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SpellRogue 1.0.1 - First round of improvements!

Greetings Dice Slingers!


The response to SpellRogue’s 1.0 launch has been incredible - thank you all for the support, bug reports, and feedback. It's been awesome seeing how much fun you're having with the game (we're having just as much fun watching and playing too).

That said, we’re committed to keeping SpellRogue polished and fun, and we’re actively addressing feedback as more players dive in. Today’s update is a mix of bug fixes, early balance passes, and some handy quality of life tweaks, many of which came directly from your discussions in the SpellRogue Discord and elsewhere.

[h2]Balance Changes[/h2]
To start, we’ve identified a few normal encounters that were too challenging. These include the Dread Treant, Wrath Voidling (the frenzy doggo from Act 4), Desert Golem, the Crones, and the humble Corrupt Friar (our small mushroom priest) and more.

As many of you pointed out, the Spell Mirror status effect was causing more frustration than fun, especially for builds that rely on big, single-target spells.

We’ve reworked it so that Spell Mirror now wears off at the end of the turn, giving you the chance to either wait it out or use a smaller spell to clear it. This should reduce the feel-bad moments while keeping the mechanic strategically interesting. Related Mutators have been adjusted to reflect the change.



On the player side, we’re focusing on buffing underperforming spells and items, particularly within some of the weaker Spellsets. Signature dice manipulation spells like Gust, Mana Purification, and Mana Splinter have all gotten an extra Charge for the added flexibility. Other Spellset’s such as the first Air set that includes Electrolyze has also received some light buffs, in the form of a buff to the attack spell Zap and the often taken starter artifact that grants Static every third turn.

Some spells have gotten more charges, adjusted values or are now easier to cast.

Of course, we have also taken a pass on many more regular spells (particularly Air spells), which you can check out in the full balance changelog at the end of this post.

[h2]Quality of Life improvements[/h2]
We’ve also included some helpful Quality of Life improvements, such as adding tooltips in spots where players were often looking for more information. The Disenchant button now also behaves differently by default. After disenchanting a spell, the button will automatically disable itself. This change helps prevent accidentally disenchanting the new spell you were trying to place in the now-empty slot, which was a mistake we saw happen quite a bit.

If you prefer the original behavior, where Disenchant remains active, you can disable “Safe Disenchant” in the Interface options menu.

[h2]Thoughts on difficulty in accessing Act 4[/h2]
We've seen some discussion around Act 4 feeling tough to reach, and we wanted to clarify our intent a bit.

The True Ending is meant to be a major challenge, and we recommend trying it first on lower Descent levels. High Descent runs are designed for players chasing extreme difficulty, so consistently reaching and beating Act 4 at those levels isn’t expected.

That said, this is something we’ll keep an eye on as more of you hit the endgame content. If it turns out the curve feels off, we’re open to revisiting things.

SpellRogue 1.0.1:


Changes with 🧙 has been suggested or reported by the community. A huge thanks to all who help us make SpellRogue what it is! ❤️

[h2]Overview: [/h2]
  • 🧙Rebalanced ~40 Spells, 20 ~Enemies, and a few Rituals, Artifacts & Runes.
  • 🧙Added “Streamer Mode (mute licensed music)” in settings while we fix contested tracks.
  • 🧙Can now skip the intro cutscene on the first boot of the game.

  • 🧙Design: “Spell Mirror” is now removed at end of turn instead of persisting.
  • Design: Increased gold gained from “Items can be skipped for Gold.” modifier.
  • Design: “Undo turn 25 times” now unlocks Reformation Device instead of Darkwraith Scythe. The Scythe is now unlocked by default.

  • 🧙QOL: Showing tooltips for items on Event choices.
  • 🧙QOL: Showing tooltips for Spell with Morph effect.
  • 🧙QOL: Potion tooltip disabled when clicked (so you can see buttons)
  • 🧙QOL: Added “Safe Disenchant” option in settings menu (enabled by default)

🧙Wording: changed wording of “Replicate in” to “Replicate into”.
🧙Wording: Cascade specify it is removed on end of turn.

