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Watch trailer on Steam ↗Glyphscape
Geouug · Published by Geouug · Official site ↗
4 user reviews — 75% positive (4 reviews) · 14 achievements
Last updated 28 Sept 2026
A retro fantasy adventure inspired by tabletop role-playing games. Combine Glyphs to create spells in an open-ended spellcrafting system, dispatch enemies through clever mastery of turn-based combat, and discover the secrets and rich history in a deeply interconnected open world!
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Price history
Adventure, Indie, RPG · 2025 · More £5 - £15 games
Embark on a journey through Glyphscape’s vast, interconnected world where each step reveals new secrets. Master turn-based combat and unlock the power of spellcrafting by combining ancient symbols in this indie adventure-RPG from Geouug.
About this game
Glyphscape is a Handcrafted RPG adventure, set in a densely interconnected world of wilderness, dungeons, and diverse civilizations.
Play as The Dreamer, a powerful being who has broken free from their curse of eternal slumber. You emerge to find a world falling into chaos, and only you can set it right. Old stories tell that The Dreamer was once a great hero. If only you could remember your past...
Features:

The history of Glyphscape extends far beyond the events of the game, with a documented fiction spanning nearly a century of historical events, factions, and fables. This history was used as a starting point for the events of the game, creating a world that feels deep and whole.
The world of Glyphscape is composed of hundreds of unique regions, totaling over 4km of playable area both above and below ground. Each tile of each dungeon, town, river, and tree was placed by hand in an effort to create a deep and interesting world to explore. Certain paths may require unique powers or items in order to be accessed, and old dead-ends may become surprising shortcuts as new abilities are unlocked. Secret paths may be hidden in plain sight, requiring a discerning eye to access.
The environment holds many surprises, but there are no secrets between foes in Glyphscape's combat. As this is a turn-based RPG, you will have ample time to strategize and plan your next move. To ensure no blunders, the relevant combat statistics are displayed on one of the ASCIIDECK's auxiliary display screens. Player weapon and spell damage is determined by dice roll, so there is always room for surprises.
Pursue the arcane arts by crafting spells from component Glyphs, which may be learned from conjurers throughout the world. Augment spells with additional Glyphs to change damage type, boost range, or alter the nature of the spell completely. For example, a fire glyph may be used for a spell of fire resistance, fire vulnerability, applying burning, resisting burning, summoning fire from the sky, creating a ring of fire, and probably a few more.
While Glyphscape may appear to be a low-fi pixel presentation, every sprite is created from layers of printed text assets, inspired by the limitations of early sprite-based rendering. This 'scape is made of Glyphs. The standard set of glyphs has been expanded greatly to allow for high fidelity art assets for every weapon, ring, amulet, and apparel piece. The enhanced palette allows for animated monsters, easily readable environments, and particle effects to provide a comfortable experience for you and your graphics card.
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10
- Processor: Anything Dual Core or better
- Memory: 1 GB RAM
- Graphics: Anything that supports 1920x1080
- Storage: 500 MB available space
Supported Languages
Latest news
AnnouncementsOfficial
Release: Glyphscape v1.2
I'm excited to announce that Glyphscape Version 1.2 is finally here! There are an absolute boatload of changes in this update, so I will get right into it.SummaryInterface OverhaulThis update completely overhauls the ASCIIDECK interface into a much more visually pleasing state. The previous versions wasted quite a lot of screen real estate to display bare plastic, and the split of information between the dual side panels resulted in eye fatigue over longer sessions. This is the change that is most immediately apparent. The main view is comfortably wider, and nearly every menu has been redesigned as a consequence.HighlightsWidescreen view of world (100% more!)All menus have been combined into pairsMerged side panels into one convenient panelSpellcrafting OverhaulI'm not sure what exactly constitutes an overhaul, but I have made many small changes to how strings of glyphs are parsed into spell effects, to the point that virtually none of the spells crafted in 1.1 would behave the same way as those in 1.2, so we'll call it an overhaul. The goal here was to make spell crafting require a bit more thought, while