Achievements, Modding Improvements and more!
Hello Spellcrafters!
This update contains support for long-awaited Steam Achievements, some important bug fixes (thanks to everyone who reported issues) and a bunch of Mod improvements / features!
v1.84.0
New Features
- Achievements: a batch of new achievements, many suggested by the community on Discord - Traditional Chinese translation, thanks to Kung Yen Chen
Modding
- Make your own particle effects in the Mod Editor: pick colors, size, speed, gravity, lifetime, shape and more, with a live preview as you edit. Your effects can be used anywhere the built-in ones can. - Custom maps can lead into a chosen next map, and a new "Go to Map" step sends all players straight to a named map so modders can craft intentional journeys - Newly installed mods work right away, without restarting the game. This includes mods you subscribe to through the Steam overlay or Workshop website while the game is open, and mods imported into the Mod Editor. - The Quantity augment now fires extra projectiles from modded projectile spells, like it does for Arrow - Capture Soul now works on modded units. - Modded modifiers on a unit now show their own name in the unit's tooltip instead of the spell's name. - The Mod Editor now warns you when "Stacks when repeated" is turned on but won't make the spell any stronger (the modder needs to make the spell make use of the number of stacks to use "Stacks when repeated" correctly). New spells start with this setting off. - The Mod Editor lets you choose which scope a saved value is read from (this cast / on this modifier / on the unit). - Fixed the "Unit type" check never matching a mod's own units. Mod content no longer shows up twice in the Mod Editor's pick lists. - Mod browser thumbnails are now square, matching the Steam Workshop.
Balance
- Suffocate augment: each level now costs more than the last (60, 120, 180, ... SP). Before, every level cost 60 SP, which made high levels far too cheap. - The Legendary augment is no longer offered to the Deathmason, Goru or Warden. These wizards don't have the rising spell costs that are Legendary's drawback, so they got its bonus for free. Favoritism is also no longer offered to the Warden. - The Strategic augment is no longer offered on Shove or Target Nova, where it had no effect. - The Statue's Flamethrower now reaches only as far as a normal wizard's cast range, instead of across the whole map. - The Flamethrower no longer passes the units it hits on to the next spells in your cast. - Revitalize, Lucky, Bad Genes, Champion and Free Samples no longer give their bonus when a spell's cost is refunded. Revitalize could give unlimited free stamina this way.
Multiplayer
- Players who join a lobby keep the wizard they picked, instead of being switched back to the default Spellmason. This also makes the Statue available to players who join. - Loading a multiplayer save: each player gets their own saved character back, instead of an extra blank character. The host no longer shows up as "Disconnected". "Join Game As Player" is now available in Steam lobbies. - Players who join a game already in progress now start with the right resources for their wizard. Wizard choices are locked once a run has started. - Hotseat player settings no longer carry over into later single-player or online games. - Goru: soul collection no longer gets stuck on a corpse after a lag hiccup. You now get a "Soul capacity full" message when you can't hold more souls, and a dead Goru no longer stops a living one from collecting. - Depreciated Community Servers fully - Steam Lobbies is now the primary way to player Spellmasons multiplayer because it is much more reliable and supports mods. Connecting to your own server, LAN, Hotseat and Steam games all work as before.
Bug Fixes
- Fixed units that could no longer die, which could leave a run stuck. Saves affected by this repair themselves when loaded. - Enemies in a Blessing Totem room no longer stay invulnerable forever when the totem is gone (for example, after it is Polymorphed). If there's no room for the totem, the level now plays as a normal level. - Later enemy waves no longer appear on top of a totem, which made them impossible to target. - Priests no longer keep reviving enemies lying in liquid over and over. - The Temporal augment: aiming a spell no longer makes a Gripthulu pull you, opens a real portal, or plays sounds and effects from other runes and curses. - Malignant (and other augments such as Virus, Plague, Poison and Forceful) now reach every enemy when the spell also has Omnipresence, instead of only the one you clicked. - The Hat of Despair now triggers only when you kill an enemy, not when one of your own units dies. - Recall now places its mark on the unit Target Arrow hit, instead of the point you clicked. - Deathmason clones no longer use up your own Poison cards. - Warden: each spell now stays in the toolbar slot you put it in from turn to turn. - Spells dragged from the toolbar no longer fall off when you let go on the toolbar itself. - You can no longer queue health-costing or soul-costing spells you can't afford during the enemy's turn. - The "Cost refunded" message now appears only when you actually get a refund, and says exactly what you got back. - Spells from mods and the New Spells pack now show their proper names when sold and elsewhere, instead of internal codes.
In other news, I'm working on a third game!
Zombies aren't Real is a horde-defense, strategy game where you deploy military forces in an attempt to quell a quick-spreading zombie infection and save as many civilians as you can! It supports an insane number of simulated civilians and zombies and you can play in real-world cities. Going for necromancer build in Spellmasons made me realize how much I love playing with gigantic hordes of units and this game takes it to the next level. If this looks like your cup of tea, add it to your wishlist!
This announcement was originally published by Octavia Blue on Steam on Oct 2, 2026.
Open the original on Steam