🧙Bug: Fixed softlock when shifting a Spell while its countdown is zero.
🧙Bug: Fixed softlock with Greenbeard Helmet + Everguard.
🧙Bug: Fixed softlock with Tenacity under specific circumstances.
🧙Bug: Fixed enchanted Dice not triggering spent-effects in rare cases.
🧙Bug: Fixed Abandon Run not deleting run in rare cases.
🧙Bug: Fixed upgrade Sow Power+B with Divine Rune crash.
🧙Bug: Fixed Plunge description showing incorrect bonus block amount.
🧙Bug: Fixed Breath of Thunder gaining too much damage from Static.
🧙Bug: Fixed Mystic Hammer boosting Power on enemies.
🧙Bug: Fixed Talisman of Suspension overrides fateweaving
🧙Bug: Fixed Static Catalyst modifying spawned/replicated Dice in some cases.
🧙Bug: Fixed Traveller event upgrading disenchanted Spell.
🧙Bug: Fixed Hydroclasp+A not rerolling lowest Dice.
🧙Bug: Fixed Arc preview issue when against single enemy.
🧙Bug: Fixed Abomination being stuck in the front after undoing a turn.
🧙Bug: Fixed Tracking being incorrectly affected by Immolate.
🧙Bug: Fixed Door to Beyond not applying Summon to spawned enemies.
🧙Bug: Fixed Whats News text spilling out of box in russian.
🧙Bug: Fixed Twisting Edge not resetting damage while Broken.
🧙Bug: Fixed Magnificent Glow title spelling.
🧙Bug: Fixed Proliferate upgrade A having no effect.
🧙Bug: Fixed Pause-Popup/Main-menu button text spilling out of bounds.
🧙Bug: Fixed softlock on entering Act 4 with certain Custom Mode modifiers.
🧙Bug: Fixed hardlock on killing yourself with Spell Mirror.
Bug: Fixed various minor VFX issues.

[h2]FULL BALANCE CHANGELOG:[/h2]

Spell (Air) ABSORB POTENTIAL Static Cost: 2 -> 1
Spell (Air) AETHERCOIL Sockets: [*12*] -> [*11*]
Spell (Air) AFTERIMAGE Sockets: [3-6]=[3-6] -> [ ]=[ ]
Spell (Air) AIR WALL Sockets: [=6] -> [5-6]
Spell (Air) AIR WALL+B 'shifted +1 block, [=6][=6]' -> 'shifted +1 block, [=6]'
Spell (Air) BOREAL CAGE Charges: 2 -> 1
Spell (Air) DISSONANT VOICE Sockets: [=5] -> [=3]
Spell (Air) DRAW ON THE HEAVENS Cd On Move: -1 -> -2
Spell (Air) FOCUS BLAST Base Damage: 0 -> 1
Spell (Air) GALVANIC FLING Static Cost: 2 -> 1
Spell (Air) GATHER Charges: 2 -> 3
Spell (Air) ELECTROLYZE+B '+1 charge' -> '+2 charge'
Spell (Air) ZAP Static Bonus: 4 -> 5
Spell (Air) GUST Charges: 3 -> 4
Spell (Air) MAGNETIZE Static: 2 -> 3
Spell (Air) MAGNETIZE+B '+2 charge' -> '+1 conduit'
Spell (Air) METTA Health: 5 -> 6
Spell (Air) METTA Block: 5 -> 6
Spell (Air) NIMBUS STRIKE Discordant: 2 -> 3
Spell (Air) NIMBUS STRIKE+A '+1 discordant' -> '+2 discordant'
Spell (Air) TEMPEST LASH Rupture: diceX -> 2
Spell (Air) THUNDERBIRD'S GIFT Sockets: [=6] -> [5-6]
Spell (Air) THUNDERBIRD'S GIFT Static Cost: 5 -> 4
Spell (Air) TWISTING EDGE Sockets: [=2] -> [*3*]
Spell (Air) TWISTING EDGE Charges: 3 -> 2
Spell (Air) VEIL OF NIMBUS Block: 2 -> 4
Spell (Air) ZEPHYRIAN WRATH Damage: 3 -> 5
Spell (Air) ZEPHYR’S TOUCH Electrified: 3 -> 4
Spell (Air) ZEPHYR’S TOUCH Dice Increase: 3 -> 4

