About this project
Missed the Kickstarter? See how you can contribute and track the development progress of the game at www.RogueWizards.com
Continuing Stretch Goals
Praised by Diablo, Torchlight, Left 4 Dead, and Marvel Heroes creators David Brevik, Mike Booth, and Erich Schaefer
"A smart blend of town building and dungeon crawling to create one of the most promising RPGs in years" - Dave Brevik: CEO Gazillion Entertainment, Creator of Diablo Series, Marvel Heroes
"Spellbind's Rogue Wizards is taking procedural roguelikes in an exciting and thoroughly charming direction" - Mike Booth: Game Director at Blizzard Entertainment, Creator and Designer of Nox and Left 4 Dead, Founder of Turtle Rock Studios.
"Spellbind is making exactly the kind of game I would make for mobile & desktop. I'm jealous, and I want to play!"- Erich Schaefer: President Double Damage Games, Designer Diablo 1 & 2, Torchlight 1 & 2
Rogue Wizards In the media
"The pitch is solid and well presented, and there’s a strong pedigree in the team." - Rock, Paper, Shotgun
"Even if the Rogue Wizards Kickstarter campaign doesn't succeed, I'd be surprised if a publisher doesn't snap the game up." - RPGamer.com
“Rogue Wizards is the kind of title people get obsessed over to fully understand and master the systems at play.” – Cliqist
“Rogue Wizards looks like that it could be a fun and laid back experience, with cute characters and animations emphasizing its unique brand of dungeon crawling” – Shack News
Update & Feature Videos
You're a Wizard! Are your magic skills enough to take on the dangers the cursed dungeons, close the mysterious portals, and rid your world of their dark magic?
In your quest you'll explore randomly generated dungeons, collect treasures, master magic, avoid traps, solve puzzles, and of course cleanse the dungeons of all the evil minions within. Every dungeon is unique, no two locations will ever be the same.
It's not all dungeon-crawl. Feel at home in your very own Wizard Tower where you can enhance and customize the way you play by building a thriving town, brewing your own reagents, crafting or buying your own gear, powering up your magic, and recruiting help.
Every minion has a unique ability with a carefully balanced interplay of strengths and weaknesses.
Six schools of magic each with a complete set of upgradable spells to bring doom upon your enemies.
Discover tons of randomized magic items, providing a nearly unlimited variety of ways to slay your foes.
Randomly generated environments, no two dungeons are alike.
Build vendors around your tower and gain instant access to a bounty of new items and enchantments. Sell any unwanted items you found during your quest to improve the goods at any vendor and gain access to even more powerful items in return.
Enchant your items and change the very nature of the magic they harbor inside, breathing new life into your favorites so you can slay more powerful enemies.
Craft materials and items at your cauldron so you always have the right amount of magical essences and potions at your fingertips.
Construct magic altars which bestow more damage and extra abilities to your entire array of magic spells.
Extract arcane essences from the earth for an unlimited supply of magical firepower.
Expand your territory and build a larger town to discover any treasures or hazards that may be lurking just beyond the edge of your homestead.
What platforms will you release on?
What about a release on Steam?
Thanks to your help and support of votes during this Kickstarter campaign, we were recently Greenlit by Valve for global release on Steam.
When is it coming out?
Starting in 2016 we will begin releasing on the above platforms likely starting with desktops (Mac and Windows) followed by mobile (iOS and Android). Our technology is based on the cross platform Unity game engine, so moving to other platforms is relatively easy and we expect those platforms to follow very soon after.
With such overwhelming support we're proud to announce stretch goals for Rogue Wizards too. During the campaign we polled all our backers to get a feeling for what kind of features they wanted to see in the game, and as if by magic their desires align perfectly with our vision so we've wrapped it all up in the new set of stretch goals.
Where's my funding going?
All backer funds are going towards making Rogue Wizards come to life. We've already got all the basics and game framework built, but need your support to fund artwork for new levels, items, monsters, audio, and game modes.
Who's building this thing?
Spellbind Studios is composed of seasoned veterans from the professional game industry. We're no strangers to building software and have shipped multiple titles with top tier game studios throughout our careers.
With nearly 20 years of professional experience in game programming and design Colin has worked on several titles from AAA game studios including:
- Diablo 3 (Blizzard North)
- Marvel Heroes (Gazillion Entertainment)
- Command & Conquer: Generals (Electronic Arts)
- Nox & Nox Quest (Westwood Studios)
- Hellgate: London (Flagship Studios)
With nearly 10 years of professional experience in the game industry, Clay has been involved in all aspects of game development from concept to release. Clay has worked on several titles from top game studios:
- Might and Magic 4, 5, and 6 (New World Computing)
- Heroes of Might and Magic 1 & 2 (New World Computing)
- Hammer of the Gods (New World Computing)
- Nightmare Creatures (Activision)
- Dark Reign (Activision)
- Mechwarrior Mercenaries (Activision)
Concept artist by trade, passionate taco connoisseur by necessity, Alex currently works at Wargaming.net on top secret things. Prior to that he worked with Gas Powered Games to develop top notch content for Age of Empires Online, and concept art for the Wildman kickstarter. He likes wizards very much.
Aden is an animator by day and a video game fanatic by night…and also by day. His favorite game of all time is the SNES cult classic EarthBound. He currently animates for a handful indie game titles and teaches animation at San Jose State University. Previously, he worked as an animator at Disney Interactive. Aden is also one-half of the irreverent Scott Brothers Very Fine Comics! (scottbroscomics.com)
Risks and challenges
- Building software is hard -
Game software is complicated and time consuming to create. We've chosen to use Unity 3D, the most popular and flexible game engine on the planet so that we don't waste our time and your money building a buggy game engine from scratch. We've also already integrated 3rd party crash reporting, in game feedback and in game bug reporting into the software so that when we ship, players will be able to enjoy a bug free game.
- Shipping software is even more difficult -
The last 5% of a game production cycle is incredibly difficult, and we completely understand this. However, we're no strangers to shipping games and have done it many times over at professional game studios. We've shipped small role playing games, medium size networked real time strategy games, large scale single player and multiplayer role playing games, and even multiple very large scale massively multiplayer online role playing games (MMORPGs).
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