spellcaster — verdant hall.

a first-person 3d pixel-art spell-caster, by domoroshi
golems woke up on the wrong side of the moss

++ ++
gameplay
++ ++ main menu over the garden pond
the menu
++ ++ the overgrown hall, firebolt mid-flight
the hall
++ ++ the garden courtyard with pond and trees
the garden
++ ++ domoroshi presents
the boot

the game

You wake up in a quiet garden. Behind you: hedges, a pond, flowering bushes, a painted sky. In front of you: the door to an overgrown stone hall where the vine golems live, and they are not happy about visitors. Step inside and survive the waves — or toggle explore mode in the pause menu and just wander the grove in peace.

Five spells, all cast from your two bare hands: firebolt, verdant spark, gale burst, sunlance and the pollen swarm. Cleared waves are checkpointed, so you can continue where you left off.

free download

↓  download for windows

free · ~32 mb zip · windows 10/11 64-bit · no install, unzip & run SpellCaster.exe

windows may show a smartscreen warning the first time (unsigned indie build) — "more info" → "run anyway".

controls

wasd / left stickmove (shift / stick-click to sprint)
mouse / right sticklook
lmb / rtfirebolt — projectile with a splash
rmb / ltverdant spark — rapid hitscan lightning
q / rbgale burst — radial knockback nova
e / ysunlance — lobbed arcing meteor
r / xpollen swarm — homing motes
esc / startpause — mode toggle, fullscreen, quit to menu

full gamepad support. health regenerates if you stop getting punched.

how it’s made

Built in MonoGame (C#). Everything renders into a 480×270 target and upscales with nearest-neighbour for the chunky pixels; a custom shader does PS1-style vertex snapping, palette posterization and ordered dithering. Every texture — stone, grass, sky, water, even the hands — is generated procedurally at startup, and every sound is synthesized in code. There is not a single image or audio asset in the build. why? because it was funnier that way.