideon Rework[/h3][p][/p][p]Previously Gideon was the only character, so his card pool was *literally every card*, meaning it could be hard to put synergies together. Gideon has been reworked, with many cards removed and replaced. He now feels more like a cohesively designed roguelike character. Let's talk about some of his themes.[/p][p][/p][p][/p][p][/p][p]Gideon can now get ahead by playing Defensively. The new Structure cards reward you with repeated bonuses... as long as you can protect them![/p][p][/p][p]Structures are our favorite new mechanic - they make the battle ebb and flow in interesting ways. And we love the "I'll just be defensive while I watch you lose" gameplay style, it's our favorite! :)[/p][p][/p][p][/p][p][/p][p]These are returning themes that can be interacted with and manipulated in various ways. Since Gideon's card pool is now more focused, you'll find it's now a lot easier to build around these themes.[/p][p][/p]
New Character - Ventra
[p][/p][p]Ventra is a new character with a card pool of 70 cards! 52 are brand new, while the other 18 are mostly the elemental (Poison and Enflame) cards removed from the old Gideon's card pool.[/p][p][/p][p] [/p][p]Ventra is adept at creating big, splashy turns. She can use cards like Overcharge to enable these turns, and cards like Deathstrike to take advantage of a mostly-cleared monster board. This brings us to the Momentum mechanic - once Ventra gains the advantage, she can be hard to stop! The overpoweredly-huge Deathstrike is an example of this.[/p][p][/p][p] [/p][p]As a master of undeath, Ventra can summon a Spirit by playing cards with Invoke, which will grow your Spirit each time you play them. This can lead to a gigantic Spirit, with no Equipment needed![/p][p][/p][p] [/p][p]Enflame is one of our favorite mechanics, as it lets you create a true "burn deck" like in a TCG. This is because Enflame burns away the enemy's deck, but does little to protect you from the monsters on the board. Enflame cards do extremely high damage for the cost, and it's so fun to see those monsters flying out of the monster deck as you destroy them![/p][p][/p][p][/p][p][/p][p]Poison is a classic damage-over-time mechanic, and some of the Poison cards combo together to create huge turns![/p][p][/p][p] [/p][p][/p][p]Ventra of course has her own one-off and build-around-me cards. We're excited for you to try her out![/p][p][/p]
New Endgame System - Plights
[p][/p][p][/p][p][/p][p]We've added a new "Plights" endgame system. This is a customizable system that lets you add Plights (extra challenges) to a run. The more you add, the higher your Plight Level, and the more rewards you can unlock. This allows advanced players to challenge themselves and gain bragging rights by winning at high Plight Levels![/p][p][/p]
New "Zadean Research" Skill Tree
[p][/p][p][/p][p]New Skill Tree unlocked! Now every time you fight Zadeus, you'll gain XP for a new skill tree. These skills will give you bonuses in future Zadeus battles. Mix and match your skills, and decide which are the best fit for you. NOTE: There is also a new reward for defeating Zadeus, *and* the Zadeus battle has been integrated into the Plights system. Good luck![/p][p][/p]
Bazaar Rework
[p][/p][p][/p][p]We realized it just feels better if you're constantly customizing your deck and building a huge ball of combo. So everything is cheaper, and there's more stuff to buy![/p]
More New Content
[p][/p][p][/p][p]There's a lot of other new stuff added, and most of it adds new synergy potential and deckbuilding options![/p][p][/p]
New Visual Effects
[p][/p][p] [/p][p][/p]
Patch Notes?
[p][/p][p]This post has covered all the major changes. Since we reworked Gideon, added Ventra, and reworked the Black Market cards, almost every card you see will either be brand new or was changed in some way. Rather than just list every card and its current wording here, we'll let you explore the new cards and mechanics. Here are some notable changes that weren't mentioned:[/p][p][/p][p]-"Mastery Levels" were replaced with four difficulty levels, plus Plight Mode. The four difficulty levels are exactly the same as the old Mastery Levels 1-4. Plight Mode is the new fully customizable endgame difficulty.[/p][p]-"Gaining" cards is now keyworded as "Conjuring", so it's more clear which cards trigger it.[/p][p]-Negative cards (like Confusion) no longer count as card-gain/Conjuring (they don't use the keyword).[/p][p]-Lots of art was updated, and there are a lot of new sound effects.[/p][p]-To access the "Zadean Research" screen, go to the Logbook from the title screen and click the tab at the top of the screen. We'll likely add a notification for it later so it's less easy to miss.[/p][p][/p]
Roadmap to Release!
