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Watch trailer on Steam ↗Low Magic They Said
tripleslai · Published by tripleslai
6 user reviews — 100% positive (6 reviews)
Last updated 28 Sept 2026
A dark fantasy roguelike deckbuilder where broken builds are a feature, not a bug. Think Slay the Spire meets the unforgiving difficulty of Dark Souls, with Diablo 2's philosophy of letting you discover ridiculously powerful builds yourself. They lied about the magic being low.
£12.79
Lowest price we've ever recorded
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Price history
Indie, RPG, Strategy, Early Access, Casual · 2026 · More £5 - £15 games
In Low Magic They Said, strategize your path through a challenging world of indie RPGs and early access challenges. Build decks that defy expectations in this unique roguelike experience that blends Slay the Spire's chaos with Dark Souls' difficulty and Diablo 2's discovery of power.
About this game
About This Game
Low Magic, They Said!
In this dark fantasy roguelike deckbuilder, every run tells a different story of power, madness, and the lies they told about magic.
Every Run Is a New Story
Navigate procedurally generated maps, choosing your path through enemy encounters, elite fights, events, shops, and rest sites. Every decision matters - do you risk the elite for a powerful upgrade, or play it safe and hit the shop? Do you dare enter the optional dungeon mid-run, or save your health for the boss ahead? Runs are fast, brutal, and endlessly replayable.
Build Something Absurdly Powerful
Play the Berserker - a rage-fueled warrior with a massive card pool, devastating synergies, and upgrades that turn simple attacks into game-breaking combos. Every relic changes your approach, and the right combination turns a desperate run into an unstoppable rampage. This isn't about perfect balance - it's about discovering that broken combo and riding it to glory. If it feels overpowered, you earned it. More character classes are coming throughout Early Access.
Temple Magic
Beyond your class cards lies an ancient magic system waiting to be unlocked. Temple magic opens up entirely new abilities - and as you push deeper into the game, you can share magic across classes, breaking the boundaries of what each character was meant to do. The deeper you go, the more the rules bend.
Earn Your Power
Your arsenal grows with every accomplishment. Defeat bosses in specific ways, discover hidden interactions, complete challenging feats - and permanently unlock new cards and relics for all future runs. That impossible boss that crushed you? Defeating it unlocks the very power it used against you. The more you play, the more tools you have, creating a satisfying progression that spans across deaths.
Optional Dungeons - If You Dare
Optional dungeons exist completely separate from the main path. These aren't just difficulty spikes - they're entirely different experiences with exclusive events, unique enemies, and rewards that exist nowhere else in the game. The entrance fee is steep, the enemies are brutal, and death is likely. But the power waiting inside? Legendary. This is where good runs become god runs... if you survive.
Summon the Gods at Your Peril
Deep within the optional dungeons lie ancient altars. Here, you can attempt to summon deities - but you never know who will answer. Will you draw the attention of a benevolent god who grants you game-breaking power? Or will you summon something that makes you wish you'd never found that altar? Some gods give you wings. Others clip them. The only certainty is uncertainty.
A Story Worth Unraveling
This isn't a roguelike that skips the narrative. A deep story unfolds across acts, events, and discoveries - pieced together through gameplay, not cutscenes. Collect journal pages scattered throughout the world, each with audio lore you can listen to while you play. The world has secrets, the characters have motives, and the deeper you go, the more you realize nothing is what it seemed. Pay attention. The lore rewards those who look.
A World That Transforms
Journey through multiple acts across distinct biomes, witnessing the world's transformation from vibrant fantasy into something far darker. The atmosphere evolves with your progress, creating a narrative told through environment, music, and increasingly desperate battles.
The Prestige System
Beat the game? That's where it really begins. Each prestige level automatically makes enemies tougher - that part you can't control. But after each victory, fate draws two cards from a massive pool: one that strengthens the world, one that weakens you. You pick one. The other is gone forever. Your choices stack as you climb, and the pool is deep enough that no two playthroughs draw the same combination. Your prestige 5 might be a nightmare. Someone else's might be a cakewalk. And with each level, the world reveals new secrets hidden from lesser adventurers. Legends speak of secret levels of magic that only the most persistent will ever find.
A Soundtrack That Hits Different
Every track in the massive original soundtrack was composed during development - no stock audio. The music shifts with the world, from epic fantasy to dark, oppressive soundscapes that match the tone of each biome and act. This game sounds as good as it plays.
