One of the most interesting sights at TwitchCon was Quantic Dream’s surprising new game reveal—*Spellcasters Chronicles*. This title is noticeably outside the studio’s usual narrative-driven single-player adventures. While the press release describes it as a “team-based 3v3 action-strategy game,” anyone familiar with the genre will recognize it as a MOBA.
From my first impression, *Spellcasters Chronicles* was pretty fun, but it also felt familiar. This familiarity signals a challenging road ahead for the game, especially since the MOBA space is crowded and competitive.
### Gameplay Overview
*Spellcasters Chronicles* merges third-person perspective action with the unit-summoning mechanics of strategy games like *StarCraft*. Players assume the role of a Spellcaster, each specializing in a unique type of magic, and team up with two allies for intense 3v3 matches.
Spellcasters fall into one of three categories: Enchanters, Conquerors, and Duelists, each offering distinct play styles and strategies. Once a match begins, gameplay unfolds like a traditional MOBA, with teams battling through multiple lanes towards the enemy’s Lifestone. The ultimate goal is to destroy that Lifestone to claim victory.
### Key Differences and Mechanics
A standout feature of *Spellcasters Chronicles* is that minions or creeps are **not** provided automatically. Players themselves must summon these units using their resources, adding a strategic layer to gameplay.
You can summon a variety of creatures — from small, gnome-sized troops useful in numbers for seizing territory, to larger, more durable creatures capable of standing their ground in battle.
The Spellcasters are fully mobile across the battlefield and, thanks to their magical prowess, can fly in all directions. This opens the door to intense 3D battles between player-controlled characters and allows players to tactically engage CPU-controlled creatures in various ways.
However, there is a strategic limitation: Spellcasters can only summon creatures when standing within their own territory. This forces players to balance the risk of leaving their base to aid teammates versus staying back to maintain a steady stream of summoned units.
### Session Impressions
My initial session lasted about 15-20 minutes, which feels standard for this type of game. During gameplay, the action felt fast-paced—I noticed my character leveling up frequently.
As players level up, they gain access to more summoning resources, eventually unlocking the ability to call forth massive Titan characters. By match end, these giants make their slow march toward the enemy Lifestone, with only Spellcasters capable of stopping them.
### Familiar Territory and Challenges Ahead
While I enjoyed my time with *Spellcasters Chronicles*, the experience felt reminiscent of similar attempts in the past—such as *Paragon*, Epic Games’ ill-fated third-person action/MOBA hybrid. Many games in this subgenre have struggled, and the same fate could befall Quantic Dream’s effort.
That said, *Spellcasters Chronicles* does show promise. The development team is planning to integrate a deck-building element to add variety to gameplay, as well as a choice-driven narrative worthy of Quantic Dream’s reputation.
### Looking Forward: Narrative and Community Integration
Quantic Dream has also revealed that the community will collaborate on major choices at the end of each season, affecting both gameplay and lore going forward. If *Spellcasters Chronicles* can deliver on these innovative features, it could carve out a unique space in the MOBA genre.
### Availability and Beta Sign-Ups
*Spellcasters Chronicles* is slated to release soon on PC. Closed beta sign-ups are currently open on the [Spellcasters Chronicles website](#).
With its intriguing mix of action, strategy, and community-driven storytelling, *Spellcasters Chronicles* is definitely a game to keep an eye on as it continues development.
https://www.shacknews.com/article/146422/spellcasters-chronicles-twitchcon-2025-preview