Compare GemCraft - Chasing Shadows prices across trusted key stores and find the best deal. Developed by Game in a Bottle. Published by Armor Games Studios. Released on 4/30/2015. Available on PC. Genres: Action, Indie, Strategy.

GemCraft - Chasing Shadows is a deep, systems-heavy tower defense where you craft and combine magical gems to hold back monster hordes. 200+ hours of content if you let it.

Tower defense is a genre that usually tops out at "place gun, watch number go down." GemCraft - Chasing Shadows is the exception that makes most genre peers look like prototypes. Developed by the tiny studio Game in a Bottle and published by Armor Games Studios, it layers gem crafting, skill trees, mana economy management, and a sprawling world map on top of the core "stop the monsters" loop. The result is something closer to a strategy game that happens to involve towers than a traditional tower defense that happens to have upgrade menus. The central mechanic is gem crafting. You place colored gems into towers, traps, and lanterns, and each gem type carries a distinct property: red deals splash damage, yellow poisons and slows, orange mana-steals, and so on. Combining gems produces hybrid effects, and the combinations scale with the gem grade you invest in. The decision space here is genuinely interesting. Do you pump mana into a single high-grade pure gem for maximum raw damage, or spread across lower-grade hybrids that cover more debuff coverage? That question will occupy your brain across dozens of maps, and the answer legitimately changes depending on wave composition, map geometry, and which skill tree nodes you have unlocked. The skill tree itself carries across runs, so early sessions feel deliberately constrained while later playthroughs open up aggressive or defensive build identities that change how you approach the same maps entirely. The wave system deserves attention too. You are not locked into a fixed sequence of enemy arrivals. You can summon additional waves yourself to accelerate mana gain, trading safety margin for faster resource accumulation. High-risk, high-reward timing decisions around voluntary wave summoning are where the real skill expression lives. Veterans will chain-summon waves to keep mana flowing and gem grades climbing before the map becomes threatening. Newcomers who do not read that system will wonder why they keep running out of resources mid-game. The tutorial covers basics adequately but does not hold your hand through the mana economy, which is arguably the most important thing to understand. Give yourself permission to lose a few maps while you internalize the feedback loop. The world map offers a large number of stages, each with modifiers, hidden areas, and optional challenge conditions that reward bonus experience. Replayability is structural, not cosmetic. Playing a map on a higher difficulty tier or with self-imposed restrictions generates more experience to feed the persistent skill tree, which creates a meaningful progression loop even after you have cleared the main path. There is no procedural generation, but the combination of difficulty scaling, voluntary wave summoning, and build variety gives individual maps enough decision branches to stay interesting across multiple attempts. The PC-exclusive mod ecosystem also extends longevity further for players who exhaust the base content. On the downside, the visual presentation is dated by any measure, the UI requires some tolerance for information density, and players who dislike number-crunching will bounce off fairly quickly. The AI controlling enemy pathing is not sophisticated, but in this genre the monster routing is predictable by design so that your gem placement decisions are the variable, not enemy behavior. That is the correct design priority. If you want a tower defense game with genuine strategic depth, persistent progression, and enough content to keep a spreadsheet occupied for months, GemCraft - Chasing Shadows delivers that in a way few genre entries do. Diego, Scout Team

GemCraft - Chasing Shadows

GemCraft - Chasing Shadows

Apr 30, 2015Game in a BottleArmor Games Studios
GamerScout Says

GemCraft - Chasing Shadows is a deep, systems-heavy tower defense where you craft and combine magical gems to hold back monster hordes. 200+ hours of content if you let it.

PC
Steam Deck PlayableProtonDB Gold
Best Price Available
€0.00
at N/A
Historical low: €0.20

GamerScout Verdict

Best for strategy fans who want a tower defense with genuine build depth and a progression loop that stays interesting past the 50-hour mark.