Spell (Void) DARK ARTS Sockets: [*7*] -> [*6*]
Spell (Void) DARK ARTS+B '[*5*]' -> '[*3*]'
Spell (Void) GRIM RITE Power: 1 -> 2
Spell (Void) OMNISCIENCE+A '+1 charge' -> '+2 charge'
Spell (Void) STELLAR WARD Repeats: 3 -> 4
Spell (Void) STELLAR WARD+A '+3 spell' -> '+2 spell'
Spell (Void) STELLAR WARD+B '+6 block' -> '+8 block'

Spell (Earth) IMPURE OFFERING Blessing: 3 -> 4
Spell (Earth) IMPURE OFFERING+B '+2 blessing +1 vexed' -> '+2 blessing'
Spell (Earth) POX FLARE Damage: 7 -> 8
Spell (Earth) TRANSFIGURE Block multiplier: 2 -> 3
Spell (Earth) TRANSFIGURE Charges: 2 -> 1
Spell (Earth) TRANSFIGURE+B '[*2*]' -> '[*1*]'

Spell (Fire) ASHEN PLATING Sockets: [*12*] -> [*11*]
Spell (Fire) BLINDING BRILLIANCE Damage: 2 -> 3
Spell (Fire) CAUTERIZE Block: 10 -> 12
Spell (Fire) CONFLAGRATION Damage: 3 -> 4
Spell (Fire) CRESCENDO Base Damage: 28 -> 32
Spell (Fire) DEMEAN Sockets: [*3*] -> [*2*]
Spell (Fire) DETONATION Damage: 6 -> 5
Spell (Fire) DETONATION+A '+2 damage / destroy' -> '+3 damage / destroy'
Spell (Fire) INCINERATE Damage: 14 -> 16
Spell (Fire) MANA PURIFICATION Charges: 2 -> 3
Spell (Fire) MANA SPLINTER Charges: 2 -> 3
Spell (Fire) SHARP SPARK Damage: 2 -> 3

Spell (Water) FOCUSED TOXIN Sockets: [*14*] -> [*11*]
Spell (Water) FOCUSED TOXIN+B '[*10*]' -> '[*7*]'
Spell (Water) ROIL Countdown: 0 -> -1
Spell (Water) ROIL+A 'block -1 countdown' -> 'block -2 countdown'
Spell (Water) SURF Sockets: [*6*] -> [*5*]
Spell (Water) WHISPERING SEA Charges: 1 -> 2

Artifact CURSED PENDANT Weak: 4 -> 3
Artifact SMOLDERING TORCH Ignite: 3 -> 2
Artifact DOOMSPINNER Damage: 10 -> 4
Artifact DOOMSPINNER Cooldown: 10 -> 3
Artifact ELECTRIC FUR COAT Static: 3 -> 4
Artifact SUNWEAVE CLOAK Cooldown: 12 -> 10

Ritual LIFELOCK Health Loss: 5 -> 3
Ritual STORMSONG BALANCE ALL Dice: 1 -> 2
Ritual TRUE NORTH Fury: 8 -> 10

Rune MYSTIC RUNE Countdown Reduction: -3 -> -4

Mutator REVERBERATION Value: 2 -> 1
Mutator REVERBERATION+ Value: 6 -> 2

Status Effect SPELL MIRROR Redesigned: 'Redirects next Stacks targeted Spells back to you.' -> 'Until end of turn, redirects next Stacks targeted Spells back to you.'

