

School of Magic: Deck & Slash
PartTimeIndie · November 10, 2025 · Hack and Slash, Roguelike Deckbuilder, Dungeon Crawler, Roguelite, Card Game
No store is selling School of Magic: Deck & Slash right now. We track it and will show a price as soon as one appears.
Prices last checked
School of Magic: Deck & Slash price by region
School of Magic: Deck & Slash costs £15.11 in the United Kingdom, €16.94 in Europe (EUR) and zł93.85 in Poland right now.
| Region | Best price | Official store | Key shop | Stores |
|---|---|---|---|---|
| £15.11 | — | £15.11 | 1 | |
| €16.94 | — | €16.94 | 1 | |
| zł93.85 | — | zł93.85 | 1 |
Each row is a real price from that region's own stores, not a currency conversion, so the figures are not directly comparable. Switch regions in the header to shop the one you buy in.
No store is currently selling School of Magic: Deck & Slash. It released on November 10, 2025 and was developed by PartTimeIndie. We keep tracking it across every store we cover, so set an alert below and you will know the moment it is on sale again.
Screenshots
About School of Magic: Deck & Slash
What if Diablo was a deckbuilder?
School of Magic lets you create a new character every run and carve through enemies for loot and power. Leveling is its own deckbuilding system:
- At each level one card disappears
- The rest grow stronger
- Three new ones are added
Credits
Music
Matthias Riegler
Dominik Giesriegl
Sound Design
Emanuel Fitz (EFsound)
Everything Else
Nikolas Crisci
School of Magic: Deck & Slash — game info
- Platforms
- Windows
- Steam Deck
- Playable
- Player modes
- Single-player
- PC Game Pass
- Not included
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
Tbh, the game isn't even as bad as I expected. I still won't continue playing it because of the awful looking AI art. Bro, just hire an artist and the game would be like actually ok.7 found this helpful
It's not bad, but I can't really recommend this for anywhere close to $20. Unfortunately the free prologue is a bit too generous and the paid version is barely any bigger. So you might be expecting more content but there's really not much to see yet. + The deckbuilding mechanics are unique and interesting, but it'd be nice to skip the annoying animations and just show static icons for whatever happened to the spells that turn. - In this sort of game you might hope for some emergent mechanics. You can modify your spells but in extremely limited ways, and not in ways that are terribly satisfying. Leveling up a spell rarely feels like anything decisive, you're constantly just inching up 3% increments - except when the game grants you a 100+% critical chance for the cost of the gold you'd earn in like one battle, as a reward for *beating the first level*. - So yeah, balance is dogsh. Early levels are a little tense but it's very easy to get your HP beyond anything enemies can touch, or have so many summons on the field that you don't need to do anything, or shoot 20 projectiles at a time. It doesn't feel fun because that "power spiral" feeling hardly feels earned. And when you have…5 found this helpful
Nachdem ich nun den Early Access durchgespielt habe, kann ich Folgendes über das Spiel sagen: Nicht alle Karten sind bisher ins Deutsche übersetzt. Das ist kein großes Problem, aber es wäre schön, wenn das noch nachgereicht wird. Exploit: Wenn man kurz bevor ein Kampf in einer der kleinen Arenen beginnt außerhalb der temporären Absperrung steht oder mit einer Fähigkeit dahinter geschubst wird (z.b. bei Fähigkeit Summons), spawnen zwar alle Gegner, sterben aber direkt danach – man gewinnt also den Kampf, ohne wirklich zu kämpfen. Ein möglicher Kompromiss wäre, die temporären Arena-Grenzen ganz wegzulassen, um mehr Bewegungsfreiheit zu bieten. Dafür könnte man ein Risiko-Element einbauen: Läuft man zu weit weg, spawnen zusätzliche Gegner. So müsste man abwägen – bleibe ich in der Arena und kämpfe normal oder entferne ich mich, um mehr Platz zu haben, riskiere aber, gegen mehr Gegner antreten zu müssen. Eine Zoom-Funktion (rein- und rauszoomen) wäre ebenfalls wünschenswert, um den Überblick besser zu behalten. Abgesehen davon ist das Spiel wirklich gelungen. Die Idee mit dem Kartensystem – dass Karten zufällig wegfallen, neue hinzukommen und bestehende mit etwas Glück aufgewertet …5 found this helpful
School of Magic: Deck and Slash offers a fresh, engaging deck‑building system that rewards experimentation and clever card synergies — once you understand the tools, building powerful and surprising combos is deeply satisfying. My main issue is the opening: the game starts off quite harsh and the tutorial feels unforgiving. I had to repeat it several times, and those early losses felt discouraging rather than instructive. A gentler onboarding with clearer tooltips, guided scenarios, or an optional easy start would help new players learn deck construction and basic tactics before the difficulty ramps up. The core mechanics show a lot of promise, and I’d love to see expanded achievement systems and longer-term progression to encourage replay and experimentation. Overall, Deck and Slash is worth trying for fans of card‑based combat, but smoothing the early experience and adding more meta goals would make it much more approachable and replayable.1 found this helpful
Very nice concept. The random cards and discovering new builds and combinations is a lot of fun. The early access version is still relatively short at this stage, but that's mainly because the difficulty level is a little too easy once you get a run with a good card combination. I think it wouldn't hurt to fail more often (I reset my game once when I understood the gameplay and then played through both levels without dying). I had some minor performance issues when I had a build with several summons, which was probably due to their pathfinding? I would recommend a fix OR a limitation of max summons. In general, I would like to see more content and some rebalancing for the Early Access version. Otherwise, it's a really excellent foundation. I had a lot of fun playing through it and will definitely be back for more.
I think its really awesome how this big of an epic game could be done from a solo dev.
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