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Spire of Sorcery News

Spire of Sorcery – dev stream

In this stream we present the non-human sentient dwellers of Rund that will be available in the Early Access version of the game: mushroom-eaters, drowners, weavers, cyclops, waterlings, ashlings, wood weepers, oorls, swamp beasts and bone monsters.

If you haven't followed Spire of Sorcery before, you may find it helpful to watch this video about: Fauna of Rund – https://youtu.be/Mnk_S0-5i2I the game’s RPG system – https://youtu.be/zFTQizIDdiI.

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Spire of Sorcery on Steam –
https://store.steampowered.com/app/637050/

Official Discord server –
https://discord.gg/spire-of-sorcery

Official forum of Spire of Sorcery (work in progress, updates) –
https://spireofsorcery.com/forum/en

Twitter account of Spire of Sorcery (news, updates) –
https://twitter.com/spireofsorcery

Facebook page of Spire of Sorcery –
http://facebook.com/SpireOfSorcery

Spire of Sorcery – Character Generator on Steam (already released!) –
https://store.steampowered.com/app/893560/

The Fauna of Rund

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We continue to develop the game at full speed, each week moving closer and closer to the date of its Limited Early Access release. And while we do this, we also continue to record weekly development streams where we show the latest version of the game and explain various game mechanics that already function. Our goal is to be completely transparent with you about the state of the project, as well as to get any feedback that you may give us after seeing us play the current version of the game.

Above, you can see the latest development stream (available in English & Russian languages). We apologize for not being able to support other languages with these streams.

We broadcast every Wednesday around 22:00 Tokyo time / 21:00 Beijing time / 16:00 Moscow time / 15:00 Berlin time through Charlie Oscar's account on the following platforms:

The recordings of the earlier streams are available at our YouTube channel as well as on the game’s Steam community hub.

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Spire of Sorcery – Character Generator Official Discord server Official forum

STATUS UPDATE



It’s been a while since we posted any news here on Steam, so I thought I’d share a status update on where we are with the development process at the end of July.

In a few words, we are on the last direct stretch of the road towards releasing the first 1,000 keys under the Limited Early Access program.

We’re currently busy with user interface and world events, as well as locking down the content and balancing a few dozens of game systems. Nothing among these tasks is crucial on its own. The game is turning out just as we imagined it more than two years ago. What’s important to us is not to rush at this last step, so that we can save some trouble by eliminating known issues before the game lands in the hands of our players.

Our test for progressing with the release: when we remove all the issues that we ourselves know about, and which we consider to be annoying enough – then we’re good to launch.


VISUALS


Of the 20 types of creatures and dwellers that will be in the game at its release in Early Access, 18 are done. It’s just Needlebacks (animals) and Oorls (sentient dwellers) that remain unfinished, and we look at this task with pleasure as creating new original species is one of the highlights of working on Spire of Sorcery.



As to the inventory items, we already have so many that I keep losing track of all the new stuff. Among the recent creations are extra equipment and crafting resources (torches, ropes, flax and wool, paint) as well as individual visuals for different potions, ointments and alcohol (we have beer, wine and strong liquor).



We also keep polishing the look of the world map, where a few biomes and objects could use an update. But nothing here would stop us from releasing the game as it is tomorrow, or on Monday, as even where we lack some assets, we already have enough extras to use as alternatives.



In other words, on the side of art assets we are totally ready for Early Access.


USER INTERFACE


A while ago, we gave up on trying to polish the look of the game’s user interface – because to us, it’s a waste of time that can at this stage be better spent elsewhere. We made the decision to focus on “functionality” (can you assign the research of a Special Knowledge to a specific person while she’s still out of Spire, completing her previous quest?) and for the moment, forego “beauty” (once a specific part of the interface will stop changing, we will, with pleasure, make it shine).



In this area, lots of changes happen daily. Including what we call a “reactions & warnings” approach: we try to warn players about possible risks before those risks become impossible to counter, thus saving them from disappointment when their campaign is unexpectedly lost. For example, yesterday I kept killing my mage by overspending his magic energy on the ritual “Call of the Spire” that attracts new disciples. The result? We decided to insert a warning for when players first try to overspend the energy, explaining that it will lead to irreversible harm to the mage.

Most of the work on user interface is rather painful: we play the game for hours, then analyze and discuss the points that felt the most frustrating, and then seek better solutions. Just this week, a few of us were stressed out because we occasionally had idle disciples in the Spire – those who finished their quests and tasks and were simply hanging around – without a good detection system of such characters. And so, we now highlight “idlers” in a separate list, so that when you’ll play, you won’t miss the chance to get absolutely everyone busy with something.



There is still some work left on this front.

If we release the game now, and ask you for your feedback, we’re certain that the first 20 issues with user interface will be already known to us – and so it’s still too early to launch yet.


