Spell Unbound is a pixel-art roguelite with one spell: a circle you draw with the mouse.
Loop a monster and it is bound. There is no other attack.
Keep the loop small and it slows what it holds. Close it round and true and it crits. Take too long and something walks through your line and snaps it, and you will not draw again until your hand recovers.
Put three corners in the stroke and it comes out as fire. A W is lightning. An S lets a snake of ink loose to hunt for you. The circle still catches. You drew both.
Every seventh floor, something waits that will not take an ordinary circle. Bosses lose a piece with every loop - a horn, a crown, an arm, a jaw - until there is nothing left to bind.
The descent is only the first run. Beat it and the Ascent opens: thirty floors up through the ramparts, the cloud sea and the empyrean. Hold three orbs and you can walk the Round, a ring of rooms you cross twice, the second time unravelled. And past the Round, if you can bind what waits at its seam, a fourth run opens. It should not exist.
Off every road there are doors that are not on the map - a vault behind a dial, a ring of mushrooms, a lantern-lit void, something in a pit under the Hollow that counts the souls you bind.
The descent is a branching map, walked one room at a time: a pack, an elite and its escort, a treasure and its guards, a gauntlet of traps, or Quillgut, who deals sigils out of a dead scribe's ledger. Some rooms hold a cage. Loop it, and whoever was inside comes home with you to the Megalith, the last refuge left after the Great Flame, and starts trading for what you carry back. The beasts you beat can live in the garden.
Scribes unlock as you go, and each one breaks a rule: a line that cannot be severed, a line that never retracts, one with no line at all.
The full game
Four runs: the Descent, the Ascent, the Round, and one we won't name
30 bosses, each taken apart its own way
6 hidden areas, and more secret places off the map
45 scribes, each breaking one rule of the line
250+ monsters to bind and catalogue
23 spells drawn from 10 shapes, and 80+ items that change your line
Endless mode, a 100-wave Arena and a Boss Rush
5 Torments of increasing difficulty
The free demo
The whole descent: 5 acts, 35 floors, 5 bosses
A secret area to find
17 scribes to unlock
Endless mode
Something under the Hollow, counting the souls you bind
Descend, bind, and reclaim a world lost to the Great Flame.
Storyline
The Grand Library is no more. Fire has engulfed the only place you have ever known. The Great Flame marches ever on, consuming what was once your home, the people you knew, the friends you had, and the world that surrounded them. Few survived, and those who did have made a community of one another in the last bastion upon these scorched lands: a structure that even the world's oldest scribe, your own father, has no record of.
The Megalith.
The Megalith stands tall, stretching well above the highest mountains, piercing the clouds.
The Megalith roots itself deeper than any tree could reach or any ocean could sink.
The Megalith speaks to all who survived the Great Flame's hunger, asking that they take refuge within its walls.
Out of dozens of families, yours survived. Out of thousands of spells, one survived. All that is left to do is descend into what lies below, bind and capture any monster that crosses your path, and collect the first of three orbs, in hope that you can bring back the world everybody once knew.
Each orb breathes new life into the Sigil-Font, and into the Megalith.