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SpellFister

Solo Programmer | Unity | C#

A fast-paced roguelite fantasy FPS built around expressive spellcasting, arena combat, enemy waves, and upgrade-driven runs.

SpellFister gameplay

From a university project and a dream to a full indie title.

SpellFister began in a university game development course, where I led a small team through a five-week prototype: a tightly scoped, wave-based arena FPS. After the course, I took ownership of the project and continued developing it independently, expanding that prototype toward the game we originally imagined — a full roguelite built around expressive spellcasting, replayable runs, progression, and increasingly chaotic combat.

Follow the project.

Website

Visit SpellFister

See the game, current development status, screenshots, and playtest information.

Steam

Steam page coming soon

The public Steam page is currently in development.

Coming Soon
SpellFister July Update devlog thumbnail
Devlog

July Update | SpellFister Devlog #2

Watch the latest development update and follow the game as it moves toward its Steam launch.

Watch on YouTube ↗

Systems I’ve built in SpellFister.

01

Combat & Spell Systems

Built the core first-person combat loop and reusable spell behavior, including cooldowns, damage scaling, upgrade-driven effects, and the moment-to-moment systems that make casting feel responsive.

02

Enemy AI & Wave Combat

Implemented state-driven enemy behavior and wave-based encounters designed around projectile pressure, positioning, and readable combat roles.

03

Progression & Upgrades

Created modular run and permanent-progression systems that support upgrade combinations, balancing, iteration, and adding new content without rebuilding the surrounding loop.

04

Iteration & Polish

Owned the broader player experience across movement, UI, saving, balancing, feedback, playtesting, and repeated polish passes as the project evolved from prototype to a larger roguelite.

Current development photos.

Built with.

  • Unity
  • C#
  • Git / GitHub