Three chibi mages beside their apartment workbench in Sapphire City

A fantasy guild-management game

SAPPHIRECITY

Manage a guild of up to 9 covens of 3 mages.
Discover what your magic can become.

In development · Working toward the first single-player demo

Make a home in a magical world

The next adventure starts
at your workbench.

Beyond the city’s shelter, a crystal-rich wilderness waits. Manage up to 9 covens of 3 mages, send your covens exploring, and turn what they bring home into new possibilities. A resource becomes a spell. A spell changes a loadout. A better-prepared coven ventures out again.

The heart of Sapphire City

Small choices. Different journeys.

These are the systems taking shape in the current game. We’re refining the first demo, with more of the city to follow.

9 covens. 27 mages.

Choose your mages’ looks, pair major and minor affinities from nine magical paths, and invest in their training. Manage a guild of up to 9 covens of 3 mages, and build covens whose strengths support one another.

Magic made from what you find.

Gather resources with distinct aspects, combine them in researched patterns, and see how each ingredient changes the spell you are making.

A spellbook of your own.

Create and name spells, choose their colors, and equip your available slots. Mix damage, healing, shielding, and lingering effects to shape your approach.

Four paths at the workbench.

Explore Spellwright, Runecarving, Summoning, and Enchanter. Research patterns and turn your materials into spells and equipment.

Prepare, then venture out.

Watch your covens travel, battle, and gather automatically. Their loadout matters: healing responds to injuries, protection absorbs damage, and gear changes their strengths.

Dust keeps the magic moving.

Manage the refined crystal currency behind casting, crafting, and expedition costs. Bring home resources, improve your equipment, and prepare for the next journey.

The first demo focuses on single-player play. Multiplayer and a larger town experience are future development, not currently available features.

Sapphire City's map: dense neighborhoods, tent market, waterways, walls, and central crystal spire

Your foothold on Corundra

Safe within the walls.
Wonder beyond them.

Sapphire City is more than a name. It is the last great shelter on a planet that has resisted every attempt to tame it. Beneath its crystal spire, your guild begins with modest rooms and ambitious plans.

Read the world's history ↓

The story begins

Welcome to Sapphire City.

Our narrated introduction follows Corundra’s history to your arrival. Illustrated in the same chibi art style as the game.

4 minutes · English narration and captionsDownload the film ↓

The chronicles of Corundra

A world before your story.

A timeline of the major eras. Exact dates—and the origin of Sapphire City’s barrier—remain part of the world’s untold history.

  1. The natural world

    A planet bright beneath the soil

    Corundra’s crystals are a gift of nature. Their magic seeps into rivers, roots, creatures, and the wild places beyond civilization. Great wealth and great danger grow from the same ground.

  2. The Awakening

    Magic meets engineering

    After an age of mechanical invention, the crystalline Corundans learn to harness their planet’s deposits. The Awakening brings magitech: magical power shaped by practical craft.

  3. The age of Dust

    A power that can be carried

    Refined crystal becomes Dust. This portable source of power transforms industry and helps make passage between the stars possible. Other worlds grow dependent on Corundran fuel and expertise.

  4. The old order

    Opportunity has a price

    Ancient noble houses judge Corundans by their bodies’ color, clarity, and flaws. Other peoples are treated as lesser still. The ruling hierarchy closes doors that invention alone cannot open.

  5. The Great Cleaving

    An uprising that could not break the houses

    Resentment becomes rebellion. The Great Cleaving shakes the old order, but the ruling houses survive and those who challenge them are crushed.

  6. After the Cleaving

    Three pillars of power

    Power is divided so no single house can hold it all: the Ledger controls money, the High Alchemist Guild controls Dust, and the Wayfinders control passage between the stars.

  7. The world you arrive in

    One city endures

    Corundra is still untamed. Failed settlements lie beyond Sapphire City, the planet’s only surviving great city. Its barrier can be maintained, but cannot be reproduced. The identity of its extraordinary maker is lost to history.

  8. Your beginning

    A key. A basement. A chance.

    Your plans survive the journey; your shipment does not. Criminals take the tools and supplies sent ahead. A rented basement remains, and with it a foothold from which to build your guild’s future.

Follow the journey

There’s room for another story.

Sapphire City is in development at TWB Games. Join the community for updates as we build toward the demo.

Join our Discord ↗