The world outlawed magic and burned every wizard it could find. They missed one. Gideon wakes to his tower in flames and an army of witch hunters at the door, and the only safe place left is Ravenhold, his castle, ten minutes and four hostile lands away.
Gideon Unleashed is a survivors-like: your spells cast themselves while you move, dodge and swing your staff through crowds of hundreds, then thousands. Every level up you choose what he learns next, and the build you make on the way home is the one you'll have to hold the castle with.
Make it through Ravenhold's gate and the hunters follow you in. The siege never ends. How long can you hold?
The map is a weapon
Fell a burning tree across their path, blow up the powder kegs in their camps, bring a house down on them, turn their own war machine against them. Every place has something to use if you know where to look.
The Spell Ring
Eight sockets around Gideon. Place your spells and glyphs, and the ones side by side feed each other. Where you put a spell matters as much as which you take.
Bosses with something to say
The Headsman, the Gargoyle, the Demon of Ravenhold, the Witch Hunter, and the Grand Inquisitor, who falls from the sky and wants you alone. Push them to half health and they get angry.
Spells that cast themselves
Fire, frost, lightning, arcane and spirit, each with its own evolution. You steer, dodge, dash and strike with the staff; the magic does the rest.
Powers you aim
Meteors, black holes, thunderstorms, a flood, a blizzard, time itself stopping. Hold, aim, let go, and watch a hundred hunters go with it.
Ultimates that stop the world
Four ultimates, each with its own moment: the camera pushes in, Gideon rises, and then everything round him is gone.
Your past lives fight back
Every death leaves a grave where you fell. Find it on a later run and your old self rises to fight beside you.
Every run counts
Soul shards you keep when you die, a shrine to spend them at, 99 feats to earn, robes to wear, and curses to take on for a bigger reward.