XCOM fans tired of aliens and laser guns have a new obsession to sink dozens of hours into. Slaves of Magic launched on Steam in November 2025 after four years of development, bringing turn-based tactical combat into a medieval fantasy setting where humanity fights back against otherworldly invaders wielding elemental magic. And the best part? This Hungarian indie studio figured out how to fix several frustrations that plague even the best XCOM games.
Developed by Amethyst Dreamers, a small independent studio based in Hungary, Slaves of Magic drops you into the role of resistance commander organizing guerrilla warfare against magical beings masquerading as ancient gods. Between tactical missions, you’re building safehouse bases across a continent, managing resources, and making brutal decisions about which enemy operations to sabotage and which to let succeed because you can’t be everywhere at once.

What Makes Slaves of Magic Different
At first glance, Slaves of Magic looks like XCOM wearing medieval cosplay. Turn-based squad tactics, permadeath, resource management between missions, a strategic layer where you expand your resistance network. The DNA is unmistakable. But dig into the actual gameplay and you’ll find smart design choices that address longtime complaints about the XCOM formula.
The biggest change is how missions start. In XCOM, your squad always deploys at the map edge and spends the first several turns just walking into position while praying you don’t trigger a patrol. Slaves of Magic gives you a stolen magical teleporter. Before each mission, you can scout the entire battlefield through a magical scrying orb, identify enemy positions and objectives, then teleport your squad directly into optimal positions.
This single mechanic eliminates so much frustration. No more wasting ten turns getting into position. No more getting wiped because the game spawned enemies directly in your path during the boring walk phase. You’re making tactical decisions before the mission even starts, choosing deployment locations that give you advantages while considering that enemies will be alerted to your arrival the moment you teleport in.
No Classes, Pure Customization
Here’s another departure from XCOM tradition – there are no fixed character classes. Your operatives don’t promote into Grenadier or Ranger or Specialist with predefined ability trees. Instead, characters learn attributes like “sword-wielding” or “barbarian” or “shield bearer,” then you mix and match equipment and skills to create whatever build makes sense for your squad composition.
Want a heavily armored tank who also throws firebombs? Build it. Need a fast skirmisher who buffs allies while flanking with dual daggers? That works too. The flexibility lets you adapt to whatever equipment you find and experiment with unconventional combinations rather than following the optimal meta everyone discovers two weeks after launch.
This approach also reduces the pain of permadeath. Losing a max-level character in XCOM is devastating because you’re losing dozens of hours of progression up a specific class tree. In Slaves of Magic, characters are more interchangeable. You’ll be sad when veteran soldiers die, but replacement recruits can fill similar roles relatively quickly since you’re defining their specialization through equipment rather than locked-in class promotions.

The Strategic Layer That Fights Back
Most XCOM-likes feature a strategic layer where you manage bases and research between missions, but enemies mostly react passively to your actions. Slaves of Magic flips this with a reactive campaign AI that actively evaluates how much of a threat your resistance poses and adjusts its plans accordingly.
Every month, the invading forces launch multiple operations across the continent. Maybe they’re gathering magical resources in the northern territories. Perhaps they’re recruiting collaborators in a southern city. They might be hunting down resistance sympathizers in the region where you just established a new safehouse. You can’t stop all of these operations – you don’t have enough squads or time.
This creates genuine strategic dilemmas. Do you defend a region where you have important resources, knowing the enemy will gain ground elsewhere? Do you launch a desperate raid to disrupt their most dangerous operation even though your squad isn’t ready? Do you abandon a region entirely because defending it spreads your forces too thin?
The AI responds to your choices. Ignore a region and the invaders will consolidate control there. Focus too heavily on one area and they’ll exploit your weakness in others. It feels like you’re fighting against an intelligent opponent with its own strategic goals rather than just reacting to random events the game throws at you.
Multiple Invading Factions
Replayability comes from the multiple invading factions with different rosters, tactics, and magical abilities. Your first campaign might face earth magic users who summon stone constructs and cause earthquakes. Next playthrough could be fire elementals who burn everything and explode when killed. Different enemy types demand different tactical approaches and squad builds.
Combined with the reactive AI and the impossibility of unlocking everything in a single campaign, you’re looking at significant replay value. The developers designed it so you can’t see all content in one playthrough, forcing meaningful choices about which technologies to research and which regional bonuses to pursue.
