Gideon Unleashed

ماجراییQ1 2027Windows

وضعیت

به‌زودیقیمت هنوز در استیم اعلام نشده

The last wizard. The world's greatest mistake. Every hunter in the kingdom wants him dead, and all he wants is to get home. Walk the road through four lands, build a ring of spells that feed each other, then hold Ravenhold against an army that never stops coming.

They burned his tower. They took his book. Every witch hunter in the kingdom is coming for the last wizard, and Gideon just wants to get home.

You walk. Your spells cast themselves. Everything that falls leaves something behind, and you grow until the whole field is fire, lightning and frost. Then the crowd grows too.

The road home

Four lands stand between Gideon and Ravenhold: the Burned Tower, Darkwood, Ashford and the castle road. Each has its own job to do. Recover your grimoire. Bring down the bridge. Cut the witches free from their stakes. Light the beacons. Each one has a giant waiting.

A ring of spells

New spells go into a ring around Gideon, and where you put them matters. Two spells side by side resonate: fire and lightning become Wildfire, frost and lightning become Shatter. Glyphs power the spells next to them. Every run builds a different ring.

Giants you have to fight

The Headsman, the Gargoyle and the Demon of Ravenhold paint every blow on the ground before it lands. Dodge it and they're open. Hit them then. You can't just stand there and grind them down.

Hold Ravenhold

Reaching home is only the start. The siege comes in nights. Keep the wards lit, keep moving, and survive as long as you can while the courtyard fills with hunters and the Grand Inquisitor comes for you.

Something new every run

  • Five elements to start with, each with its own spell and its own twist
  • Ten powers to aim yourself, from Meteor and Black Hole to Time Stop
  • Four ultimates you earn: Plague, Tidal Wave, Cleansing, and Gideon Unleashed
  • Soul shards for a shrine of upgrades, and nearly a hundred feats that open new spells, curses and robes
  • Curses that make a run harder and pay you more for it

Most runs end in a fall. The good ones end at night seven with a thousand hunters in the courtyard.