
Rift Wizard is a hardcore combat strategy roguelike and wizard simulator featuring an extremely deep build system. Customize your Wizard with more than 500 spells and magical artifacts. Blast, summon, or enchant your way through 20 levels of pure turn based chaos.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1.14/day in the week to Sep 1 → 2.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Rift Wizard 3 is a tough as nails traditional roguelike wizard simulator. You play as an immortal amnesiac wizard who must journey through the cosmos to defeat his nemesis. Each run, you'll build a new repertoire of spells and magical artifacts, discovering new and powerful synergies.

Rift Wizard uses an open build system, and allows the player to buy any spell or spell upgrade at any time. This gives the player massive flexibility, allowing them to test out new ideas each run. Try blasting apart your foes with fire and/or lightning, summoning hordes of metallic constructs, or once you're bored of the simple stuff, delve deep into obscure arcane metamagical trickery.

Rift Wizard's unique portal system means the player always has agency over what challenges they face. You choose which levels to visit, where to start, and how to spend your resources. There is no stealth or stair dancing in Rift Wizard: you must face each level head on and obliterate your foes with whatever tools you possess. Rift Wizard eschews randomness and complex combat formulas in favor of puzzle-like simplicity, where every game piece is easily understandable. Every victory is earned, every death deserved.

New to Rift Wizard 3 is a deep and strategic crafting system. You will find a vast assortment of crafting components strewn across the ruins of the universe, which can be combined to form powerful magical artifacts giving passive buffs to the wizard. The player must make difficult choices about how to allocate their limited and diverse magical resources, with rare crafting ingredients even having unique impacts on the crafted item.

The craftable equipment has a wide variety of effects, ranging from stat bonuses to event triggers. Most passive skills and equipment from the previous games have been brought back in some form as craftable equipment, and more than a hundred new items have been added to the game. Make lightning fly out of your arcane damage, commandeer enemy spawners, give your demon summons fire breath, the possibilities are endless!

Rift Wizard 3 adds a slew of new enemies and bosses to the game, from the spry and pushy Leghead to the alien and terrifying Void Child, from old favorites like Slazephan the Serpent Philosopher to new legends like the vengeful nature god Gaia. The final boss encounters, including Mordred himself, have been greatly expanded and revised as well.

The goal of Rift Wizard 3 is to continually place the player in high pressure tactical situations that challenge their creativity and analytic abilities, and to create a strategic sandbox that rewards brilliance, experimentation, and adaptation to constantly changing circumstances. With every installment in the series, we push farther towards this goal, and we are quite happy to share the depth we have created in Rift Wizard 3.
Engagement
Reviews
Themes across 172 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I really wanted to like this game. The concept sounds incredible, but the more you play it the more you realise that it just isn't living up to what it promises. So I'm going to go through the "About this game" section on this page and talk about each point that I feel isn't quite being delivered. [u]The Promise:[/u] "Each run, you'll build a new repertoire of spells and magical artifacts, discovering new and powerful synergies." [u]The Reality:[/u] Buying spells costs SP, SP are limited, and without spells you won't clear the first floor. You'll use one of the same few cheap spells every single run because it is necessary to do so and those spells are not particularly well balanced, further reducing the pool of potential spells that you might use. Your second spell buy will be one of the same few low/medium cost spells every time because again, the game demands it. You [b]must[/b] buy a second spell to keep up with enemy numbers, health and resistances, and you [b]must[/b] do it quickly or your damage output will be too low for your limited spell casts to be enough to clear the stage. You will mostly use the same spells in the majority of your runs. [u]Promise:[/u] "Rift Wizard uses an open build system, and allows the player to buy any spell or spell upgrade at any time." [u]Reality:[/u] You absolutely can not buy any spell at any time because of the aforementioned SP costs. This is 100%, flat-out incorrect. You're not buying a spell that costs more than 3 SP (the majority of