Part 4 (Dec 2025) · #2 of 10 in that tierWatch the moment (2:09:25)

The Spell Brigade
- Developed by
- Bolt Blaster Games
- Published by
- Bolt Blaster Games
$12.99
Survivors-like with ONLINE CO-OP for 1-4 players. Team up with your wizard friends to slay hordes of dark creatures. Complete team-based objectives, unlock new upgrades and create overpowered spell synergies. Friend nor foe is safe in this friendly fire bullet hell!
What creators say
What players say
A 3D survivors-like (bullet heaven) from Bolt Blaster Games where 1-4 wizards fight hordes together online, with friendly fire, team objectives and elemental spell infusions.
Steam players rate it Very Positive (about 81% of ~16.9k reviews; the live store page showed 86% overall and 81% in the last 30 days), driven mainly by co-op chaos, charming art and a satisfying core loop. The full 1.0 release on Apr 29, 2026 (after Early Access from Sep 16, 2024) sharply split the community: the most upvoted negative reviews blame a 3-5x increase in grind, costlier permanent upgrades and wizards locked behind gold instead of achievements. Critics are more lukewarm, with a Metacritic score of 69 (Mixed) from a handful of mostly PS5 reviews that praise the multiplayer but flag limited enemy variety and slow progression. Overall: a fun, friend-oriented co-op survivors-like that many feel is thin on variety and too grindy.
Players love
- Online co-op for up to 4 is the standout; friendly fire, spell combos and accidentally wiping teammates generate the fun, and reviewers call it the game that makes or breaks the experience
- Art style, animation and cute wizard designs with cosmetics and skins are widely praised as polished and welcoming
- Easy to pick up, chaotic 'brain off' gameplay that works for chill sessions with friends; several groups report returning weekly
- Elemental infusions, augments and spell synergies allow varied, sometimes overpowered builds
- Team-based map objectives and quests add some structure beyond pure survival (Metacritic critics cite novel map design and quest systems)
- Regular developer updates and receptive, community-oriented devs during Early Access
- Runs well on Steam Deck and has cross-platform multiplayer, solo option and controller support
- Low price (about $13) and a long-lasting time sink for some players, with several reviewers logging 100-280 hours
Common complaints
- 1.0 grind spike: gold rewards reduced while prices of permanent upgrades, enchantments, prestige resets and covenant unlocks rose sharply; reviewers say unlocking everything would take hundreds of hours
- Wizard unlocks moved from achievement/challenge-based to gold purchases, removing a beloved mechanic and adding tedium
- Limited variety: same enemies on every map, only a couple of bosses, and about a third of spells described as weak
- Shallow progression: hour 30 plays like hour 1 with bigger stats, so runs feel repetitive after a dozen matches
- Netcode and connection problems: no reconnect after a disconnect (a dropped player cannot rejoin), and lag with players matched from distant regions due to no region lock
- Performance: endless mode gets very laggy as the screen fills up
- Music is seen as basic, repetitive and poorly fitted to the game
- Patch cycle perceived as fixing one thing while breaking another (e.g. controller problems after patch 1.1.4 reported on the Steam forum)
Can feel tedious
- Gold grind needed for permanent upgrades, wizard unlocks and covenants; a single 45-minute multiplayer match may only afford one upgrade
- Prestige resets and max-leveling a wizard repeatedly just to unlock one covenant
- Some objective minigames (especially the football one) described as boring or impossible to complete with a swarm around
- Quest/achievement difficulty is uneven; a third of achievements are pure time sinks, and some Early Access quests were RNG-locked (e.g. needing specific infusions without rerolls)
- Hardcore mode outcomes hinge on early trait rolls (lightning/shadow good, acid/dark bad), forcing restarts
- Endless-mode lag and the screen becoming unreadable as spells pile up
What's unique
- Online co-op first design for 1-4 players in a survivors-like, with friendly fire so teammates can hurt each other
- Team-based map objectives and quests (e.g. football/sheep/torch-style minigames) layered on top of wave survival
- Elemental infusion system combined with spell augments for build crafting
- Covenants as unlockable run modifiers with prestige-style resets of wizards
- Full 3D camera with a colorful, cartoonish wizard aesthetic and cosmetic skins, unusual in a genre dominated by 2D pixel art
- Cross-platform multiplayer, with a console release (PS5) alongside Steam
Players want
- Reduce the gold/grind economy and restore cheaper or achievement-based ways to unlock wizards and covenants
- Add more enemy types, bosses, maps and spells, and better balance across augments and elements
- Add reconnect-to-session support and region locking or region filters for multiplayer matchmaking
- Optimise endless mode and late-run performance; players also ask for split-screen multiplayer (a popular forum thread)
- Add rerolls for build-defining traits and infusions, and clearer stat descriptions with exact numbers
- Better teammate communication tools and deeper multiplayer synergy; Metacritic critics say co-op can feel like playing next to each other
- More music and soundscape options
Summarised from Steam reviews and community discussion.
Steam tags
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Tier list Part 4 (2025)
The Spell Brigade is a top-down, movement-only survivor-like in early access, built around finding and upgrading spells and combining elements onto them. He finds it very satisfying and enjoyable at its core, especially for its movement feel and multiplayer, but wants more content (spells, elements, relics, maps, bosses) and balance work. He places it in low A for now and thinks it could climb as updates land.
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