Gabuthe Indecisive Mage

His staff can't make up its mind. It's a slot machine, and every spin is a spell. Try it.

Coming soon onGoogle Play

Tap spin to cast

Two of a kind picks the spell. The odd one out adds its own effect.

How a spin becomes a spell

Two of a kind

The pair decides the shape: Ember Bolts, Tide Drops, Wind Sickles or Boulders. The odd element rides along, and two elements on one enemy set off a reaction like Steam or Mud.

Three of a kind

Calls down a god's own power. Beat a deity and replay her realm to earn her ascension: meteor rain, a drowning whirlpool, a sky that lifts every foe.

All different

A Prism. Every element fires at once, a little weaker, and every hit carries all three effects. Keep your staff balanced and it happens more often.

You never pick the spell. You shape the odds: every level-up adds a symbol to the staff, so the elements you invest in come up more.

Five places to survive

Chapter 1 starts in Blok M, Jakarta, and goes through four realms, each ruled by a deity with her own bullet-hell fight. Play them in any order.

Blok M

Where Gabu finds the staff, and where Chaos first spills into the city. Your first lesson in spinning.

The Emberwastes

Run a burning route while the lava rises behind you. Pyrra waits at the temple.

The Drowned Reach

Something enormous sleeps under the water. Vael's domain.

The Howling Span

Sky islands, rope bridges and gusts that throw you off the edge. Catch Zephyra if you can.

The Sunken Roots

Break three gates around a spiral of quicksand to reach Korrin, who never moves.

Gabu is made by Chromagi Game Studio, a small studio in Jakarta. Questions, bugs or a run worth bragging about: hello@chromagistudio.com.