
Screenshots

SpellSlinger Towns
Open Mid Interactive · Published by Open Mid Interactive
Last updated 28 Sept 2026
Lose yourself in the magical sandbox realm of Spellslinger Towns where city-building meets deckbuilding. Build and manage your city, use powerful spells from your custom deck, and strategically expand your realm through careful resource management and tactical decisions.
In SpellSlinger Towns, you'll weave a spellbinding tapestry of city-building and deckbuilding. Craft powerful magic, manage resources wisely, and grow your realm with strategic decisions.
About this game
City builder meets roguelite
Construct, expand, and optimize your city with precision and flair. From humble beginnings to towering citadels, every decision you make influences the growth and prosperity of your realm. Set up well-oiled production lines, trading agreements, diplomacy, and military bases to reach the different end-goals the game offers. Play the cards you’re dealt and break the sandbox!Deckbuilding
Craft your deck of magical cards, each offering potent spells, quests, monsters, and powerful enchantments. Fine-tune your strategy as you explore endless combinations to fortify your city, overcome your enemies, or befriend them!- Start with a deck of handpicked cards.
- Draw from your deck and play the cards that ideally fit the current situation.
- As the playthrough progresses, you'll be able to add new cards to your deck
Play crazy combinations with your cards, and try to break the simulation. Control an army of armored huskies? If you have the cards, Spellslinger Towns will let you do it.
Every run is different
Each run offers new challenges and opportunities.
Unlock new complexities and upgrades by reaching an ever-expanding array of objectives to aim for!

Spellslinger Towns was made possible by the Flanders Audiovisual Fund (VAF).
System Requirements
Will my PC run this? →Minimum
- OS: Windows® 10 (64-bit)
- Processor: Intel® Core™ i5-4570T (dual-core) / AMD® FX-Series™ FX-9590 (quad-core)
- Memory: 4 GB RAM
- Graphics: NVIDIA® GeForce® GTX 550 Ti (1 GB) / AMD® Radeon™ R9 270X (2 GB)
- DirectX: Version 10
- Storage: 4 GB available space
- Additional Notes: Coming soon!
Recommended
- OS: Windows® 10 (64-bit)
- Processor: Intel® Core™ i5-4670 (quad-core) / AMD® Ryzen™ 3 2200G (quad-core)
- Memory: 6 GB RAM
- Graphics: NVIDIA® GeForce® GTX 550 Ti (1 GB) / AMD® Radeon™ R9 270X (2 GB)
- DirectX: Version 12
- Storage: 4 GB available space
- Additional Notes: Coming soon!
Supported Languages
Latest news
AnnouncementsOfficial
Spellslinger Towns Devblog #3: Victory!
Hello everyone! Last week we got some questions on the win conditions of the game. Since Spellslinger Towns is very much a sandbox, this goes a little bit different from other strategy games. Sit down, relax, and find out more here! Getting started and surviving The basic gameplay loop goes as follows: Manage your city in real-time, expand, explore, trade, ... Play cards (more about this in the last devblog!) Every few card hands, expand your deck After X deck expansions, you no longer get any extra cards ...Now what? Good question! In the first few playthroughs, you'll be focused on making sure your city survives the early-game events such as wild fires, raids, droughts, and so on. You'll have to work on your instincts and figure out how you can set up a well-oiled production line, trading agreements, diplomacy and military, regardless of the circumstances you are presented with. Once you've got the hang of that, it's time for Feats! Feats Feats are kind of (very much?) like achievements. Because there will be hundreds if not thousands of Feats, we went for the name Feats to avoid confusion with Steam's Achievements. ...Anyway! Every playthrough presents you with different circumstances. Not only are the biomes, random events and nearby players different every time, so are the cards you are offered. This means that a simple victory condition would not fit very well: what if you don't get the required cards to achieve said victory? To mitigate this issue, we present you with a vast array of Feats, each with different tiers. Every time you achieve a tier of a Feat, you are rewarded with Paper. Paper is the in-game currency that will be used to buy (cosmetic) rewards (but that's for another devblog!). Paper can only be earned in game. No Microtransactions. {STEAM_CLAN_IMAGE}/44960086/c9d95510d611a8291e2400ff0cbc14280eb263a7.png At any point in the game, the game shows you the Feats you're closest to achieving: {STEAM_CLAN_IMAGE}/44960086/69664a8d6097a23e9d434168ddb22b...Read full article on Community Announcements (Ne Vogel)AnnouncementsOfficial
