Thelsicker Ascends

A dark fantasy metroidvania. A dark wizard named Thelsicker enters the Spire of Ascension — a mysterious tower where immense power awaits at the summit. Start with only a sword. End with the fury of seven devastating spells. Explore 12 interconnected zones, defeat powerful bosses, and ascend to claim ultimate power.

Steam PlayStation 5 Xbox Series X|S Nintendo Switch
Thelsicker ascending to dark power

Master the Dark Arts

A metroidvania built around the thrill of growing from a swordsman into an unstoppable arcane force.

Sword to Sorcery

Begin with nothing but a blade. Defeat bosses to awaken ancient spells — Mana Surge, Dark Harvest, Essence Storm, Time Warp, Shadow Clone, Void Pulse, and the devastating Dark Pact.

12 Interconnected Zones

From The Threshold's entrance hall to The Pinnacle's summit. Each zone has unique enemies, secrets, and ability gates that reward exploration and backtracking.

12 Boss Fights

Multi-phase boss encounters that test every ability you've unlocked. Each boss guards a new power — defeat them to open paths forward through the dark world.

8 Ancient Artifacts

Hidden throughout the world, each artifact grants passive bonuses — faster spell cooldowns, increased damage, health regeneration, and more.

Tight Controls

Double jump, wall climb, phantom dash, and directional attacks. Slash upward while grounded, or dive downward mid-air for a pogo bounce off enemies. Fall damage punishes reckless drops. Coyote time, jump buffering, and variable jump height keep movement responsive.

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Minimap & Fog of War

A real-time minimap reveals zones tile by tile as you explore. Fog of war hides unexplored corridors. Lore stones trigger automatically on proximity, revealing the story of the labyrinth through scattered inscriptions.

The Spire of Ascension looms above Thornhaven

The Ascent

The town of Thornhaven was quiet at dusk. Lanterns flickered along cobblestone streets. Market stalls shuttered for the night. But in a dim corner of the tavern, whispers spoke of something ancient.

A tower on the edge of the world — the Spire of Ascension. They said immense power waited at its peak. Power enough to reshape reality itself. Most who entered never returned.

A dark wizard named Thelsicker set out that very night. Driven by ambition and hunger for arcane knowledge, he crossed the wastes until the Spire loomed before him — a black fang piercing the sky. The great door pulsed with purple light. He stepped through. There was no turning back.

Now inside 12 floors of escalating darkness, armed with nothing but a bone-hilted sword, Thelsicker must fight through ancient guardians to awaken forgotten magic. Seven devastating spells lie dormant. Each boss defeated reclaims a fragment of power. But the higher you ascend, the more the Spire fights back — and the summit grows ever more distant.

The Spire of Ascension

An ancient tower of unknown origin, rising from the wastes beyond Thornhaven. Twelve floors of escalating darkness, each ruled by a guardian who hoards a fragment of forgotten magic. Those who enter seek power. Most find only death.

The Spire

No one knows who built it. The Spire of Ascension rises from barren rock at the edge of the known world, its peak lost in churning clouds of darkness. Ancient runes glow along its walls, and its great door pulses with arcane light. Legends say the tower tests all who enter — only the worthy may ascend to claim the power at its summit.

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Dark Essence

The creatures within the Spire bleed a substance the old texts called Dark Essence — concentrated arcane power left behind by the ancient mages who built the tower. Every enemy slain leaves behind a glowing orb of this essence. Thelsicker absorbs it to strengthen spells, fortify defenses, and push higher through the Spire. The higher you climb, the richer the essence — and the more dangerous its source.

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The Seven Spells

Each floor's guardian holds a fragment of power — one of seven lost spells that once belonged to the archmages who built the Spire. Mana Surge, Dark Harvest, Essence Storm, Shadow Clone, Time Warp, Void Pulse, and Dark Pact. Reclaim them all and you may reach the summit.

The Artifacts

Hidden throughout the Spire are 8 ancient artifacts — relics of the mages who built this tower. The Shadow Amulet dampens incoming damage. The Cursed Tome amplifies spell power. The Abyssal Crown regenerates health in darkness. Each one is hidden behind ability-gated secrets that reward exploration and backtracking.

The Guardians

Twelve bosses stand between Thelsicker and the summit. The Threshold Guardian tests your blade. The Eldritch Horror warps reality itself. And at the Pinnacle, the Primordial One waits — the source of all dark essence, the being the ancient mages failed to destroy. Each guardian has multiple combat phases and unique attack patterns.

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Save Crystals

Scattered throughout the Spire are crystalline formations that pulse with residual arcane energy. These Save Crystals serve as checkpoints — touch one and its light intensifies, marking your position. When death comes, you return here. The crystals are the only mercy the Spire offers.

Characters & Creatures

A dark wizard, an undead sword, and eight types of ancient horrors standing in your way.