Enemy CORRUPT FRIAR HP: 14 -> 11
Enemy DREAD TREANT Grow: 3 -> 2
Enemy DREAD TREANT Action 1: '3 Grow.' -> '2 Grow.'
Enemy GOLEM HP: 38 -> 42
Enemy LESSER SHAMBLER Initial Revenge: 2 -> 1
Enemy WILL-O'-WISP Action 3: '8 Damage. 2 Power.' -> '10 Damage. 2 Power.'
Enemy CRONE OF DEATH HP: 55 -> 50
Enemy CRONE OF BIRTH HP: 45 -> 40
Enemy CRONE OF GROWTH HP: 50 -> 45
Enemy DESERT GOLEM HP: 70 -> 60
Enemy DESERT GOLEM Power: 3 -> 2
Enemy DESERT GOLEM Action 3: '16 Damage. Broken on random Spell.' -> '14 Damage. Broken on random Spell.'
Enemy DESERT GOLEM Action 4: '3 Power.' -> 'Gain 2 Power.'
Enemy DESERT SPIRIT HP: 50 -> 55
Enemy IMP RAIDER HP: 32 -> 28
Enemy ABYSS WALKER HP: 55 -> 57
Enemy ABYSS WALKER Redesigned
Enemy ABYSS WALKER Action 4: '11 Damage.' -> '12 Damage.'
Enemy ABYSS WALKER Action 5 REMOVED
Enemy CHAOS ANGEL HP: 200 -> 210
Enemy CHAOS ANGEL Power: 3 -> 4
Enemy CHAOS ANGEL Block: 20 -> 25
Enemy CHAOS ANGEL Action 4: '3 Power. Gain 20 Block.' -> '4 Power. 25 Block.'
Enemy DOOR TO BEYOND Action 1: '12 Damage. Summon.' -> '10 Damage. Summon.'
Enemy DOOR TO BEYOND Action 3: '20 Damage. 20 Block.' -> '15 Damage. 20 Block.'
Enemy VOID OOZE HP: 50 -> 40
Enemy VOID OOZE Action 1: '8 Damage 2 times.' -> '9 Damage 2 times.'
Enemy MAJOR VOID OOZE HP: 150 -> 120
Enemy MINOR VOID OOZE HP: 30 -> 20
Enemy MINOR VOID OOZE Action 1: '4 Damage 2 times.' -> '5 Damage 2 times.'
Enemy WRATH VOIDLING Action 1: '4 Damage.' -> '1 Damage.'
Enemy WRATH VOIDLING Action 3: '4 Damage 2 times.' -> '1 Damage 2 times.'

Event THE MIRROR GARDEN Gift 1: '3 point Mutator: Duplicate Spell' -> '2 point Mutator: Duplicate Spell'
Event CLEARING Gift 2: '2 point Mutator: Gain 150 Gold' -> '1 point Mutator: Gain 125 Gold'
Event RIFT IN REALITY Gift 1: '2 point Mutator: Ritual' -> '1 point Mutator: Ritual'
Event VAULT Gift 2: 'Lose Spell: Gain 75 Gold' -> 'Lose Spell: Gain 90 Gold'


May your dice roll true 🧙
Tim, Thorbjørn & Paw

Thank you for a great launch!

[h2]Greetings Dice Slingers![/h2]

SpellRogue has had an amazing launch, and we’re getting close to 1,000 reviews. We’re incredibly grateful for your support, feedback, and enthusiasm. Watching so many of you dive into the dice-slinging world of SpellRogue has been nothing short of wonderful for us.

Streamers have also been picking up SpellRogue again, and it’s been awesome to see!
If you missed it, definitely check out Northernlion’s VOD - he really showcased SpellRogue in an amazing way and captured what makes the game special.

[previewyoutube][/previewyoutube]
[h2]Steam Trading Cards are being added![/h2]
We’re excited to announce that Steam Trading Cards are being added today! Collect badges, backgrounds, and emoticons as you dive deeper into your SpellRogue runs.



[h2]Bug fixes and balance changes coming[/h2]
We’ve been digging into all the player data gathered since launch, and we’re working on balance changes and bug fixes. You should expect small adjustments to spells, items, and enemies to address imbalances and community-reported issues. We’re aiming to release it mid-to-late this week, and thanks once again for helping us make the game even better!