Tactical Combat That Rewards Positioning
Missions in Slaves of Magic deploy six to eight operatives, slightly larger than XCOM’s typical four to six soldier squads. The extra bodies give you more tactical options without making combat feel overwhelming. You’re not micromanaging a dozen units, but you have enough soldiers to execute multi-pronged strategies.
Combat emphasizes positioning and team coordination over raw stats. Flanking bonuses are significant. High ground matters. Cover works like you’d expect – solid objects block shots, partial cover reduces accuracy. Characters can hold overwatch to shoot enemies who move through their line of sight. XCOM veterans will feel right at home with the core mechanics.
What’s different is the mission structure. Rather than “kill all enemies” or “survive X turns,” missions frame your squad as guerrilla saboteurs disrupting enemy operations. You’re stealing supplies, rescuing prisoners, destroying magical artifacts, assassinating commanders. Objectives often reward smart infiltration and tactical positioning over brute force assaults.
The teleporter deployment system supports this design philosophy. You can teleport your squad split between multiple locations, surrounding an objective or catching enemies in a crossfire from the first turn. Or you can deploy everyone together for concentrated firepower. The choice depends on mission objectives, enemy placement, and your overall strategy.
Managing Safehouse Networks
Between missions, you’re building and managing safehouses across the continent. Each region offers unique resources and equipment options, so expanding into new territories isn’t just about map control – it’s about accessing gear and supplies you can’t get elsewhere.
Mountain regions might provide superior metals for heavy armor. Coastal areas offer trade goods that generate income. Forest territories could yield herbs for potions and poisons. You need to balance expansion with defensibility since the enemy AI will attack your safehouses if you spread too thin.
This creates interesting economic decisions. Do you expand aggressively to access more resources, knowing you’ll struggle to defend everything? Or do you consolidate around a few well-protected regions and work with limited equipment options? There’s no obviously correct answer, which is the hallmark of good strategic design.

The Hungarian Indie Behind It All
Amethyst Dreamers is a tiny Hungarian indie studio with 2-10 employees according to their LinkedIn. Slaves of Magic is their debut title, representing four years of development on what was likely a shoestring budget compared to AAA productions. That they delivered a feature-complete tactical strategy game that stands alongside established franchises is genuinely impressive.
The game launched November 2, 2025 on Steam after retiring an earlier demo that had been available for playtesting. Initial reception has been positive from the turn-based tactics community, though it hasn’t broken through to mainstream gaming consciousness yet. That’s typical for indie strategy games – they build audiences through word-of-mouth rather than marketing blitzes.
Currently, Slaves of Magic is PC-only with no announced plans for console ports. Given the small team size, that’s understandable. Turn-based tactics games can work on controllers, but porting requires resources indie studios often can’t spare until their game proves commercially successful.
Current Pricing and Reception
The game launched with a 20% discount that ran through November 9. As of December 2025, it’s sitting at a 15% discount on Steam. The base price is reasonable for an indie tactical strategy game – you’re looking at spending roughly what you’d pay for a couple of movie tickets for dozens of hours of gameplay if the genre clicks with you.
Metacritic shows no professional critic reviews yet, which is unfortunately common for indie strategy games. Gaming media tends to focus coverage on AAA releases and viral indie sensations, leaving solid mid-tier indie games to fend for themselves. User reviews are still building as the small but dedicated tactics community discovers the game.
The lack of mainstream coverage doesn’t mean Slaves of Magic is bad – just that it released into an incredibly crowded market without the marketing budget to break through the noise. If you’re active in turn-based tactics communities on Reddit or Discord, you’ve probably heard people recommending it. Outside those circles, it’s flying under the radar.
Who Should Play This
If you love XCOM but wish it had more strategic depth between missions, Slaves of Magic deserves your attention. The reactive AI that actively opposes your plans creates genuine strategic tension that most XCOM-likes miss. You’re not just managing a base and doing missions – you’re fighting a thinking opponent who adapts to your tactics.
Fantasy setting enthusiasts will appreciate the medieval aesthetic and magical invasion premise. Tired of sci-fi alien invasions? Here’s swords, shields, and elemental sorcery with the same tactical depth you’d expect from modern strategy games. The worldbuilding isn’t particularly deep, but it provides adequate context for why you’re fighting interdimensional wizards.