GAME MECHANICS


There is a lot of pleasure in seeing different game systems work together, creating some very enjoyable moments. Yesterday I tasked a disciple who hated Domestic Magic to read a book on this subject. Within hours, his mood turned sour. In the same session, I really needed someone to study Healing, and so I asked my mage to read a book called “Horrible Diseases of Rund”, authored by one of the Inquisitors. The next morning, my mage was truly unhappy. Hovering over the mood icon, I read: “I’m reading an awful book”.



One of the two major efforts that we currently undertake with game mechanics is removing the features that are not a “must have” while adding the features that are essential to the core gameplay loop. Healing was first removed, then brought back – and thank gods of Rund for that, as otherwise campaigns would end in a matter of weeks, with everyone dead because of parasites, snake bites and food poisonings. Diplomacy, on contrast, was among the core features of the game, but now has been moved to after Early Access release.



The other major effort in this area is balancing – and re-balancing, and re-re-balancing. In the current build (version 116, as of this morning) I sent a party of three to hunt for meat in the habitat of a Forest Cat. The party returned without any incidents. We feel that the outcome should have been different, and so we’re tweaking a bunch of probability values between biomes, creatures and party events to arrive at the right mix. The same applies to how the resources are seeded throughout the world, to how many mushrooms can be collected per day by a person who is low-skilled in Herbology, and to pretty much every other action that you can carry in the world.

From the side of game mechanics, balancing is not a crucial concern: we believe that players who are willing to join the Limited Early Access period are experienced enough to understand the shortcomings and to actually help us with their feedback.

What is crucial, though, is the work on the things that we ourselves already know to need a change. If a daughter of a scholar and a teacher who spent years in the Guild of Magic escapes with a zero value in the skills of Social Magic and Alchemy, we know this is not how we see it, and we want to fix all such issues prior to releasing the game.




HOW TO FOLLOW DEVELOPMENT PROGRESS?
  • Every Friday we run a development stream here on Steam. The recordings are available on the studio’s YouTube channel.

  • Almost every day we share snippets of our work in progress on the game’s official Discord server.

  • Every few days, we post more information about the game and the world of Rund on the game’s official forum (e.g. description of dwellers and biomes).

While we do not have a certain date locked yet as the date of the Limited Early Access release, we’re on the last stretch of the road that leads there. It may be a long road (months, not weeks – no promises in this regard!). But it’s a very straightforward path, and we’re absolutely confident that we will deliver a game that will be quite fun to play with.

Thanks for staying with us – and see you around!


PS


A few weeks after we posted the update above, we recorded a (relatively brief) video that introduces the basics of Spire of Sorcery – from the core mechanics of the game's role-playing system to the structure of its user interface. We hope that it proves helpful in getting a better idea about what the game is about:

https://www.youtube.com/watch?v=zFTQizIDdiI

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ːsummer_magicː Spire of Sorcery – Character Generator (Steam)
ːsummer_magicː Official Discord server
ːsummer_magicː Official forum
ːsummer_magicː YouTube recordings of dev livestreams
ːsummer_magicː Twitter (game updates)
ːsummer_magicː Facebook (game updates)



ːmaliceː Official Discord server
ːmaliceː Twitter (game updates)
ːmaliceː Facebook (game updates)
ːmusicː Original Soundtrack on Spotify



ːnotebookː Charlie Oscar’s developer page on Steam
ːnotebookː Twitter (studio news)
ːnotebookː Facebook (studio news)
ːnotebookː "Behind the scenes" Instagram
ːnotebookː YouTube

A LITTLE BIT OF NEWS



Thanks for stopping by and for checking regularly on what is happening with Spire of Sorcery. The attention of players from all over the world strengthens our motivation to put our best efforts into making this game as awesome as we can!

Here’s an update on where we are, with different issues:


CURRENT STATUS OF THE GAME


We stopped writing weekly development diaries as we are currently preparing for the closed beta period, and need to publish a detailed description of all the aspects of the game’s mechanics on the official forum of the game, so that the future participants of the beta can understand the game better when they launch it for the first time.

Spire of Sorcery’s gameplay is essentially a combination of hundreds of different systems. These are the systems that we currently describe on the forum. To join the discussions that range from “which spells does the skill of Social Magic have?” to “is the interface icon used for Travel Magic obvious enough?”, please join us here:

Spire of Sorcery’s official forums



Once we finish describing the mechanics, we will start discussing the translations of the main terms in different languages. Which brings us to the next point:


WISHLISTS & TRANSLATIONS


Spire of Sorcery is currently wishlisted by 50,000 players. Close to 50% of these players come from countries with just two languages: English and Russian. The third region, which is responsible for nearly 20% of all wishlists, speaks Chinese. The fourth and the fifth largest regions, each responsible for 7% of wishlists, speak Japanese and German.