[h2]Other Danish releases from April[/h2]
SpellRogue wasn’t the only Danish-developed game launching this April!
Check out these awesome new titles from our friends:

[h3]Tempest Tower[/h3]
A fast-paced Tower Defense Platformer, where you defend your tower from invading Creepers using wild contraptions, powerful upgrades, or just by jumping on their heads!

https://store.steampowered.com/app/3123800/Tempest_Tower/

[h3]Neighbors: Suburban Warfare[/h3]
Assemble a team of neighbors, defend your house with traps, and smash your rivals' homes with outrageous weapons and gadgets. May the best home survive!

https://store.steampowered.com/app/1732430/Neighbors_Suburban_Warfare/


May your dice roll true 🧙
Tim, Thorbjørn & Paw

Dice-infused roguelike deckbuilder Spellrogue hits 1.0 with a new character

From Balatro to Dungeons and Degenerate Gamblers, last year's breakout deckbuilders were all about playing cards. In 2025, dice might be the hottest trend. Pulling from one of my favorite roguelikes ever, Dicey Dungeons, along with the fundamentals that keep me coming back to the likes of Slay the Spire, Spellrogue is a smart spellcasting spin on the format. Built by Guidelight Games and published by Deep Rock Galactic studio Ghost Ship, it's earned itself a 'very positive' user rating of 87% since it hit early access in February 2024, and now the full launch is finally here.


Read the rest of the story...


RELATED LINKS:

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

Promising new roguelike deckbuilder Spellrogue adds new boss fight

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

SpellRogue 1.0 is OUT NOW!

[h2]Greetings Dice Slingers![/h2]

Today is the day; 1.0 is finally out! It plays better, performs better, and has more features than ever before, largely thanks to all the feedback and help we have received from our amazing community.

We’re also running a 30% launch discount, so if you’ve been on the fence about picking up SpellRogue, now’s the perfect time to jump in!

But enough introduction, let’s get to the good stuff!

[h2]Sefyra the Windcaller[/h2]
With 1.0, we’re introducing our fourth playable Dice Slinger: Sefyra the Windcaller!
Sefyra brings a whole new layer of depth with mechanics like shifting Spell placements, replicating Dice, adjacency bonuses, Static buildup and discharge, Conduit, Cascade, and more.

She’s the most intricate Slinger yet. Our beta testers have called her the most complex, but also the most rewarding. If you're into high-skill, high-synergy gameplay, Sefyra might just become your favorite.



[h2]Final chapter and True Ending[/h2]
We won’t spoil too much about what the final chapter entails, but as you win runs with each of the Dice Slingers, you will start to piece together clues leading to a final challenge. When you reach it, we recommend not jumping in on too high of a Descent stage!



[h2]Daily Challenge[/h2]
In 1.0, we’re introducing the Daily Challenge, found in the lower left corner of the character select screen. To unlock it, you’ll need to reach level 3 with all characters. That way, you’ll be familiar with the core gameplay before we start throwing curveballs your way.

Each Daily Challenge run uses the Custom Game system from previous updates. Expect some game-warping modifiers, so that every day brings a fresh and unique challenge to tackle.

We also include Leader Boards for each Daily Challenge, so you finally can get some well-deserved validation once you get that once-in-a-lifetime run together.


[h2]Enemy redesigns and new abilities[/h2]
We’ve revisited many of the enemies you’ll encounter and updated them to stand out more from one another. The goal was to make early-game encounters more engaging and memorable, with tweaks that give each foe a more distinct identity.

We’ve also adjusted enemy group compositions across the game. You can expect new combinations, fresh status effects, and different attack patterns that should keep even seasoned players on their toes.



[h2]Bonus Rare Draft[/h2]
With the new enemies adding some fresh challenges, we also wanted to make sure the game stays fun and fair. To help with that, we’re now giving players a draft of all Rare Spells after defeating an act boss.

This makes boss victories feel even more rewarding and gives you a great opportunity to pivot your build with a powerful new spell to completely shift how you approach the next act.



[h2]Game mechanic changes[/h2]
We’ve been tinkering with a few parts of the game, especially some of the core “archetypes” in the existing classes that we’ve wanted to improve for a while.