Players who bounced off XCOM because of the oppressive difficulty or punishing permadeath might find Slaves of Magic more forgiving. The flexible character building means losing veterans hurts less. The teleporter deployment system prevents many of the cheap deaths that plague XCOM’s early turns. It’s still challenging, but it removes some of the frustration that makes XCOM feel unfair.
What Might Turn You Off
If you’re looking for AAA polish, this ain’t it. Slaves of Magic is clearly an indie production with limited resources. The art style is functional rather than beautiful. UI could use refinement. You’ll probably encounter bugs – that’s life with small indie studios who can’t afford massive QA teams.
The learning curve is steep if you’re new to tactical strategy games. Slaves of Magic assumes you understand XCOM-like mechanics and doesn’t hold your hand much during the tutorial. Veterans of the genre will adapt quickly. Complete newcomers might feel overwhelmed by the simultaneous tactical and strategic demands.
Finally, this is a niche genre. If you don’t enjoy turn-based tactics, nothing about Slaves of Magic will convert you. It’s not trying to revolutionize the formula – it’s executing that formula competently with smart tweaks that improve the experience for people who already love these games.
Frequently Asked Questions
What is Slaves of Magic?
Slaves of Magic is a medieval fantasy turn-based tactical strategy game developed by Hungarian indie studio Amethyst Dreamers. It’s heavily inspired by XCOM, featuring squad-based combat, base management, and strategic decision-making as you lead a resistance against magical invaders.
When did Slaves of Magic release?
Slaves of Magic launched on Steam on November 2, 2025, after four years of development. It’s currently available only on PC with no announced console ports.
How is Slaves of Magic different from XCOM?
Slaves of Magic introduces several innovations including a teleporter deployment system that lets you scout battlefields and position your squad before missions start, no fixed character classes for more flexible builds, and reactive campaign AI that actively opposes your strategic plans rather than just reacting passively.
Is Slaves of Magic single-player or multiplayer?
Slaves of Magic is a single-player experience focused on campaign gameplay. There’s no multiplayer component – you’re fighting against AI opponents in both tactical combat and strategic management.
How difficult is Slaves of Magic?
The game features tactical depth similar to XCOM but removes some frustration through the teleporter deployment system and flexible character building. It’s still challenging and features permadeath, but it’s potentially more accessible than XCOM’s most punishing difficulty modes.
Does Slaves of Magic have permadeath?
Yes, character permadeath is a core feature. However, the flexible attribute system means replacing fallen soldiers is less devastating than in XCOM, where losing a high-level character with a specific class build sets you back significantly.
How long does a campaign take?
Campaign length varies based on difficulty and playstyle, but expect 20-30 hours for a complete playthrough. The reactive AI and multiple invading factions provide substantial replay value for additional campaigns.
Is Slaves of Magic worth it for XCOM fans?
Absolutely, especially if you’ve been wanting a fantasy-themed tactical strategy game with XCOM-style mechanics. The teleporter deployment and reactive strategic AI offer enough innovation to feel fresh while maintaining the core gameplay loop that makes XCOM addictive.
Can I play Slaves of Magic on console?
Currently, Slaves of Magic is PC-only via Steam. Amethyst Dreamers hasn’t announced plans for PlayStation, Xbox, or Nintendo Switch versions, though turn-based tactics games typically work well on consoles if the developer decides to port later.
Support Small Indies
Here’s the reality – games like Slaves of Magic need player support to survive. A tiny Hungarian studio spent four years building something genuinely good that innovates on an established formula. They’re not going to get IGN features or mainstream gaming coverage. Success depends entirely on word-of-mouth from the turn-based tactics community.
If you enjoy XCOM-likes, spending $15-20 on Slaves of Magic supports exactly the kind of indie development we should want to see more of. Small teams taking creative risks, building competent games in underserved niches, and improving on what AAA studios established years ago. These are the projects that keep genres alive between major franchise releases.
Is Slaves of Magic perfect? No. Will it convert people who hate tactical strategy games? Probably not. But for the audience that already loves this genre, it’s a solid entry that deserves attention. The teleporter deployment alone makes it worth checking out for the quality-of-life improvement over traditional XCOM mission starts.
Four years of development from a small indie studio in Hungary. A complete tactical strategy game with smart innovations and substantial replay value. Currently sitting at a discount on Steam while most gamers have never heard of it. That’s the indie struggle in 2025. If this sounds remotely interesting, go check it out. Maybe we’ll get more games like this if enough people show up to support them.