[p][/p][p][/p][p]Today's update will be very close to the final release version. Anything we can get done before February 10th is a bonus. The Run History screen is mostly done, but if it were delayed it would not delay the release of the game. We will create a post-release roadmap at a later date.[/p][p][/p][p]So we're going to get to work on adding that final polish, and we look forward to finally releasing the game. We hope you're looking forward to the release as well![/p][p][/p][p]-Brett[/p][p][/p][p]www.supermegagames.net[/p][p][/p][p]Mage Tower Discord: https://discord.gg/JUBfXamCcG[/p][p][/p][p][/p][p][/p]

Mage Tower Roadmap to Release

[p]Hey all, it's time for a Roadmap update! We are excited to announce that Mage Tower is close to leaving Early Access and entering Full Release. The game has been in Early Access for a while and has received decent reviews. We've tested Mage Tower with new players and veterans alike, and we're very happy with the gameplay loop. So later this month (January), we're releasing a big pre-release patch, then we're planning on switching to Full Release within a month or two after that. This will be a "give me more stuff" patch that doesn't touch the core gameplay systems, but fills out the game's content. The unspoken feature in the list below is that the new update emphasizes deck synergies and surprising new mechanics seen in no other deckbuilder. Here is the Roadmap to Release!: [/p][p][/p][p] [/p][p][/p][p]Here's a quick overview of each feature: [/p][p][/p][h2]New Character (Ventra)[/h2][p]
[/p][p][/p][p]Ventra is a new character who is the master of Necromancy and Elemental Magic. Her new card pool includes 70 cards. She excels at creating risky "burn decks", pumping up huge "tentpole" Defenders, and often focuses on "big turns" rather than consistency. [/p][p][/p][h2]Character Rework (Gideon)[/h2][p][/p][p][/p][p] [/p][p]Before this patch, there was a single card pool that was all Gideon's. Having one card pool could make synergies hard to create, and he didn't feel like a cohesive roguelike "character". He's been reworked and given new mechanics so that his card pool feels more focused. [/p][p][/p][h2]"Plights" Endgame Progression System[/h2][p]
[/p][p][/p][p]Now after defeating Mastery 4, you'll unlock the "Plights" endgame system. Plights are extra difficulty modifiers you can add to your run. Defeating a run with Plights active will unlock new rewards. It also means that veteran players will have nearly endless ways to challenge themselves![/p][p][/p][h2]"Zadean Research" Skill Tree[/h2][p][/p][p] [/p][p][/p][p](This is the last big feature we're working on, so this may change.) The inscrutable horror has been integrated into the metagame and progression systems! Now after fighting Zadeus, you'll be able to unlock skills in the Zadean Research Tree. These will help you out in future Zadeus battles. Zadeus has also been integrated into the "Plights" endgame system. [/p][p] [/p][h2]New Cards/Artifacts/Content[/h2][p][/p][p] [/p][p][/p][p]We've added new content focused on deckbuilding synergies, and with interesting new mechanics you've never seen in a deckbuilder. Our new mechanics are so crazy that we're not even going to spoil them until the patch releases![/p][p][/p][h2]Run History Screen[/h2][p][/p][p] [/p][p][/p][p]We're about halfway done with this feature, and it will be in the game before Full Release. [/p][p][/p][h2]Polish[/h2][p]
[/p][p][/p][p]New visual effects and sound effects have been added. For example, monsters with effects that trigger on attack now have a glowing gem indicator. Minibosses now foreshadow themselves by sticking out of the monster deck, and you can even mouseover them and see what they have to say. And more! [/p][p] [/p][h2]Remaining Kickstarter Rewards[/h2][p][/p][p] [/p][p][/p][p]We still have a handful of Kickstarter rewards to implement, which will be in the game before release.[/p][p][/p][p][/p][h2]Final Balance Tweaking[/h2][p][/p][p]After we release the patch this month, we'll want to tweak for balance before Full Release (which we'd like to happen within a month or two.)[/p][p][/p][p][/p][h2]Almost There![/h2][p][/p][p]And that's it! Making Mage Tower has been a long journey. We've gone through 3 different versions of the game, and over time we've added then deleted over 900 cards. What we have today is completely different from our 2022 "Steam Playtest" version which had different cards and a different battle engine.[/p][p][/p][p]We're excited about the game approaching full release, and we'll be marketing the game more after the new patch. This will be Mage Tower's big moment to sink or swim. See you all there![/p][p][/p][p]-Brett Brimmer[/p][p]www.supermegagames.net[/p]