Early Access - March 2026
Built with love by a solo dev gamer, for gamers. As a former Senior GM on World of Warcraft at Blizzard Entertainment, I know what makes games great. Now I'm building the one I always wanted to play. The core experience is complete and fully playable from start to finish. All major systems are in place: deckbuilding, achievement unlocks, optional dungeons, god summoning, prestige progression, and a deep meta-game. This is a full experience, not a skeleton.
What's Coming During Early Access
Additional character classes, new biomes and acts, town building, expanded endgame content including raid mode and secret dungeons, and more layers of depth we're not ready to reveal yet. Some darkness is better left undiscovered... for now.
In a world where the gods themselves might answer your desperate call, where optional dungeons promise power beyond imagination, and where every achievement makes you permanently stronger, one thing is certain:
They lied about the magic being low.
System Requirements
Will my PC run this? →Minimum
- OS *: Windows 7 SP1+ (64-bit)
- Processor: Intel Core i3 or equivalent
- Memory: 2 GB RAM
- Graphics: Intel HD Graphics 4000 or better
- Storage: 8 GB available space
- Sound Card: DirectX-compatible
Recommended
- OS: Windows 10 (64-bit)
- Processor: Intel Core i5 or equivalent
- Memory: 4 GB RAM
- Graphics: Dedicated GPU with 1 GB VRAM (e.g. NVIDIA GeForce GTX 660 or equivalent)
- Storage: 10 GB available space
- Sound Card: DirectX-compatible
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
# LMTS — EA Patch 5
# LMTS — EA Patch 5 Patch 4 fixed the foundation. Patch 5 is where the world starts to speak. Three new bosses take their places across the three areas, and the whole game found its voice. Enemies roar, react, and breathe now. The moments that commit you land with weight. If the game felt a little quiet before, this is the patch that fills it in. ## Sound & Feel — the headline - **The three area bosses have full voices.** Entrance roars, reactions when you land a hit, and low idle sounds while they wait out your turn. They feel present in the room now, not just on the screen.- **Enemy special moves finally make sound.** Every enemy's skill and special-move animation used to play silent — a bug that had been there a long time. Now they land with the audio they always should have had. (Lostfallen's laugh when she winds up a skill is a favorite.)- **Enemy grunts now vary.** Entrances, getting hit, winding up an attack — the pitch, volume, and timing shift each time, so the same enemy never sounds like a looping tape.- **Enemies now grunt as they start their attacks** — a small tell you can feel coming.- **New creature sounds** across the roster, including bats, bears, and clawstalkers.- **Fixed a class of audio hitching.** Short sound effects now fire instantly, with no stumble at the front of the sound.- **A proper gong on the moments that commit you.** HEAD OUT from town, and New Game / Continue on the save slots. It used to be almost silent — now it lands. ## New: Three Bosses Three new bosses, one for each of the three areas. Two hold the open areas; the third waits in a dungeon. None of them are stat checks. Each one asks you to change how you play, not just hit harder. - **Lostfallen** (first area) — Reflects damage back at attackers whenever she's struck, so swinging blindly punishes you. Skill cards wilt her thorns instead of feeding them. Read the turn before you commit.- **Frost Soulkeeper** (second area, the snowy peaks) — An ice barrier soaks every hit down...Read full article on Community Announcements (dev)Patch NotesOfficial
Low Magic They Said - Early Access Patch 4
# LMTS Patch Notes## EA Patch 4 (2026-05-31)Early Access launch wasn't where I wanted it. Patch 4 is the bar I'll hold from here.A pile of long-standing bugs squashed, the victory picker reworked, dungeon map fixed in all three dungeons, smoother audio and transitions across the board, and the start of an in-game bug report flow so you can tell us when something's off without leaving the game.Patch 4 highlights: - The game should no longer crash during rare map interactions. - We have unified competing systems so for the first time each card and relic and upgrade interaction should do what it says. - If you find something that we missed, please inform on discord or via the new bug/suggestion button in settings. - A lot of music has been curated, events optimised and ambient stylized. Much less fog and colorless places unless where it earns its place.- Berserker's animations have been rebuilt from the ground up. Expect this quality and better as the minimum bar moving forward.- A lot of time this patch has been spent on rewiring and re-architecting a lot of system to pave way for the vision. This version is what we wanted the Early Access to be. Now when we are here we will start looking at the next classes and more enemies and bosses. Please drop suggestions at our Discord.### Bug Fixes — Combat- **Crimson Communion** now actually heals you. Previously it silently failed to heal while still costing you max HP.- **Cloth** relic correctly grants armor on the first turn of combat again.- Cards that draw cards no longer prematurely end your turn. (The oldest bug in the book, and we've added a guard so it stays dead.)- **Soul Echo** upgrade now shows a clear "SOUL ECHO!" indicator with a brief pause so you can actually see what fired.- **Beholder Cube** boss: health bar, numbers, and armor icons no longer stack on top of each other.- **Bestowal cards are now per-copy.** Playing one copy of a Bestowal card no longer affects the "first use" state of other copies in your de...Read full article on Community Announcements (dev)Community & EventsOfficial
Stopping by for Deckbuilders Fest? Read this first.