We think of these 5 languages – English, Russian, Simplified Chinese, Japanese and German, representing 82% of our potential player base – as our “key languages”, and we plan to fully support them at the time when we enter the Early Access period.

The languages that are on the sixth and seventh places – Korean and French, each at 4% of Spire of Sorcery’s wishlist base – are the two languages that we plan to support by the time of the full release; however, at what point during the Early Access period we will be able to add them to the game, we currently cannot forecast.




WHAT IS THE GAME LIKE, RIGHT NOW?


Every Friday at 16:00 Vilnius time (22:00 Tokyo, 21:00 Beijing, 16:00 Moscow, 15:00 Berlin) we run a development stream right on the game’s Steam page, where we play the current version of the game for about 30-45 minutes and update you on the progress.

We alternate between English and Russian languages (one week the stream is in English, another week it’s in Russian) and make the recordings available on the studio’s YouTube channel. You can find all the previous streams here:

Dev Streams of Spire of Sorcery (Playlist: English language videos)
Dev Streams of Spire of Sorcery (Playlist: Russian language videos)
Dev Streams of Spire of Sorcery (Playlist: all the videos, regardless of language)

During these development streams, we follow these simple rules:
  • We only talk about what is already implemented in the game, not to over-promise on something which we might or might not be able to do;
  • We show the actual current build of the game; nothing is prepared especially for the stream, so that you can make up your mind about what it’s like;
  • We show different concept art and user interface art that we created since the previous stream, guiding you through the process of why we selected this or that version;

Also, we respond to questions from the Steam chat channel and from the forum that we receive during the stream.



Thanks for stopping by – and see you around, whether on Steam forums or on dedicated forums or on the Discord server! :-D





ːsummer_magicː Spire of Sorcery – Character Generator (Steam)
ːsummer_magicː Official Discord server
ːsummer_magicː Official forum
ːsummer_magicː YouTube recordings of the development live streams
ːsummer_magicː Twitter (game updates)
ːsummer_magicː Facebook (game updates)



ːmaliceː Official Discord server
ːmaliceː Twitter (game updates)
ːmaliceː Facebook (game updates)
ːmusicː Original Soundtrack on Spotify



ːnotebookː Charlie Oscar’s developer page on Steam
ːnotebookː Twitter (studio news)
ːnotebookː Facebook (studio news)
ːnotebookː "Behind the scenes" Instagram
ːnotebookː YouTube

CLOSED BETA: THIS WAY



Hi everyone,

It’s been a few weeks since we posted a new issue of development diary here, as we’ve been all very busy with loads of things happening on different fronts. We hope that you missed us as much as we missed you!



Our work on Spire of Sorcery just passed the road sign that says:

CLOSED BETA: THIS WAY =>


When I asked our game design team a month ago if we will reach the closed beta stage any time soon, they told me “No”.

And when I asked them the same question this week, their answer changed to “Soon”. Which is a huge change for the better!

In my experience, only the game design team can estimate how close we really are to the release, because they know how things work on the inside. We might already have visual assets for “dead disciples” and “thunderstorm event”, but what really matters is whether or not these concepts exist in the game’s code.



So how soon is this “soon”, really?

We currently think that we will enter the closed beta stage between 6 and 8 weeks from now, that is – around late June/early July. As to Early Access release, this depends entirely on what sort of feedback do we get during the closed beta period.

Perhaps players will be happy enough, and we will just fix some bits and pieces before shipping the product. Or, perhaps, players will hit a wall somewhere in the user interface that will trigger a re-make of a significant part of it – in which case this will take at least a couple of months to reach Early Access.



What happens next, then?

First of all, we now start to prepare for the beta on the game’s official Discord server. In the following days we will start showing parts of the user interface to collect player feedback, and onboard people into invitation-only channels specific to the beta.

Secondly, we just set up a dedicated forum that we will use to collect player feedback on the beta. So, if you would like to participate, then please head over and register your profile there!

We’ll be back next week with the details of skill icons (which we finally finalized!), and as always, every Friday we’re here, on Steam, live-streaming the current build of the game.

See you soon!





ːsummer_magicː Spire of Sorcery – Character Generator (Steam)
ːsummer_magicː Official Discord server
ːsummer_magicː Official forum
ːsummer_magicː YouTube recordings of the development live streams
ːsummer_magicː Twitter (game updates)
ːsummer_magicː Facebook (game updates)



ːmaliceː Official Discord server
ːmaliceː Twitter (game updates)
ːmaliceː Facebook (game updates)
ːmusicː Original Soundtrack on Spotify



ːnotebookː Charlie Oscar’s developer page on Steam
ːnotebookː Twitter (studio news)
ːnotebookː Facebook (studio news)
ːnotebookː "Behind the scenes" Instagram
ːnotebookː YouTube