One example is the “Dice Spent” mechanic for Fire Spells. Previously, it required splitting dice en masse and dumping them into the spell to boost it. While that was fun and played well, it didn’t mesh with the Fire Countdown archetype, since the countdown reduction effects did not increase the amount of dice spent.

Our solution? The boost now triggers on any countdown reduction. You can still feed the spell with low-value dice, or repeatedly hit it with -countdown effects to boost the Spell!



And that’s just one example. We’ve made many more changes like this across the board. Underused mechanics like Blessing, Ether, and Sapling have all been redesigned to be more useful and engaging. These changes should open up new viable crossover strategies and breathe life into combinations that didn’t quite land before.

[h2]Tons of new content[/h2]
We’ve made tons of small tweaks and additions throughout the game. These, among many others, include a Rune that “autocasts” its spell, a boss artifact that amplifies all buffs you apply to yourself (such as Foresight, Power, or something even stronger!), and a three-eyed mouse that you can bring along on your journey to either cleanse or further corrupt, creating one of the weirdest and most powerful artifacts in the game!

Be sure to check out the full list of changes in the patch notes, or explore the in-game Codex using the new search function.



[h2]Making the World Come Alive[/h2]
Along with all the new content and mechanics, we’ve worked hard to make the world feel more alive and immersive. This includes a brand-new intro animation that sets the stage by detailing the events leading up to the start of the game.

We’ve also added new map events that offer interesting choices while shedding light on the history and current state of the world. Plus, Spells now have flavor texts, adding lore and hints towards the origin of magic, the Dice Slingers and the invading Voidbringers.



[h2]New Translations (and Upgraded Old Ones!)[/h2]
The translations in SpellRogue have also received some major love by being professionally localized. We now fully support Traditional Chinese, Simplified Chinese, Korean, Japanese, Polish, French, German, Spanish, Russian and Brazilian Portuguese. We encourage all players that have previously found the localization lacking to try out the game again. Bon voyage!



[h2]Steam Deck Verification![/h2]
We’ve also made a bunch of improvements to increase playability on small screens, with gamepad, and on Steam Deck, specifically. As a result, SpellRogue has now received the Steam Deck Verified status. For many of us, the Deck is the preferred way to play SpellRogue, so we are very proud to have it reflected in the game's rating. For the best experience on smaller screens, we recommend enabling the Big Font setting (which the Deck boots up with automatically)!



[h2]And much more[/h2]
This is just the highlights, but there are many more changes, which we have also gone into more detail about in the previous Dev Blogs here: #14, #15 and #16.

[h2]Thank you[/h2]
And finally we want to give a heartfelt and big thank you to everyone who’s played SpellRogue over the years. When we started work on this game almost 5 years ago, we truly could not foresee where this journey would take us, but it wouldn’t have happened without our players! Shout out to everyone who has played, reported bugs, discussed balance and been patient with us as we developed our voice and vision for SpellRogue. Thank you!

SpellRogue 1.0:

[h3]Overview: [/h3]
  • New playable character, Sefyra the Windcaller!
  • New mysterious “True Victory/Ending”!

  • 108 new Spells, 25 new Artifacts, 4 new Rituals, 8 new Runes!
  • 56 new Mutators, 8 new Random Events!
  • Major overhaul of enemies, new/redesigned encounters and effects!
  • Added “Daily Challenges” with leaderboard!
  • Major design & balance pass on Spells, Rituals & Artifacts, with much more combo potential!
  • Added 4 new “Descent” difficulty stages, new & improved Mutator drafting system!

  • Feature: “Undo Turn” button in combat.
  • Feature: Autosave after each action in battle.
  • Feature: Added “Morph” Spell mechanic.

  • Design: Disenchant Spells and Rituals directly in inventory.
  • Design: Added a Rare Spell draft after Bosses.
  • Design: Added Ritual to Shops.
  • Design: Rework of some Enchanted Dice & Spell Debuffs.
  • Design: Tweaked Spell Rarities, and increased chance for random Runes.
  • Design: Limited max dice to 12 at any one time.
  • Design: Improved map generation algorithm.
  • Design: New Achievements & Unlock Objectives

  • Translations: Major improvements for languages: Simplified Chinese, French, German, Spanish, Russian.
  • Translations: Added 5 new languages: Japanese, Traditional Chinese, Korean, Brazilian Portuguese, Polish.