spells) on the first stage because it is literally impossible to afford it. [u]Promise:[/u] "This gives the player massive flexibility, allowing them to test out new ideas each run." [u]Reality:[/u] The flexibility and build variety that the game seems to have at first glance is chipped away with every run as you learn that the vast majority of the spells offered are severely underpowered or flat out useless. Due to the fact that most enemies have massive resistances or even total immunities to several damage types, and that some resistances and damage types are way more common that others, some spells are simply less viable than others. If you want to run a poison build for example, you [b]must[/b] take something to strip poison resistances because of the massive number of enemies who are immune to that damage type. That is not choice, that is not flexibility, that is a static and unchanging requirement. If you're doing poison damage you [b]will[/b] use one of the few methods of stripping that resistance or you [b]will[/b] lose. [u]Promise:[/u] "Rift Wizard eschews randomness and complex combat formulas in favour of puzzle-like simplicity, where every game piece is easily understandable" [u]Reality:[/u] "Easily understandable" is a genuinely insane claim to make about this game. Everything needs to be meticulously studied or you will lose. Failure to deep dive into the mechanics and attributes of every single enemy over the course of a run will inevitably lead to you running into something that has complete immunity to all of your damage types, leading to an unwinnable situation. Several mechanics and game terms are not explained well (or in some cases at all). It is very common to take damage or even die without really knowing what the cause was or what you could've done to prevent it. [u]Promise:[/u] "The goal of Rift Wizard 3 is to continually place the player in high pressure tactical situations that challenge their creativity and analytic abilities, and to create a strategic sandbox that rewards brilliance, experimentation, and adaptation to constantly changing circumstances." [u]Reality:[/u] Tactical gameplay works to a degree for the first couple of rifts, but you'll very quickly run into stages where enemy damage, range, and hard crowd control effects mean that doing anything other than insta-nuking the entire stage will lead to immediate and unavoidable death. You cannot play tactically when your character is frozen or feared forever, and being forced to buy an item that removes hard CC on every single run goes against the idea of choice and flexibility, it's another non-negotiable requirement. Experimentation; straying from the proven viable meta builds is punished harshly. As I've mentioned, the majority of spells underperform quite badly. Many spells which cost 3SP (the maximum attainable on the first stage) are not even capable of clearing the first stage. Attempting to experiment with those is essentially a waste of your time. You'll wind up using the same, fairly small roster of spells in almost every run or you will lose. Creativity is stifled by the scarcity of resources and the abundance of enemy resistances. That cool build idea you have is not going to happen because you aren't going to be offered the components you need to make it. On the rare occasion that you do manage to make it, the game will throw rifts entirely composed of enemies who are immune to that damage type at you for the rest of the run. Adaptability is not really possible because again, spells are expensive and often underpowered. You can't simply buy a new spell to counter an enemy immunity because you won't be able to afford it. If you try to save up SP for exactly that situation then your build will be severely underpowered because you haven't used your scarce resources to scrape up every little bit of power you can. [u]Summary[/u] Great ideas but terrible execution. There are 8.3 billion people on this planet and in the last 24 hours only 130 of them chose to play this game that was only released a couple of months ago. For a roguelike that claims to have massive flexibility, replayability, and build variety to be on life support after 2 months is a pretty clear sign that something isn't right. In theory players should still be experimenting with the supposed wide variety of creative builds that are available to them, but in reality the majority of the people who have played this game have moved on already. There's a reason for that.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 173 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Don't get me wrong, the core game is solid, but I cannot recommend it right now. The balance is too restrictive: if you play with your own builds instead of sticking to meta setups, good luck get past lvl10(or less).
