Compara los precios de Spellspire en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por 10tons Ltd. Publicado por 10tons Ltd. Lanzado el 23/5/2017. Disponible en PC, Xbox. Géneros: RPG.

Scrabble meets dungeon crawl in a tidy 100-floor word-RPG that rewards fast typists but quietly punishes everyone else with a grinding economy lifted straight from its mobile past.

My instinct when I first loaded Spellspire was pure curiosity: can a game really make spelling words feel like casting fireballs? The short answer is yes, occasionally. You control a nameless little wizard climbing a 100-floor tower, and your only weapon is your vocabulary. Each floor hands you a fixed pool of ten letters and unleashes a parade of monsters that tick down an attack timer while you scramble to form words. Longer words hit harder, shorter words buy time, and no word can be used twice per run. On a keyboard, that core loop is genuinely snappy and tense in a way I did not expect from something that started life as a mobile game. The RPG layer is light but present. Between floors you spend gold on wands, hats, and robes that carry elemental effects: fire wands burn, freeze wands stall enemy timers, poison wands drain health over time. Robes grant elemental immunities or bonuses for vowel-opening words, and hats stack passive bonuses on top. You can also slot consumable items such as health potions, dictionary scrolls that auto-spell the longest possible word from your current letters, and shields. The gear shopping is not complex enough to scratch a real build-crafting itch, but it adds just enough decision-making to keep floors 1 through 60 from feeling purely mechanical. Enemies do have elemental weaknesses, so swapping your loadout before a tough boss floor is at least a minor strategy layer worth respecting. Here is where I have to be honest with the RPG crowd who might be tempted by the genre label: the writing is essentially nonexistent. There is no story, no character arc, no dialogue tree, no lore that rewards a second read. If you came here from Disco Elysium wondering about narrative depth, look elsewhere. What Spellspire does have is the structural bones of a roguelite without the procedural freshness: the same ten-letter pool sits fixed per floor, the monster roster per stage does not rotate, and when you hit the first major difficulty spike you will almost certainly have to replay completed floors to farm gold. That grind loop is a direct inheritance from the mobile version's original microtransaction design, and on PC it just means replaying levels you already cleared. The RNG element cuts both ways too: occasionally your ten letters are consonant soup and no amount of vocabulary rescues you from a bad run. The postgame dungeon, unlocked after floor 100, extends the runtime with another 100 floors of multi-objective challenge rooms. In theory that is substantial value. In practice the dungeon's challenges can be arbitrary, and some community players flagged runs getting soft-locked by objectives asking for words starting with a letter not present in their current tileset. That is frustrating design at any price point. On PC, where you type rather than fumble a gamepad cursor, Spellspire at least plays at its best: the keyboard input genuinely elevates the experience over console versions and makes the frantic real-time wordplay feel earned rather than fiddly. Steam user sentiment sits modestly positive, and the audience that loves it tends to be word-game fans who treat it like a brain-exercise app rather than a deep RPG. If you are in that camp, the shorter session loop works well. If you are hoping for build variety past hour ten or a reward for clever lateral thinking, the seams show fast. Monika, Scout Team

Spellspire

Spellspire

23 may 201710tons Ltd
GamerScout opina

Scrabble meets dungeon crawl in a tidy 100-floor word-RPG that rewards fast typists but quietly punishes everyone else with a grinding economy lifted straight from its mobile past.

PCXbox
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My instinct when I first loaded Spellspire was pure curiosity: can a game really make spelling words feel like casting fireballs? The short answer is yes, occasionally. You control a nameless little wizard climbing a 100-floor tower, and your only weapon is your vocabulary. Each floor hands you a fixed pool of ten letters and unleashes a parade of monsters that tick down an attack timer while you scramble to form words. Longer words hit harder, shorter words buy time, and no word can be used twice per run. On a keyboard, that core loop is genuinely snappy and tense in a way I did not expect from something that started life as a mobile game. The RPG layer is light but present. Between floors you spend gold on wands, hats, and robes that carry elemental effects: fire wands burn, freeze wands stall enemy timers, poison wands drain health over time. Robes grant elemental immunities or bonuses for vowel-opening words, and hats stack passive bonuses on top. You can also slot consumable items such as health potions, dictionary scrolls that auto-spell the longest possible word from your current letters, and shields. The gear shopping is not complex enough to scratch a real build-crafting itch, but it adds just enough decision-making to keep floors 1 through 60 from feeling purely mechanical. Enemies do have elemental weaknesses, so swapping your loadout before a tough boss floor is at least a minor strategy layer worth respecting. Here is where I have to be honest with the RPG crowd who might be tempted by the genre label: the writing is essentially nonexistent. There is no story, no character arc, no dialogue tree, no lore that rewards a second read. If you came here from Disco Elysium wondering about narrative depth, look elsewhere. What Spellspire does have is the structural bones of a roguelite without the procedural freshness: the same ten-letter pool sits fixed per floor, the monster roster per stage does not rotate, and when you hit the first major difficulty spike you will almost certainly have to replay completed floors to farm gold. That grind loop is a direct inheritance from the mobile version's original microtransaction design, and on PC it just means replaying levels you already cleared. The RNG element cuts both ways too: occasionally your ten letters are consonant soup and no amount of vocabulary rescues you from a bad run. The postgame dungeon, unlocked after floor 100, extends the runtime with another 100 floors of multi-objective challenge rooms. In theory that is substantial value. In practice the dungeon's challenges can be arbitrary, and some community players flagged runs getting soft-locked by objectives asking for words starting with a letter not present in their current tileset. That is frustrating design at any price point. On PC, where you type rather than fumble a gamepad cursor, Spellspire at least plays at its best: the keyboard input genuinely elevates the experience over console versions and makes the frantic real-time wordplay feel earned rather than fiddly. Steam user sentiment sits modestly positive, and the audience that loves it tends to be word-game fans who treat it like a brain-exercise app rather than a deep RPG. If you are in that camp, the shorter session loop works well. If you are hoping for build variety past hour ten or a reward for clever lateral thinking, the seams show fast.

Monika
Monika · Scout Team

RPGs

Etiquetas

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:indieWord RPGKeyboard RequiredTower ClimberElemental GearConsumable ItemsGrind-HeavyMobile PortScore AttackShort Sessions

Requisitos del sistema

Mínimos

OS
Windows XP / Vista / 7 / 8 / 10
Memory
256 MB RAM
DirectX
Version 9.0a
Storage
130 MB available space
Graphics
SM 2.0
Processor
1 Ghz

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Información del juego

Desarrolladora
10tons Ltd
Distribuidora
10tons Ltd
Fecha de lanzamiento
23 may 2017

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¿En qué plataformas está disponible Spellspire?

Spellspire está disponible en PC, Xbox.

¿Cuándo se lanzó Spellspire?

Spellspire se lanzó el 23 de mayo de 2017.

¿Quién desarrolló Spellspire?

Spellspire fue desarrollado por 10tons Ltd.