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About GemCraft - Chasing Shadows

Tower defense is a genre that usually tops out at "place gun, watch number go down." GemCraft - Chasing Shadows is the exception that makes most genre peers look like prototypes. Developed by the tiny studio Game in a Bottle and published by Armor Games Studios, it layers gem crafting, skill trees, mana economy management, and a sprawling world map on top of the core "stop the monsters" loop. The result is something closer to a strategy game that happens to involve towers than a traditional tower defense that happens to have upgrade menus. The central mechanic is gem crafting. You place colored gems into towers, traps, and lanterns, and each gem type carries a distinct property: red deals splash damage, yellow poisons and slows, orange mana-steals, and so on. Combining gems produces hybrid effects, and the combinations scale with the gem grade you invest in. The decision space here is genuinely interesting. Do you pump mana into a single high-grade pure gem for maximum raw damage, or spread across lower-grade hybrids that cover more debuff coverage? That question will occupy your brain across dozens of maps, and the answer legitimately changes depending on wave composition, map geometry, and which skill tree nodes you have unlocked. The skill tree itself carries across runs, so early sessions feel deliberately constrained while later playthroughs open up aggressive or defensive build identities that change how you approach the same maps entirely. The wave system deserves attention too. You are not locked into a fixed sequence of enemy arrivals. You can summon additional waves yourself to accelerate mana gain, trading safety margin for faster resource accumulation. High-risk, high-reward timing decisions around voluntary wave summoning are where the real skill expression lives. Veterans will chain-summon waves to keep mana flowing and gem grades climbing before the map becomes threatening. Newcomers who do not read that system will wonder why they keep running out of resources mid-game. The tutorial covers basics adequately but does not hold your hand through the mana economy, which is arguably the most important thing to understand. Give yourself permission to lose a few maps while you internalize the feedback loop. The world map offers a large number of stages, each with modifiers, hidden areas, and optional challenge conditions that reward bonus experience. Replayability is structural, not cosmetic. Playing a map on a higher difficulty tier or with self-imposed restrictions generates more experience to feed the persistent skill tree, which creates a meaningful progression loop even after you have cleared the main path. There is no procedural generation, but the combination of difficulty scaling, voluntary wave summoning, and build variety gives individual maps enough decision branches to stay interesting across multiple attempts. The PC-exclusive mod ecosystem also extends longevity further for players who exhaust the base content. On the downside, the visual presentation is dated by any measure, the UI requires some tolerance for information density, and players who dislike number-crunching will bounce off fairly quickly. The AI controlling enemy pathing is not sophisticated, but in this genre the monster routing is predictable by design so that your gem placement decisions are the variable, not enemy behavior. That is the correct design priority. If you want a tower defense game with genuine strategic depth, persistent progression, and enough content to keep a spreadsheet occupied for months, GemCraft - Chasing Shadows delivers that in a way few genre entries do.

Diego
Diego · Scout Team

Strategy & simulation

Tags

steamGem CraftingPersistent Skill TreeWave ManagementMana EconomyBuild VarietyHigh ReplayabilityDifficulty ScalingMap ModifiersPC Exclusive

System Requirements

Minimum

Processor
Intel Celeron N or better
Memory
2048 MB RAM
Graphics
Intel HD Graphics or better Hard Drive: 100 MB available space

Recommended

Processor
Intel Core i3 or better
Memory
4096 MB RAM
Graphics
Radeon HD / Geforce GTX grade graphics card
Storage
100 MB available space

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Reviews & Ratings

Steam
95%(4,356)

Game Info

Developer
Game in a Bottle
Publisher
Armor Games Studios
Release Date
Apr 30, 2015

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What platforms is GemCraft - Chasing Shadows available on?

GemCraft - Chasing Shadows is available on PC.

When was GemCraft - Chasing Shadows released?

GemCraft - Chasing Shadows was released on 30 April 2015.

Who developed GemCraft - Chasing Shadows?

GemCraft - Chasing Shadows was developed by Game in a Bottle and published by Armor Games Studios.