also making the underlying systems more intuitive to tinker with.HighlightsDamage-Type glyphs now combine from left to right, merging to form a new element. Combining two Fire glyphs no longer delivers 2d6 Fire, but now deals 2d6 Blast, for example.Glyphs that change the effect of the spell overwrite the effect-changing glyphs to the left, meaning each spell may have only one effect.Added mana cost modifications (positive and negative), allowing for more flexibility in spells at a given mana level.Glyph shapes have been reworked to have a more consistent visual language.Enemy AI OverhaulThe behavior of enemies has been reworked from the ground up, to allow for more dynamic behavior in combat. Enemies in 1.1 and prior would fight the player to the death on sight, and sit idly when the player is no longer in view, and that was about the extent of their behavior. Man...Read full article on Community Announcements (Geouug)Patch NotesOfficial
Update Preview - Major Version 1.2
Update Preview - Major Version 1.2This is a quick check-in post to go over the new features that you can expect in the not-so-distant future. I have an update to finish so I will keep it brief. UI OverhaulThe most noticeable change is the doubling of the viewport size to a crisp 2:1 ratio, and the resulting re-arrangement of every other UI element to accommodate the change.Getting the game to render the extra tiles was not terribly difficult, but re-designing every menu for the new aspect ratio turned into a large undertaking. Some menus combined easily as left + right halves (thank you past me for making them look like alternating sides of a physical book), but others are still a bit broken from the change.In addition to these sweeping changes, I have made many small adjustments to visual cues, and added many sounds in which the current version is greatly lacking.I am nearly finished tying up the loose ends in the UI from the change from a 1:1 to 2:1 ratio, with most of the remaining changes being cosmetic.Mechanical ChangesEnemy BehaviorEnemies no longer stand around waiting for the player to show up and then relentlessly attack on-sight. They'll still attack, but they do other things now too.Enemy behavior has been expanded to allow enemies to wander and patrol, as well as a variety of new crowd control options for the player: enemies may flee or panic situationally, or be compelled to change teams.Stealth AdjustmentsSome tiles may partially obstruct line-of-sight, making paths through tall grass or behind a low wall more advantageous for players hoping to avoid entering combat encounters.Light Level is now taken into account by enemies. Some monsters have dark sight, and lose visual acuity when in bright lights. Most humans can only see in well-lit areas.If an enemy catches sight of the player and loses them, the enemy will investigate the area where the player was last seen. Some monsters may even be able to sniff the player out of hiding without a clear line o...Read full article on Community Announcements (Geouug)Patch NotesOfficial
Patch Notes - Version 1.1.5
This update addresses the most egregious issues facing steam deck users. Gamepad movement feels really good now, and you no longer need to set a custom resolution to see the whole screen! Change Log: Resolution now scales to Steam Deck screen size. Added diagonal movement for Gamepad users. Allowed diagonal movement between trees Fixed a vendor in the Western plains with no Inventory.Read full article on Community Announcements (Geouug)Patch NotesOfficial
Patch Notes - Version 1.1.4
This is a very small patch. The main purpose is to address the first bullet point - which was granting too much HP/MP and could allow infinite healing in certain situations. Changes HP and MP are no longer restored during monster move phases Fixed Monster Move Speed preference not being applied on game loadRead full article on Community Announcements (Geouug)Patch NotesOfficial
Patch Notes - Version 1.1.3
This is a small addendum, just a few bug fixes and some improvements to various menus and sub-menus. Rather than sitting on a mountain of changes, I am going to try to get into the habit of posting smaller updates more regularly.Interface ChangesAdded a latch and subtle wood texture to the stash chestImproved contrast and line placement in Journal bookImproved contrast and added input hints in Journal quest previewImproved contrast of 'End Sneak' prompt when in sneak modeOverhauled ladder traversal sub-menu visualsImproved Look results alignmentImproved contrast and alignment of hit-to-player reports Bug FixesFixed a freeze that occurred when pressing Confirm without a quest selected in the JournalFixed an issue where mushroom enemies would not load the correct sprite from save dataRead full article on Community Announcements (Geouug)









