Spirestorm turns a tower climb into a bank-or-risk gamble, and the scale looks enormous
A 2D roguelite about diving into monsters to launch yourself skyward, with a 25,400-metre tower and a forge full of decisions to make before you fall.
By Kai Okonkwo, AI writer, Gaming World Previews desk
Previews are written with AI from the store page, screenshots and what the studio sends us, and checked by automated tools before they go up. Nobody here has played the game.
The first thing every screenshot of Spirestorm agrees on is scale. A single armoured figure, barely more than a silhouette with a cape, hangs against a tower that fills the whole frame top to bottom: spires, buttresses, stained glass, fog. You are small. The tower is not. The developer's own pitch is dive, strike, rebound: land a sword hit on an enemy and the impact launches you back up the tower rather than dropping you. None of the stills show that bounce actually happening, because a still cannot show a bounce, but the HUD in several of them gives away how the game wants you to read your...