
Turn-based wizard combat with the tactical positioning of chess and the bluff of poker. Features wizard customization, 100s of gear items, single player realm adventures, online leagues and co-op play.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Portuguese - Portugal, Simplified Chinese, Portuguese - Brazil, German, Russian
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
repetitive, lack of the feeling of grown
It is a fun game, though I wish it had an option for starting over from the beginning. Oh well.
For us us gamers of the Spectrum generation - Its Chaos...get it and love it. Though I admit I got my copy of the original copy of chaos on a free cassette glued to the front of a copy of a Your Sinclair magazine. For those younger, its 4-D chess with magical monsters...enjoy. Would 100% disbelieve your Golden Dragon again.
Chaos Reborn, developed and published by Snapshot Games Inc., is a turn-based strategy title that feels less like a conventional tactics game and more like a hybrid between a tabletop duel and a psychological contest. Designed by Julian Gollop, it carries the DNA of classic strategy design, but instead of focusing on strict control and deterministic outcomes, it deliberately embraces uncertainty. The result is a game where planning still matters, but risk, intuition, and mind games often play an equally important role. At the center of the experience are wizard duels fought on grid-based battlefields. Each wizard commands a set of spells drawn from a deck, ranging from summoning creatures to casting direct attacks or altering the terrain. The structure is simple enough to understand quickly, but the interplay between spells creates a dynamic environment where no two matches feel exactly the same. Because your available options are dictated by the cards you draw, every turn involves adapting your strategy on the fly rather than following a fixed plan. This introduces a constant tension between reacting to the present situation and preparing for future possibilities. One of the game’s most distinctive features is its illusion system, which fundamentally changes how players approach combat. Many creatures can be summoned as illusions, making them easier to cast but also vulnerable to being instantly dispelled if an opponent chooses to challenge them. This mechanic turns every summon into a potential bluff, forcing players to think not only about what is effective, but also about what is believable. It creates a layer of psychological gameplay where reading your opponent becomes just as important as managing your own resources. In multiplayer matches especially, this system elevates the experience into something closer to a battle of deception and prediction than a straightforward tactical encounter. Despite these unique ideas, the core gameplay remains accessible. Movement, attacks, and spell usage are easy to grasp, and the overall pace is steady enough to allow players to consider their options without feeling rushed. The game offers both single-player content, which introduces its mechanics through structured encounters, and multiplayer modes, where its systems truly come into their own. While the single-player experience provides a solid foundation, it is in competitive play that the game’s design feels most complete, as human opponents bring unpredictability and strategic depth that AI opponents can’t fully replicate. However, the same systems that make Chaos Reborn stand out can also be a source of frustration. The reliance on probability means that outcomes are not always consistent, and even well-thought-out strategies can fail due to chance. High-risk spells may backfire, critical actions might not succeed, and matches can occasionally hinge on luck rather than decision-making. For players who enjoy uncertainty and dramatic swings in momentum, this can make the game exciting and memorable. For others, it can feel like a lack of control that undermines the strategic aspect of the experience. The presentation is functional but somewhat uneven. The visual design features a range of imaginative creatures and spell effects, but the overall aesthetic can feel inconsistent, with some elements appearing more polished than others. The interface, while generally usable, doesn’t always communicate information as clearly as it could, which can lead to occasional confusion during more complex situations. The audio design supports the gameplay adequately, but it doesn’t stand out as a defining feature. Another factor that shapes the experience is how niche the game feels. Chaos Reborn doesn’t fit neatly into the expectations of traditional strategy games, and its blend of tactics, randomness, and bluffing can take time to fully appreciate. It asks players to approach it with a different mindset, one that accepts uncertainty as a core part of the design rather than something to be minimized. This can make it deeply engaging for those who embrace its systems, but less appealing for players seeking a more predictable and controlled form of strategy. In the end, Chaos Reborn is a bold and unconventional take on turn-based strategy that prioritizes creativity and player interaction over strict balance and precision. It offers a distinctive experience that stands apart from more traditional titles, combining tactical positioning with elements of chance and psychological play. While it may not satisfy everyone, particularly those who prefer more deterministic systems, it succeeds in delivering something genuinely different. Rating: 8/10
great game to play with friends, keep coming back years later...
f**king brilliant ;)
I seriously wanted to like this game. However even the tutorial was too hard and annoying. Tried the campaign and the games are so slow and cumbersome. Just not a fun game...hard pass.
poop
I played Chaos, Lords of Chaos, Magic & Mayhem. I supported the kickstarter. I didn't realize the gameplay resembled the original game. Pretty disappointed its just a reskin of a very simplistic game. The later games I mentioned above were more entertaining and with better game mechanics. Sad to say I'm very disappointed.
The game is fundamentally worth a couple dollars. The multiplayer is dead, and thank god because in order to grind the resources required to do well and have a cohesive build, you need to get a big win-streak, and that's only possible vs the AI. The realm mode is bad, because movement and exploration are penalized. The customization is broken, with custom staves and robes now being impossible to craft, leaving you at the whims of a baffling lootbox system to get what you need, and then having to wade through hundreds of items to actually get that equipped. But beyond all that, there is a fun game of wizard chess, requiring strategy, thought, knowledge and learning. And that's rare. Truly, chaos is reborn.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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