Progress to Beta


Strategic. Online. Multiplayer. Third-Person. PvP and PvE.

Slingwitch is a delayed-phase, arena-style, elemental spell caster for 2 to 4 players. Casters assume the role of an ancient shaman who is equipped with a sling of 100 small, cake-like seals. Each seal, when broken, summons the necessary elemental power needed for it’s particular spell. The caster must use these seals, and time, to score hits, heal themselves, and counter opponent’s spells in order to win the game. The game centers around a unique select and cast system that maintains real time decision-making while providing casters the time needed to evaluate the current game situation and react.


No movement. No lanes. No Towers. No decks. No RNG.

Game play is focused around one thing: Casting powerful elemental magics and medicines in competition. Everything else has been eliminated.

All casters have the same spells.

All casters start the match with the same 100 seals in their sling, and each can be broken only once. During the round, casters scan their sling and select the best attacks, blocks, or cures that best meets their team’s current situation/challenge.

Experience Matters.

The ability to evaluate the constantly changing state of the game and react is the only key to victory. When faced with three incoming attack spells and dangerously low stamina, it will take all your focus to find and cast the right spell that keeps you in the match. It is at this very moment that you will begin to appreciate how unique this game is among the many other spell casting games in the market today.

So prepare to cast, counter, and cure your way through tense rounds of intense, arena spell-battling action and claim victory when the game releases on Steam for Windows, Mac, and Linux!

Latest Updates

November 17, 2017

Big changes coming for Slingwitch

No longer just a brawler, Slingwitch is getting a new art style, open world navigation,…
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July 20, 2016

Prototypes: The road to design is a long one….

Many ideas have come and gone along the journey to figuring this game design out.…
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May 29, 2016

Motion capture system coming online…

This week I finally got around to working on our motion capture pipeline for animation. We…
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April 30, 2016

Water Shader Development

Here is a look at the shaders for the water effects in the game. These…
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