GAME DETAIL
SpellWeave
Build a wand out of spell cards that modify and combine with each other, then fight down through an endless dungeon. Order is everything: a modifier changes every spell after it. No final floor — the run ends when you do.
このゲームについて
Steamの詳しい説明を読む
Your wand is a sentence. Order is the grammar.
Spellweave is a pixel-art spell-chaining roguelite. A wand is a list of slots cast left to right, and what a spell does depends entirely on what sits in front of it.
Payloads, are the things that fly out and do the damage.
Modifiers, affect every spell after them — and nothing before.
Multicasts, make a single trigger pull draw several payloads at once.
Triggers, swallow the spells that follow and re-cast them at the point of impact.
So, TRIPLE CAST → FORK → GIANT → FIREBALL → CHAIN LIGHTNING → ICE SHARD, fires all three payloads at once, each split into three oversized projectiles. Rearrange two slots and you have built something else entirely.
Forty-plus spells that genuinely combine.
Homing, piercing, ricochet, forking, elemental infusions, lifesteal, critical edges. Flight-path modifiers that make your spells orbit you, fan out in every direction, curve mid-air, or fly out and cut their way back. Summons — melee thralls, spirit archers, hex familiars — that are payloads too, so multicast raises several and FORK adds more.
Five elements you can read at a glance.
Arcane orbs trailing runes. Ragged flame shedding embers. Rotating frost shards. Zigzag lightning. Bubbling toxic blobs that drip. Each has its own silhouette, trail, impact and sound — and an infusion modifier converts everything downstream of it.
Endless, and it means it!
There is no final floor. Enemy health, damage, numbers and elite frequency climb forever; past depth 60 they gain armour, and past depth 100 the horde doubles. Bosses every fifth depth, and every tenth a greater boss in an arena three times the size that drops spells found nowhere else.
You carry three lives. Dying costs one and drops you back at the start of that depth with everything intact. Run out and the run is over.
Hard mode, for when three lives feels generous.
One life. Half the gold. Double the horde from the very first depth. And from depth 100 every enemy carries a shield equal to its own health that you have to break before you can touch it.
Unlockable skin packs, that repaint the dungeon, the weather and the creatures themselves — snowmen and Christmas trees, skeletons and jack-o'-lanterns. Cosmetic only; spells and difficulty never change.
Fully rebindable controls, and separate music and sound volumes.
Automatic saving, close it mid-run and pick up exactly where you left off.
Every sprite, sound and music track generated in code. No asset files anywhere.
スクリーンショット
ATTENTION
注目度メトリクス
プレイヤー推移
データ蓄積中 24時間平均数値一覧
| 観測日時 | 値 |
|---|---|
| 10/25 13:56 | 0人 |
Steamフォロワー推移
2件以上で集計 直近7日変化を見やすくするため、縦軸は観測範囲に合わせています。
履歴1件・推移判定待ち
数値一覧
| 観測日時 | 値 |
|---|---|
| 10/25 10:41 | 4人 |
プレイヤー数とフォロワー数は意味と単位が異なるため、 別々の時系列として表示しています。補間した値は使用していません。
発売後注目度の基礎指標 発売済みタイトルのため、現在プレイヤー数・ピーク値・Steamフォロワー数を組み合わせて勢いを観測します。
| 指標 | 現在値 | 観測状況 |
|---|---|---|
| 現在プレイヤー数 | 0人 | 最終観測:2026年10月25日 13:56(2日経過) |
| 24時間ピーク | データ蓄積中 | 初回観測済み・直近7日 1件 |
| Steamフォロワー数 | 4人 | 最終観測:2026年10月25日 10:41(2日経過) |
| 7日フォロワー増加 | 2件以上で集計 | 初回観測済み・直近7日 1件 |
PlayMEXが保存した観測値です。取得時刻と観測数を あわせて確認できます。
ジャンル・機能
機能カテゴリ
注目ポイント
発売直後 発売から30日以内
更新あり 直近14日以内にSteamストア更新
価格変更 直近14日以内にSteam価格情報の変更
ゲームライフログ
所有ゲームとして同期されると、 このゲームの記録を残せます。