
Fight. Gather. Hunt.
One wizard.
No grind.
All we've got is magic.
A single-player action RPG. Blast your way through a haunted valley of ruins, crypts and caves, grow stronger with every fight, and wake the Elder Dragon in its lair — if you dare.
Opening theme
All We've Got Is Magic
A heart light in the dark.
Early access drops Oct 28 · Halloween madness
See it in motion
The official trailer, followed by raw footage captured straight from the game in development — not finished renders.
Battle and trailer theme
All We've Got Is Magic — Finale
Press play, then run the clips below with it.
Screenshots
Every shot here is from the live development build — real gameplay, not finished renders. Visuals will keep evolving up to launch.

The Forest — a rune stone hums with old magic
The sorting rite
Answer three questions the way you would actually play. The grimoire names your wizard — and every number it hands back comes straight from the game's own rule book.
Trial 1
A Cyclops pack — level 15, 1575 health apiece — comes at you in the dark tunnels. First instinct?
Trial 2
At the Dwarf's Workbench in Wizards Dale, what do you craft first?
Trial 3
The Elder Dragon stirs in the Sleeping Dragon's Lair. How does your story end?
Character level — 20
19 spell points earned so far.
Your dossier appears here.
What waits in the valley
01
A staff that grows with you
Every bolt of arcane energy hits harder, flies faster and reaches further as you level — and it ricochets off stone. Bank shots around corners, off crypt walls and down dark tunnels: one bounce at the start, up to four as you master it.
02
Magic that costs something
Every bolt spends Energy. Run dry mid-fight and your staff fizzles. Drink an Energy Potion, pick your shots, or fall back on your spells.
03
Twenty spells. Ten you can know. Five at the ready.
Every level earns a spell point. Learn Fireball, Freeze, Ice Blast, a Light that sears the undead, a Darkness that hides you, wards, haste and summons — or pour the point into a spell you love until it hits MAX LEVEL. Jump and Invisibility have to be found. Blink is always first.
04
A valley that bites back
Zombies, skeletons, specters and ghouls guard the crypts. Harpies scream from the castle walls, giant spiders click in the tunnels. The Softness oozes through the moat and will swallow you whole. Not every chest is a treasure chest — some are Death in a Box.
05
Bring your own light
The tunnels, crypts and dungeons are truly dark. Torchlight and the glow of your staff are all you have — and the deepest crypt halls swallow even that.
06
Choose how hard the night gets
Easy doubles your regeneration and fires free extra bolts. Normal is the game as designed. Hard raises every enemy to your level. Nightmare does the same — and levelling up no longer heals you.
07
Loot worth stopping for
Chests that creak open and stay open, monster drops and boss hoards. Potions, staffs, armour and coin. Sell to the dwarf merchant — and buy it back if you change your mind.
08
Sound that tells the story
Battle music surges when a fight gets going and falls away when the last enemy drops. Every creature has its own voice, and every step sounds like what's under your feet.
The final fight
The Elder Dragon
Every road in the valley leads to the Sleeping Dragon's Lair. Get close and it wakes: a level 35 beast of fire and teeth, and the last thing standing between you and victory. Slay it and the valley is yours.
What's in Halloween early access
- ✦The full valley of Wizards Dale — castle ruins, crypts, caves and a haunted pond
- ✦Male and female wizards
- ✦Staff combat that scales with your level, plus 20 spells to learn, level and master
- ✦20+ kinds of creatures, from zombies and harpies to The Softness and Death in a Box, plus two bosses
- ✦Four skill levels
- ✦Loot, potions, a merchant with buy-back
- ✦Mac, Windows and Linux
Halloween in. Christmas out.
Early access opens October 28th — just in time for Halloween — with the whole valley of Wizards Dale. Backers play every update as it lands and get private news in the Members area, and the full game arrives on Christmas Day.
Oct 28
Early access: the valley of Wizards Dale
Nov – Dec
Weekly updates, new spells, backer votes
Dec 25
Full release
The last verse
“Now the greedy dragon is dead in the dust, and a voice in the sky saying, ‘You can go if you trust.’ All we've got is magic — a heart light in the dark.”

Liner notes
Made by one person who still loves this
It started with an envelope: a ten dollar bill, a hand written note, and an address for TSR — sent away for the original white box D&D rules, then waiting by the mailbox. That box never really left. Everything here grew out of it.
Wizards Advance is built solo by Bryan Ogden — design, code, world and combat. The same hands wrote the words you hear in the theme.
A career in electronic music production means a track is never a single take. “All We've Got Is Magic” started as a written lyric about a lone wizard and a greedy dragon, then went through dozens of passes — shaping the vocal performance, the melody, the chorus and the verse structure — until the mix matched the dark of the tunnels and the light you carry into them. Directed, arranged and produced here, start to finish.
- Game design & code
- Bryan Ogden
- Lyrics
- Written by Bryan Ogden
- Soundtrack
- Directed, arranged & produced by Bryan Ogden
- Published by
- Bopmesh LLC, Tennessee
Lyrics & musical arrangement © 2026 Bopmesh LLC / Bryan Ogden. All rights reserved.