Everything in this game is kinda better than rift wizard 2, but also kinda worse at the same time. The main two differences I see are: [h1]Equipment[/h1] Equipment was deconceptualized from actual equipment and instead turned into a series of components, which the player just sees as various letters. To craft a pair of boots might take AKE***, where the star is a wildcard. How this plays out is, instead of peering into the next level and seeing the choices as: Fire Boots / Lightning Staff / Dragon Hat, the player instead sees the choices as AEKBBR / LILRA / ARETTC. This is a huge drawback for understandability, because it's just a bunch of random letters. On the flip side, it increases the player choice manifold, because instead of only having 3 choices, you now have hundreds. You didn't JUST get offered a pair of fire boots, but you got instead the choice of making one of 15 things those letters could combine into, or saving them up for making something even greater! It's just extremely confusing and hard to keep in your head. [h1]Difficulty Curve[/h1] On rift wizard 1 & 2, aside from the first dozen or so runs you've ever played, you could regularly make it to at least floor 6-7 before crashing out from not getting something cool going. On rift wizard 3, that point in the game has moved to floor 3, and sometimes floor 2. What this means, practically, is you have to meticulously examine every rift, FROM THE START OF THE GAME, and figure out how you are going to beat the whole level before you even enter, before you pick a level to go to. This involves reading the full description of each enemy, their abilities, resistances, and placement on the level, and then figuring out if you have enough spells and spell charges to defeat every enemy before running out of charges, and if not, what spell or equipment must you craft to continue onwards. Gone are the consumable potions and doohickeys from rift wizard 1 & 2 that could get you out of a tight spot! If you get cornered, or run out of spell charges, you are dead, the end. There isn't really any equipment you can craft that will get you out of a situation like this, and it's so early in the game you don't really have any SP saved up. This, of course, doesn't apply if you look up builds online / on the official discord, which I categorically refuse to do, because that seems to defeat the entire purpose of playing such a game. I'm sure there are some extremely consistent & powerful combos of spells and equipment that can reliably carry you through the first few floors. I just don't see why I would want to have someone else tell me how to play the game, when the game is all about learning and growing your understanding of the concepts & enemies. Unfortunately, I think the core problems I have with this game are not, in fact, oversights or balancing issues, and are instead design decisions by the developer, so it's not likely they are going to be changed at this point. Overall, this game seems to be beloved by a certain set of people, so by that metric, it's a great game. If you enjoy dying on floors 2-4 for 10+ hours before making any progress, and/or looking up build guides online, then you'll probably have a good time with this game.
this game is easily the best singleplayer game that i've come across in years rift wizard 3 is vast but approachable, the game throws a lot of problems at you, and you will struggle to solve them all for a while, but bit by bit you will find what gives you trouble, you will find how to answer it, you'll learn to speak the game's language and when you do the game will start to click and open up, beating the game will feel natural, you can just "go with the flow", answer problems as they come there are two main resources in this game you'll be managing, spell points, and crafting materials, crafting materials are more /limiting/, you can only craft items you have the right materials for, spell points are more /limited/, you can get any spell you have the points for, but you can only have 10 spells, and you can only upgrade any spell twice. these resources often overlap in what they can do, something killing you? use materials to make some armor, craft items that stun it, teleport away with a spell or just straight up annihilate it with magic! the interplay between these resources is incredibly dynamic, and the answer to any given problem changes every game with every build. do you play it safe and craft an extra defensive item? or try to scrape by and save the resources for the build - up to you. when you pick up crafting materials, they have impulse effects for the floor, some are strong enough to beat some early floors on their own, this does help soften the blow of the difficulty curve - you're able to take the stronger material effects instead of picking up the crafting materials that you want so you can get through the floor with these things in mind, you have so much control over this game that the difficulty being how it is is pretty much required for the game to function, the more you learn, the more you get to take risky rifts to get the materials you wanted, but otherwise, you have 3 options for rifts and a reroll, you get to see everything inside