Spellslinger Towns Devblog #2: Cards
Hello everyone! As promised last week, this week's Devblog is all about how cards are incorporated into Spellslinger Towns. Cards are a great way to spice thing up, and if used correctly in strong combo's, will really turn the game into your sandbox. Play things right and see how far you can take things! {STEAM_CLAN_IMAGE}/44960086/1097b5fe1ae9f17c344ba5ef9ab03c898cc43116.png Starter deck Before you start, you'll have to create a starter deck. A start deck consists of exactly 6 cards and can contain as many duplicates as you want. You can freely configure any combination of cards, as long as they are starter cards, marked by a "play" icon on the bottom of the card. Mana and rounds Once the game starts, your deck is shuffled. Every round, you pick 3 (or more) cards from your draw stack. You are allowed to play all cards in your hand as long as you have enough mana. Since you start with 1 mana and 3 cards, you'll have to choose which one you're going with. Once the round is over, all cards you drew are put into the discard stack, regardless of whether you played them that turn. Once your draw stack is empty, the discard stack is shuffled and moved to the draw stack. {STEAM_CLAN_IMAGE}/44960086/adfe49078d49a6fa325115fc2a14feb0068941f9.png Deckbuilding Every few turns, you are presented with the option to upgrade your deck. You'll be presented with 8 card options, from which you can pick 3 to add to your deck. Once your deck has been expanded, a new round starts and you can start playing with your new cards! {STEAM_CLAN_IMAGE}/44960086/7ce5d1623152f42796d084b42db9e0f737d34980.png Card Types As you'd expect, there are a few different types of cards. Let's go over them! Spell cards are exactly what you think they are: spells to cast on your enemies, buffs for yourself, things that may drastically alter environments or spells that affect your deck such as duplicating and deleting cards. Spell cards have a purple border. Building cards allow you to place special buildings t...Read full article on Community Announcements (Ne Vogel)AnnouncementsOfficial
Spellslinger Towns Devblog #1: In Di Beninging
Hello everyone! We're trying out this Devblog format to gauge how interested you guys are in finding out about our game through this format. Our first entry will talk about the basics of the game: What's the idea? How do you get started? What are the cards for? Find out in this Devblog! In Di Beninging The game starts off with a single building, your Town Center. Your Town Center provides a few different things: a bit of storage space, some basic food production, and a place to drop off the goods your citizens or buildings produce. New villagers will also spawn from here! {STEAM_CLAN_IMAGE}/44960086/963bf59f2f4ab0a7a28892e7a67d4cbd8fcb5a40.png The simulation You'll quickly find out that the units in your city aren't directly controllable. Let's take here for example. While we can click on a unit to see some of their properties, there is no way to directly control their behaviour. That's the case for every single unit in the game. All units will live their own live independently, and react to situations on their own. {STEAM_CLAN_IMAGE}/44960086/d9616f7cb171e09192ec64c3bebb292844d25cc4.png Some examples: Units will automatically move around, based on the parameters you set (more on that later!) Units will automatically decide to attack or flee from enemies, depending on whether or not they are armed. Units will automatically build new houses if needed, and transport goods where they are required. Wild animals may decide to attack your town, or leave it alone. Settlements filled with bandits could decide to raid your city. So... why does everything happen automagically? We want you to focus on the big picture, on building a big city, managing diplomacy, trade, and resource production lines. We want you to think strategically about which spells you're going to be casting and when they might be the most useful. If you're always busy micro-managing every single unit, that can't happen! Resources and production Of course, to grow your city, you'll need various resources. S...Read full article on Community Announcements (Ne Vogel)






