Compare Devil Spire prices across 50+ stores and find the best deal. Developed by Ithiro Sumi. Published by Ithiro Sumi. Released on 2/2/2022. Available on PC. Genres: Action, Indie, RPG.

A quarantine passion project that somehow conjures genuine King's Field dread through 2.5D pixel corridors, procedural permadeath, and 24 weapon classes worth arguing about.

My first hour with Devil Spire felt like finding a hand-labeled cassette tape in a thrift store, something that shouldn't work as well as it does. This is a first-person pseudo-3D roguelite dungeon crawler built by a tiny team during lockdown, stitched together in Game Maker Studio, openly wearing its King's Field and Heretic influences without apology. The result sits in a very specific niche: slow, oppressive, inventory-fussy, and oddly hard to put down once it gets its hooks in. The dungeon itself is the star. Ten distinct environment types rotate through runs, from flooded crypts to hedge mazes, each with their own enemies, bosses, and ambient menace. Floors are compact by design, full of winding corridors that hide barrels to smash, traps to trigger, shady merchants to negotiate with, and chests stuffed with loot you may or may not be able to carry. The carry weight and equipment durability systems are divisive, and that is an understatement. Weapons break with some regularity and armor degrades faster than some players expect; the community is split between people who find this a tense resource puzzle and people who bounce off it immediately. Know which type you are before you commit. Enemy spellcasters in particular draw criticism for being punishing until you learn the tells, since the counterplay resolves down to staggering casters before they fire. The melee loop on the other hand can skew toward stun-locking smaller enemies, which takes some edge off the tension. What the game genuinely earns is its atmosphere. The 2.5D hand-drawn sprite enemies, from knife-throwing goats to spell-casting mushroom folk, have a weird life to them that pure pixel art rarely achieves. The haze that clings to dungeon corridors reads like a design choice rather than a technical limitation. Character creation lets you build toward heavy-weapon brawlers, fragile sorcerers leaning on the 48-spell roster, dual-wielding ranged hybrids, or whatever the 60 equipment enchantments suggest at the time. Mode variety covers a standard Ascent climb, boss rush, endless runs, and a Soul mode with per-run permanent upgrades, giving the repetition enough texture to justify multiple sessions. The developer has also kept patching the game well past launch, with the community wiki and active Discord suggesting a builder who genuinely cares about the thing he made. The roughness is real and should not be waved away. Melee combat balance is uneven. Enemy spellcasters create friction that feels unfair on early runs. The learning curve is steep mostly because the game withholds explanations rather than because the systems are deep. But there is a particular kind of player who will accept all of that for the chance to find their rhythm, snowball a run, and climb the tower one more time. The Steam community's own verdict lands around the same place: rough around every edge, quietly addictive anyway. Kai, Scout Team

Devil Spire
ActionIndieRPG

Devil Spire

Feb 2, 2022Ithiro Sumi
GamerScout Says

A quarantine passion project that somehow conjures genuine King's Field dread through 2.5D pixel corridors, procedural permadeath, and 24 weapon classes worth arguing about.

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About Devil Spire

My first hour with Devil Spire felt like finding a hand-labeled cassette tape in a thrift store, something that shouldn't work as well as it does. This is a first-person pseudo-3D roguelite dungeon crawler built by a tiny team during lockdown, stitched together in Game Maker Studio, openly wearing its King's Field and Heretic influences without apology. The result sits in a very specific niche: slow, oppressive, inventory-fussy, and oddly hard to put down once it gets its hooks in. The dungeon itself is the star. Ten distinct environment types rotate through runs, from flooded crypts to hedge mazes, each with their own enemies, bosses, and ambient menace. Floors are compact by design, full of winding corridors that hide barrels to smash, traps to trigger, shady merchants to negotiate with, and chests stuffed with loot you may or may not be able to carry. The carry weight and equipment durability systems are divisive, and that is an understatement. Weapons break with some regularity and armor degrades faster than some players expect; the community is split between people who find this a tense resource puzzle and people who bounce off it immediately. Know which type you are before you commit. Enemy spellcasters in particular draw criticism for being punishing until you learn the tells, since the counterplay resolves down to staggering casters before they fire. The melee loop on the other hand can skew toward stun-locking smaller enemies, which takes some edge off the tension. What the game genuinely earns is its atmosphere. The 2.5D hand-drawn sprite enemies, from knife-throwing goats to spell-casting mushroom folk, have a weird life to them that pure pixel art rarely achieves. The haze that clings to dungeon corridors reads like a design choice rather than a technical limitation. Character creation lets you build toward heavy-weapon brawlers, fragile sorcerers leaning on the 48-spell roster, dual-wielding ranged hybrids, or whatever the 60 equipment enchantments suggest at the time. Mode variety covers a standard Ascent climb, boss rush, endless runs, and a Soul mode with per-run permanent upgrades, giving the repetition enough texture to justify multiple sessions. The developer has also kept patching the game well past launch, with the community wiki and active Discord suggesting a builder who genuinely cares about the thing he made. The roughness is real and should not be waved away. Melee combat balance is uneven. Enemy spellcasters create friction that feels unfair on early runs. The learning curve is steep mostly because the game withholds explanations rather than because the systems are deep. But there is a particular kind of player who will accept all of that for the chance to find their rhythm, snowball a run, and climb the tower one more time. The Steam community's own verdict lands around the same place: rough around every edge, quietly addictive anyway. Kai, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:sub-5Item DurabilityBoss Rush ModeEndless ModeSpell BuildDual WieldingPermadeath RogueliteHand-drawn SpritesQuarantine Dev

System Requirements

Minimum

OS
Windows XP and up
Memory
8 GB RAM
DirectX
Version 9.0
Storage
80 MB available space
Graphics
DirectX 9 compatible with at least 1 GB
Processor
Any with at least 2.5 Ghz
Sound Card
Any with DirectX 9 support

Reviews & Ratings

No ratings available

Game Info

Developer
Ithiro Sumi
Publisher
Ithiro Sumi
Release Date
Feb 2, 2022

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