Thelsicker — the dark wizard protagonist

Thelsicker

Dark Wizard — Protagonist

A dark wizard driven by ambition and hunger for arcane power. Thelsicker heard whispers of the Spire of Ascension in the taverns of Thornhaven and set out that very night, armed with nothing but a jagged, bone-hilted sword that seems to drink the dark.

Pallid skin, glowing magenta eyes, and a tattered cloak that billows even without wind. As spells are reclaimed from the guardians above, Thelsicker transforms from a desperate swordsman into an arcane force capable of bending shadow, time, and void.

Sword Combat 3-Hit Combo Wall Climb Dash Double Jump 7 Spells

The Enemies

Eight ancient creature types haunt the Spire. Each behaves differently — learn their patterns or be consumed.

Shadow Imp

Shadow Imp

Patrol & Chase

Small, purple creatures that patrol the upper zones. Fast but fragile — they charge on sight and swarm in groups.

Bone Golem

Bone Golem

Patrol & Charge

Massive skeleton constructs assembled from the bones of fallen mages. Slow but devastating — they charge at full speed when they spot you.

Spectral Mage

Spectral Mage

Ranged & Kite

Translucent remnants of the ancient archmages, floating above the ground. They fire arcane bolts and retreat when you close the distance.

Dark Knight

Dark Knight

Guard Area

Armored sentinels in dark steel, bound to guard specific passages. They won't chase far from their post but fight viciously within their territory.

Void Sentinel

Void Sentinel

Ranged & Teleport

Tall, thin void entities with a single glowing eye. They fire void bolts and teleport away when you get close — frustrating and dangerous.

Abyssal Herald

Abyssal Herald

Patrol & Chase

Massive tentacled horrors from the highest floors. Multiple eyes, gaping maw, writhing appendages. The most dangerous non-boss enemy in the Spire.

Cave Bat

Cave Bat

Flying & Swoop

Erratic flying creatures that hang from cave ceilings. They swoop down in unpredictable arcs when you get close — hard to hit, easy to underestimate.

Fungal Spitter

Fungal Spitter

Stationary & Ranged

Toxic fungi rooted to cavern floors. They launch poisonous spores in arcs at anything that moves. Stationary but deadly if you linger in their range.

The Bosses

Twelve ancient terrors guard each floor of the Spire. Each commands unique powers and holds the key to abilities you'll need to ascend further.

Awakening Guardian

Threshold Guardian

Zone 1 — The Threshold

The first sentinel of the Spire. A towering knight who tests whether you deserve to ascend. Defeating it unlocks the Dash ability.

Shadow Stalker

Shadow Stalker

Zone 2 — Shadowed Path

A cloaked assassin who melts into darkness. Strikes from the shadows with lethal precision. Grants the Mana Surge ability.

Whispering Wraith

Whispering Wraith

Zone 3 — Whispering Dark

A ghostly figure in tattered white robes. Its whispers drain your will and its touch freezes the soul. Unlocks Wall Climb.

Storm Herald

Storm Herald

Zone 4 — Gathering Storm

An armored elemental crackling with blue lightning. Commands thunder and charges with devastating force. Grants Dark Harvest.

Veil Ripper

Veil Ripper

Zone 5 — Veil Torn

A dark knight wreathed in purple energy who tears holes in reality itself. Grants the Essence Storm ability.

Gate Keeper

Gate Keeper

Zone 6 — Abyssal Gate

A horned sentinel in heavy armor guarding the passage to the deep zones. Wields shield and flaming sword. Grants Shadow Clone.

Shadow Lord

Shadow Lord

Zone 7 — Shadow Dominion

A dark-crowned king who commands the shadows themselves. His scepter bends reality and darkness obeys his will. Grants Time Warp.

Void Emperor

Void Emperor

Zone 10 — Void Emperor

The dark emperor of the void, wreathed in purple flame. Commands the deepest darkness. Grants the Dark Pact ability.

12 Zones of Dark Power

Each floor of the Spire escalates in challenge and atmosphere, from the entrance hall to the summit of primordial darkness.

At a Glance

Everything you need to know about Thelsicker Ascends.

Game Info

  • Genre Dark Fantasy Metroidvania
  • Engine Godot 4
  • Price $19.99
  • Playtime (Story) 15-20 hours
  • Playtime (100%) 25-30 hours
  • Developer Dark Ascension Labs

Content

  • Zones 12
  • Boss Fights 12
  • Combat Spells 7
  • Movement Abilities 5
  • Artifacts 8
  • Enemy Types 8

Platforms

  • Steam (PC) Launch Platform
  • PlayStation 5 Post-Launch
  • Xbox Series X|S Post-Launch
  • Nintendo Switch Planned

Post-Launch Content

  • Free Update New Game+, Boss Rush, Hidden Zone
  • The Awakened Path $7.99 — 4 new zones, 2 spells
  • Convergence $9.99 — Cross-game, co-op bosses

Follow the Ascension

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