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Michael Kissner

A member registered Nov 25, 2015 · View creator page →

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Recent community posts

Got some tiny animals roaming the country side now!

Aaaand finally got the ray-tracer running at 60 FPS !

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A new Devblog with some early gameplay footage :D

Thanks! Funny you would mention the FF7 world map, that was actually my original goal before I switched to the Sprite+Voxel combination :)

A look at the new Monsters for Spellwrath!


A new big bunch of work has been finished!

As a matter of fact, all Character and NPC portraits are done! :D

Thanks to the hard work by Ernesto Irawan

Character Portraits

It's been a while since posting here! Soooo, here is a new Screenshot Comparison of the old and new Tavern for the Game!

Old and New Tavern

As a small update, here is a small technical Arricle on how I created the Soft Shadows in Spellwrath:

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Woah... haven't updated here in a while.

Well, I've finally gotten around to creating a "functional" website for the Game. It's even got a Mailing list! (mainly because I read on reddit that that might be a good idea).

Also, Ernesto Irawan has finished a couple of Characters for the Game, which I think look awesome!

Concept Art for Spellwrath

Thanks! I looked everywhere, except these Forums.. not a very smart move on my part :P

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I've been trying to come up with a sensible way to describe my Game in a short and concise manner. But it's just so hard I find. To me, every aspect of my Game seems interesting, or else it wouldn't be in it, but it would bloat the infamous "Elevator Pitch".

This is a thing I've read a lot about, but never thought it would be a problem. I mean, I could talk about my Game for days... But how to tell someone about it in just a few seconds?

I've been reading a lot of Elevator Pitch Articles, but they are all aimed at your typical Inventor-Wants-To-Do-Startup type of guys, but not at GameDevs. I also tried looking at the websites of Big Games, hoping their short summary of the Game could help me develop an Elevator Pitch. No Luck.

Do you guys know a good Article on how to write a really good Elevator Pitch for Games? Not meant as an actual Pitch at Investors, but more like, when at an Expo and someone wants to know what your Game is about?

I'd also love to hear some of your Pitches!

Thanks! You might have noticed that I took some inspiration from @SphexArt and your work when creating the buildings :)

Thanks! :)

Yeah, the blur is indeed to intense :P I turned it up to test if it works and kind of... forgot about it.

I'll add the Platforms to the Post, good point! I'm aiming for Windows and Linux at this time.

The Minimap (made with glorious MSPaint skills for the time being..) shows the entire World/Continent. Each colored "dot" represents a Castle and it's owner. Mainly because the entire World is 32.768 x 32.768 Voxels (roughly 5 Billion Voxels) in size and, thanks to the ray-tracing method i use, the player has "infinite" view distance. I get lost constantly :P

I've followed Lemma from pretty early on and it ended up amazing.

Your new Game is shaping up to look just as great!

One of my favorite Games of all times is a rather unknown one called Deadlock II: Shrine Wars. It's old but still very good! Furthermore, the "slow" pace of the Game suits me better than my old Counter-Strike addiction.

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Hey Guys & Gals!

I'm Michael and working on a small Game. Other than that, I like to watch people play games more than playing them myself... Slowly getting to old for twitch reactions ;)

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Hello there!

Since November 2014 I've been working on a little Game called Spellwrath.

Short Summary

In Spellwrath, the player takes command of an army consisting of knights and their loyal companions, to battle for control of the world of Eyja. Between fighting enemies in turn-based combat and leveling units, the player will be constructing castles, forging mighty weapons, journeying on heroic quests and organizing champions!

You can also follow the progress on Twitter @Spellwrath where I post updates of the Game in "real-time".

Some Screenshots / Videos

The Following is an early look at the turn-based Combat System I am working on at this moment.


Apart from Combat, the Player can actually construct his castle as he pleases. Each Building has it's own function, as expected.


To actually "use" buildings the player can enter them. For example, below we have the Tavern in which the Player can accept Quests. (Ignore the naked people)


On the technical side of things, the Game uses a custom made Engine which does real-time ray-tracing combined with traditional rasterization.


It's still very early to talk about release, but I am aiming for 2018.


The target Platforms are Windows and Linux, with a possibility of a Mac release.