  • Graphics: New dice look.
  • Graphics: Improved VFX for Spells and enemy actions.
  • Graphics: New enemy graphics & animations

  • Audio: New & improved sound effects
  • Audio: New music (including unique boss music), added map & battle ambience

  • QOL: Search function in Codex (on mouse & keyboard).
  • QOL: Added "Game Speed" setting.
  • QOL: Added "Mute in background" setting
  • QOL: Rituals & Potions now shows preview of effects
  • QOL: Improved Spell inventory drag-and-drop behaviour
  • QOL: First boot auto selects the same language as Steam.

  • UI: Added lore blurbs when inspecting Spells (in english).
  • UI: Custom Mode screen overhauled
  • UI: Improved text sizing, font and overall readability.
  • UI: Polished gamepad controls, added “inspect mode" overlay. Steam Deck improvements.
  • UI: Added tutorial for Shards, new & improved warnings.
  • UI: Added intro video and in-game lore/story.
  • UI: Improved battle effect text animations

And tons more undocumented changes including bug fixes throughout the game.

[h2]Full Patch notes[/h2]
Since this post is already much too long, we have posted the FULL CONTENT CHANGELIST over on our website. It’s a bit much to parse all at once, so we recommend booting up the game and making sure to read tooltips as you go!

That's it! We hope you enjoy 1.0, and as always, we’d love to hear your feedback on the many changes and how the balance feels in 1.0 to help us finetune everything in the coming days and weeks.


May your dice roll true 🧙

Tim, Thorbjørn & Paw

Dev Blog #16: Less than a week to 1.0 Launch!

Greetings Dice Slingers!


As we draw ever closer to SpellRogue’s 1.0 launch, it’s a great time to highlight some of the fun new additions coming your way. These features open up fresh and exciting options for building combos and crafting wild strategies.

[h2]Unearthing advanced Morphing Spells[/h2]
The “Morph” mechanic is finally making its way into SpellRogue. These special Spells have two sides, and triggering the Morph effect flips the Spell to reveal the opposite side. Morph Spells can usually flip back too, letting you switch between sides depending on the situation. It’s a new layer of depth, timing, and creativity for your spellcasting arsenal.

Morph Spells provide a way to dump dice by continually morphing spells back and forth!

There are also other more chaotic ways to Morph your Spells into other random ones. One such method is the new Morph Rune...

[h2]New Runic magic have been invented[/h2]
With the introduction of Morph and other new mechanics, we’re also adding a fresh batch of Runes to shake up your strategy. Keep an eye out for powerful new additions like the Morph Rune, Automaton Rune, and Twin Rune. Each one brings unique twists to how you plan, adapt, and unleash your spells.

New runes means new combos!

[h2]Bosses drop better loot than ever![/h2]
Taking down a boss in 1.0 is now even more rewarding, as their draft will always offer Rare Spells, giving you a reliable moment to pivot your build or lock in a powerful payoff.

Each elemental class has also received new spells and mechanical improvements.

[h2]Pivot your build on the move![/h2]
We’ve wanted to improve how disenchanting/selling Spells works for a long time, and with the 1.0 update, that change is finally coming. You can now disenchant Spells & Rituals directly in your inventory, turning them into Gold and recovering any Shards you spent on upgrades. No need to wait for a shop. Clear out the clutter and refine your build anytime.

You can even disenchant Rituals for a nice chunk of gold!

This gives you a lot more freedom to adapt your strategy between fights, snag a bit of extra Gold for that tempting Event choice, or simply afford a juicy combo piece in the Shops.

And of course, this is just a taste. Many more changes are coming with the 1.0 launch on April 24th. Get excited, and stay tuned for more updates as we approach release.

As always...


May your dice roll true 🧙
Tim, Thorbjørn & Paw