Compare Lichdom: Battlemage prices across 50+ stores and find the best deal. Developed by Xaviant. Published by Xaviant. Released on 8/26/2014. Available on PC, Xbox. Genres: Action, Indie, RPG. Metacritic score: 69/100.

A first-person spellcasting RPG that hands you an arsenal of magic and almost nothing else. Pure mage fantasy, for better and worse.

Lichdom: Battlemage is a first-person action RPG built around one premise: you play a mage, you only play a mage, and the game wants you to feel genuinely powerful doing it. No sword as a fallback, no tankier class option, no ranger hiding in the bushes. Xaviant stripped the RPG template down to its spellcasting bones and asked whether that single pillar could carry a whole game. The answer is a complicated yes-and-no that took me several hours to fully work out. The spell-crafting system is the real draw here, and it earns genuine praise. Each school of magic, covering elements like fire, ice, and necromancy, has three casting modes: a direct projectile, an area-of-effect, and a shield-based defensive cast. You combine sigils to modify how spells behave, stacking effects like lingering burn zones, chain explosions, or freeze-then-shatter combos. At its best, this creates a build-crafting loop that scratches the same itch as theorycrafting a Divinity skill tree, though with less granularity. Finding a synergy that melts a tough enemy type feels rewarding in a way that holds up for the first twenty or so hours. Where the game stumbles is almost everywhere outside that crafting loop. The story is thin and forgettable, which is a painful thing to say as someone who reads every codex entry in games that have them. Your character's motivation is revenge, served with almost no narrative seasoning. The world is corridor-heavy, visually repetitive, and structured in a way that feels less like a world and more like a series of combat arenas stitched together with loading screens. Enemies respawn as you backtrack, which is either a feature or a punishment depending on your patience for repeated fights. The pacing drags noticeably in the mid-game, and there is a filler-quest energy to pushing through zone after zone with minimal story payoff between battles. Combat itself has a kinetic quality that is hard to dismiss entirely. Chaining together a freeze burst into a shatter strike, then dropping a fire wall on the stragglers, produces genuine spectacle. The dodge mechanics are serviceable, and on higher difficulties the game demands you actually think about elemental resistances and spell sequencing rather than spamming your favorite school. That said, the enemy variety is limited enough that the challenge eventually feels repetitive rather than escalating in interesting ways. If you came hoping for the narrative weight of a proper RPG, the character arcs, the branching choices, the writing that rewards a second look, you will find almost none of that here. Lichdom: Battlemage is for a specific kind of player: someone who has complained loudly that RPG mages are underpowered and underserved, someone content to trade story depth for mechanical expression, and someone willing to overlook a thin world if the casting system keeps them entertained. It is not for players who need their build variety to still feel fresh past hour forty, or who require narrative stakes to stay invested. The Mixed Steam reviews are fair. The spell-crafting is genuinely clever. Everything around it needed another year in the oven. Monika, Scout Team

Lichdom: Battlemage
ActionIndieRPG

Lichdom: Battlemage

Aug 26, 2014Xaviant
GamerScout Says

A first-person spellcasting RPG that hands you an arsenal of magic and almost nothing else. Pure mage fantasy, for better and worse.

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About Lichdom: Battlemage

Lichdom: Battlemage is a first-person action RPG built around one premise: you play a mage, you only play a mage, and the game wants you to feel genuinely powerful doing it. No sword as a fallback, no tankier class option, no ranger hiding in the bushes. Xaviant stripped the RPG template down to its spellcasting bones and asked whether that single pillar could carry a whole game. The answer is a complicated yes-and-no that took me several hours to fully work out. The spell-crafting system is the real draw here, and it earns genuine praise. Each school of magic, covering elements like fire, ice, and necromancy, has three casting modes: a direct projectile, an area-of-effect, and a shield-based defensive cast. You combine sigils to modify how spells behave, stacking effects like lingering burn zones, chain explosions, or freeze-then-shatter combos. At its best, this creates a build-crafting loop that scratches the same itch as theorycrafting a Divinity skill tree, though with less granularity. Finding a synergy that melts a tough enemy type feels rewarding in a way that holds up for the first twenty or so hours. Where the game stumbles is almost everywhere outside that crafting loop. The story is thin and forgettable, which is a painful thing to say as someone who reads every codex entry in games that have them. Your character's motivation is revenge, served with almost no narrative seasoning. The world is corridor-heavy, visually repetitive, and structured in a way that feels less like a world and more like a series of combat arenas stitched together with loading screens. Enemies respawn as you backtrack, which is either a feature or a punishment depending on your patience for repeated fights. The pacing drags noticeably in the mid-game, and there is a filler-quest energy to pushing through zone after zone with minimal story payoff between battles. Combat itself has a kinetic quality that is hard to dismiss entirely. Chaining together a freeze burst into a shatter strike, then dropping a fire wall on the stragglers, produces genuine spectacle. The dodge mechanics are serviceable, and on higher difficulties the game demands you actually think about elemental resistances and spell sequencing rather than spamming your favorite school. That said, the enemy variety is limited enough that the challenge eventually feels repetitive rather than escalating in interesting ways. If you came hoping for the narrative weight of a proper RPG, the character arcs, the branching choices, the writing that rewards a second look, you will find almost none of that here. Lichdom: Battlemage is for a specific kind of player: someone who has complained loudly that RPG mages are underpowered and underserved, someone content to trade story depth for mechanical expression, and someone willing to overlook a thin world if the casting system keeps them entertained. It is not for players who need their build variety to still feel fresh past hour forty, or who require narrative stakes to stay invested. The Mixed Steam reviews are fair. The spell-crafting is genuinely clever. Everything around it needed another year in the oven. Monika, Scout Team

Tags

steamSpell CraftingFirst-Person MagicElemental CombosBuild TheorycraftingMage FantasyCorridor CombatRevenge StorylineSingle-Class RPG

System Requirements

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Reviews & Ratings

Metacritic
69
Steam
56%(3,005)

Game Info

Developer
Xaviant
Publisher
Xaviant
Release Date
Aug 26, 2014

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