them all beforehand and have the power to puzzle it out, there are no surprises unless you aren't paying attention. i've never had a stronger game recommendation for the /deckbuilding/ and /theory-crafting/ minded, RNG rarely plays a substantial role in /making your build/ - instead, you are more often throttled by the amount of materials and excess spell points you can accrue, the more robust your build is, the easier securing these resources becomes, it's SO satisfying to get to the point where you stockpile these resources for on-the-spot encounter-solving! you can't really run out of stuff to do either, the game is vast and there are many spells to play with and challenges to complete, (most give you cute little outfits now too!!! ahh it's so nice!!) i could easily find myself continuing to casually open this a year on from now. I didn't play the other rift wizards and jumped into the deep end here without much issue learning the game, but i love /noita/ and /MTG deckbuilding/ which i would personally consider similar experiences in many ways. i would recommend getting into this game with a friend and taking turns, or having an audience of some sort to backseat you, because of the free-form nature, differing approaches will always pop up, and sometimes you'll end up with a better solution and be better off for it! (you can even chat in the discord, they don't bite!) i would also suggest picking a spell you like and sticking to it for a while, or going for school-of-magic "-mancer" challenge runs pretty early to limit the possibilities, the decision paralysis and information overload problems do happen early on but i don't think it's to the game's detriment. a substantial amount of spells are powerful enough to get you through the majority of the game on their own anyways! there are some balance issues that i forgive for now since the game is new - some spells and equipment are so universally good at solving their problem that you end up taking them every run (say, staving off debuffs or consistent early floor clearing) unless you personally decide against using them, the game has been getting regularly updated though, and the developers seem very involved, i believe this will be wrung out in time and more diverse answers will be brought to the small pool of stagnant solutions a tutorial of sorts might also be nice but i don't feel it's necessary, understanding the game at first is one of the biggest sources of friction, you are forced to gloss over a lot of text that you can't really surmise much from early... the game doesn't ever /get in the way/ of you learning, there is a help menu, a bestiary exists, you can see exactly what damages you for how much, there are turn summaries, /it's just not always easy to find the relevant information early on/. the game isn't for everyone but i feel like most should be able to get something out of it, if you find yourself curious, you really should just pick up the game and take the plunge, it's well worth it.
not a fan of the amount of games released. most of this could have been an update for rift wizard 2
This has become one of my favourite games of all time. If you even remotely like turn-based roguelikes, or difficult but rewarding games, just get it. Don't even hesitate. Everyone saying it's too hard or forces you to get certain spells just hasn't spent enough time with it. This game has no meta-progression. Your progress depends purely on your knowledge of the arsenal of spells and equipment you have access to, and how they synergize and interact with each other. One of the most brilliant aspects of this game is how it manages to make almost every run feel special. Yes, dying late into a run is disappointing, but you can be sure that you'll encounter enough interesting bonuses (usually in the form of shrines or free spells) in the next run to feel like you have a real fighting chance again. I've played the game enough to know that the common roguelike feeling of, "damn, I'll never have as cool a run as that again", is mistaken. That's what keeps me coming back.. and back.. and back...
相比于2代多了不少东西,还没真正开始玩 但是我已经在做了汉化mod 发布在创意工坊 https://steamcommunity.com/sharedfiles/filedetails/?id=3772674283
The game should bloody well learn to explain its own damn rules if it wants to be under the tag 'strategy'
Interesting ideas but insanely punishing and horribly balanced. The game has a habit of killing you on the second floor before you even get to engage with the games mechanics After getting a successful run it's _sort of_ playable but it really needs a lot of work
I can't stop playing this game. Just like it's prequels, if it gets it's hooks into you, it really gets them in deep. It's very hard, which makes it even more satisfying to win.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $184.7K | 180 | 41% | $24.99 | |
| $184.7K | 1.8K | 91% | $5.69 | |
| $184.7K | 248 | 89% | $19.99 | |
| $184.6K | 695 | 96% | $12.99 | |
| $184.6K | 629 | 75% | $10.74 | |
| $184.8K | 467 | 84% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $484.5K | 777 | 92% | $19.99 | |
| $163.8K | 1.1K | 92% | $7.49 | |
| $87.3K | 241 | 94% | $11.99 | |
| $16.6K | 37 | 86% | $14.99 | |
| $279 | 3 | 67% | $4.99 |