Welcome to anyone finding LMTS through Steam Deckbuilders Fest.Low Magic, They Said is in Early Access. It's a roguelike deckbuilder, but it's trying to be more than that. A world with gods that watches. You meet them across runs. Hidden mechanics that reward patience. A town between runs that grows with you. Memory Runs into the lore of the world. Solo dev work, building it carefully.The Berserker is the first character. The Illusionist and Ninja come next. Each with their own deck and their own piece of the story.A world you can explore, with optional dungeons off the beaten track. If you venture here you will likely die. But this is also where good runs become god runs.Early Access here means actual Early Access. Patches coming. Content building. Bugs being fixed. If you find one, please report it. EA bugs caught now are bugs that don't ship at 1.0.Thanks for stopping by.If you want to follow the work or chat about it, the Discord is where it happens. https://discord.gg/jAs8dCBE7uEricRead full article on Community Announcements (dev)Patch NotesOfficial
EA Patch 3
A double patch, lets go! Disclaimer, patch 3 was tested more than patch 2 hotfix 4 for obvious reasons. But not nearly enough to make me sleep well. Please share any bugs you find on our discord. Huge shout out to FoolWhip for reporting a game breaker. Big thanks!. EA Patch 3 Combo Arts Let's talk about Combo Arts — a relic type already live in Low Magic, They Said! that doesn't give up its secrets easily. I am about to do some changes to it so it's a good time to explain their intended mechanics and what's to come. I hope it's appreciated. What they are Combo Arts are relics built around a hidden sequence. Each one holds a short chain of mana costs (0–2) that you have to play in the right order, in the same turn, to trigger its reward. Break the chain, and the relic resets. You only get one successful trigger per combat. The catch? The first time you find one, you don't see the sequence or the reward. You have to figure it out by playing. Listen closely as you play your cards — the game is telling you when you're on the right track. Two flavors Boss Combo Arts drop from bosses. Each one has a fixed sequence and a fixed reward. Once you solve it, it's stored forever in your collection under the Combo Arts tab. From that moment on, any future run that offers you this same Combo Art will show it fully revealed — even in a "pick 1 of 3" boss reward — so you can weigh it against the other options and decide if it fits your deck. These are balanced by often being expensive to pull off when the reward is strong. Wild Combo Arts come from everywhere else. Their sequence and their reward are both rolled randomly when you find them. Solve the combo and the relic locks that reward to your save for the rest of the run, usable once per battle. Part of the fun is that a fresh Wild Combo is only 3 steps — and can be absolutely broken. Here's where it gets spicy: if a Wild Combo Art rolls a sequence you've already discovered and can see in your collection, the game extends that co...Read full article on Community Announcements (dev)Patch NotesOfficial
EA Patch 2 Hotfix 1
EA Patch 2 Hotfix 1Quick hotfix going live now with a few things I wanted to get out before the next larger patch.Display HandlingThe game now detects your monitor settings and targets 1920x1080 fullscreen. If your display can't match that resolution, the game will add black borders rather than stretching, cropping, or distorting any of the UI or gameplay elements. Everything stays where it's supposed to be.Fog and Mist CleanupFog and mist had leaked into many areas of the game where they didn't belong. A few fixes went in before Early Access, a few more are landing with this patch, and I'll keep this work going moving forward.Honest truth: I went blind in my own house. The creep happened slowly through incremental engine changes and I stopped noticing. Big thanks to the testers who flagged this — you were right, and once I checked the game on other monitors and on my TV it became obvious how far it had drifted. Vibrant colors are back where they belong. Fog and mist will still be present in dark and hard-to-reach spots where they do belong.This also sparked a full review of the current weather and ambient system. The results of that review will ship as part of the next larger patch.Mercenary ArcherThe Mercenary Archer was always designed to stick around and support you across multiple runs — but she wasn't. She is now, and she'll keep offering her boost until more of the campaign opens up.Status TooltipsStatus tooltips had wandered off from their intended layout. They've found their way back and now display according to design.Thanks as always for the reports and for playing. More soon.Read full article on Community Announcements (dev)






