
A hardcore rogue-lite action RPG where you possess and play as monsters. Narrowly avoid death as you explore challenging, ever-changing dungeons, and possess any body you can to survive!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is a fun entry in the Wizard's Lizard's series of games. Being able to take control over enemy combatants is a welcome change, and the story progression is vastly improved from the previous entry. Recommended!
They took everything good about the first one, got rid of it and replaced it with "origionality" if you know what i mean, glad i could get a refund.
Abandoned, crashy and buggy. nearly 4 years in early access without an update. Do not purchase. It showed such potential but sadly did not reach a state where it was playable.
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Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Lost Decade Games' long-awaited sequel to 'A Wizard's Lizard' is currently available in Alpha. This cunning dungeon crawler is charming, clever, devious and addictive. The new graphics are a treat. The traps are insidious. The ever-changing dungeon layout keeps repeat gameplay fresh. The evolving rewards are gamer catnip. The satisfaction of successfully navigating 'Soul Thief' should please gamers who are up for a real challenge!
I highly recommend this game and the podcast (Lostcast) that the develoeprs produce, especially for aspiring gamedevs. This is their second rogue-lite and even in the early stages of development their design and gamedev experience is showing. The game is still in Early Access so you expect things to be in flux and to have some hiccups. That said, I was very surprised with how polished the game already is for an Early Access game (probably since they could leverage a lot of the first game's code). For me though, the value of this game is in following the developers progress and design decisions throughout the project. They are extremely transparent on their podcast and it's a ton of fun watching the game improve and hearing the ups and downs of their process. To me it's a bit like kickstarting a project except you can play right now and you get way more out of it than a few micro blog posts from the devs. Supporting the developers will also help make the game better at release because the devs are constantly responding to and considering fan feedback on the forum. Podcast link: http://www.lostdecadegames.com/lostcast/
Great beginning. Looking forward to the game developing further.
You know, it's amazing how this game managed to not only get something new to the rouge-lite actions, but also to... not surpass, but become a totally different game than it's first part. Soul Thief: A Wizard's Lizard 2 is a really fresh take on the genre and just overall a fun, cute and challenging game that will be liked not only by the loyal fans of the first A Wizard's Lizard, but also by fans of genre overall, even in it's early access state. Also, Ragna is the cutest lizard i've ever seen and it became even cuter since the first game. Nice work, guys, keep it up. p.s. I'm still concerned about timeline though...
I wish so many reviewers didn't feel the need to put the original A Wizard's Lizard down in order to make the point that they like the sequel. I had a grand old time with that game, when I finally took the time to beat it, and this one... try as I might, I can't seem to get much out of it. Two things that jump out at me: 1) The homage to Binding of Isaac feels much more heavy-handed here than in the original. 2) Only being able to attack in the direction you're currently moving feels primitive. I guess Link fans will have a nostalgia for that. Me, I want that, I play Zelda. The combat in the original "Lizard" was simple, but it was a lot more fun. One big problem for me personally is that I'm not getting very far, so I'm seeing only a very small handful of monsters. There's also no clear advantage in possessing these monsters, so the possession thing feels like an empty gimmicky. Where's the warmth and the story of A Wizard's Lizard? There are no actual characters here. A bunch of (usually) inanimate objects come at me, and I get bored even as I'm getting my lizard butt handed to me. The dungeons feel empty. And I get a weird feeling, destroying all those books for no reason I can understand.... Perhaps these are just symptoms of the "early access" status of the game. I really hope so. And I have enough love for the original and enough respect for the developers that you can be sure I'll be checking back, trying again, in hopes of being able to change this review. *********HOLD THE PHONE!!!********** The game has undergone a massive overhaul. It's a BETA, and some of the content is closed because it's under construction, but this new version is WORLDS better. I... am so excited. The new possession mechanic is a blast, crazy fast and visceral. Destroying all that stuff now yields cold hard GOLD, and--OH YES OH YES OH YES--the game is a twin-stick shooter again. I need to give it more time, more play, but this is BIG. The game is FUN again. I can't stop with the caps. :) *********And... I'm back to a thumbs down*********** There's been no apparent activity in a long while and, as an unfinished game, I can't recommend it. SIGH.
I haven't gotten very far in yet, but I can tell I'm going to love this game!
Love it! It's hard but never felt unfair and has good replay value so far. Would definitely recommend!
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.