
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
Being a massive fan of both RW1 and RW2, I have trouble finding "Fun" in this new style of game. The first game presented a challenge that really pushed you to a different standard, while the second game built on top of that Challenge and introduced new mechanics to field the oncoming challenge. However... Rift Wizard 3 feels almost like a downgrade in some places. Not only does it take away "Gates" and "Companions", which were one of the most useful aspects of the 2nd game with the new enemy types, the 3rd game has Removed them, meaning your only companions are from summons, or from certain gear like Boots where when you walk, it will sometimes summon something. That gear has remained since the 2nd game. The main issue with Rift Wizard 3, isn't the game itself, but the fact that not only certain gear (Like companions and gates) have been removed, but also many spells have been replaced, and their upgrades as well. As a massive Necromancy fan, I have stuck to RW2 for a good amount of time and enjoyed the builds, but RW3 has really reworked a lot of Dark Spells, and often they don't play as smoothly as they did in the 2nd game. RW3 isn't a "Bad" game, and I really wish I could give a "Neutral" option instead of "Thumbs Up" or "Thumbs Down", but this new attempt at the game leans closer to a thumbs down for me Personally. The new gear system however, crafting items, was a smart addition, RNG items could get annoying, but it would be better if Gates and Companions were ADDED to that system, and if old spell upgrades found their way back, like the Ice Dragon's Dracolich, and the Ghost Ball's Ghost King. Lastly, the drop rate of "On Craft" components feels REALLY low. With these things in combination, it's hard to navigate the game's difficulty with some monsters being a MASSIVE difficulty spike in combination with others. I can admit I'm bad at the game, there are just some things that could be done to make the game feel smoother. At the moment, it is a little TOO chaotic. Edit: SO. Companions are still a thing. It just took me 5.5 hours to encounter one... However I can see the reason why. They are VERY powerful. They are instead of a pet, a genuine party member. Also I have noticed that more than 1/2 the time, Components you pick up that would otherwise be really useful (like Damage resistance or heal and remove poison) are practically NEVER in a rift that has units it would apply to. I guess this game suffers from TOO MUCH RNG, which I have never thought to be a disruptive thing until now. You get 2 to 4 components per rift, but only 1 of them is useful for the combat stage, as often you can't traverse to another one for pick up effect unless you have a teleportation spell, as standard items (like the teleporter) don't exist in this game. So HP potions, Mana Potions, etc, aren't a thing. This feels a little like a back pedal in my opinion, as I'm finding it hard to find the reasons why this would "Balance" the game.
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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
It's a tough game, but it allows you take it at your own pace. Don't overwhelm yourself with the amount of choices you have, and instead enjoy the process of discovery. When the game is at its peak, you truly feel like a wizard using every tool available to them in creative ways to get out of incredibly tricky and dangerous situations.
Rift Wizard just gets better and better with every iteration. The art and music are beautiful, and the mechanics of the game are very well-designed, even in early access. The structure of the game encourages improvisation and experimentation, as level rewards are variable. Spells and equipment can be synergized in myriad ways, making every run potentially unique. I'd say the only small flaw is the barrier of entry: you will die several times just learning how small nuances work, and knowledge of what's available (there's a LOT) to you is critical to success. However, the UI is perfect, and every bit of information is available to you if you know how to access it. Bravo!
I really enjoy trying to figure out synergies and adapting to the randomness! Have not made it to level 6 yet, but I greatly recommend to all who like to optimize item and effect interactions.
The most unfair poorly balanced game I've ever played. They keep making new titles and adding new "features" which are just complete reworks of systems that already work fine, instead of balancing the game so it's not punishing.
I never review games. This is my favorite game I have ever played. The builds are so fun and creative, the systems are fascinating in how they work together, and the complexity makes me constantly thinking about how to play next time. I also enjoy the crunchiness of the math and system interactions, I have never beaten it - but I try every day and will keep going. Please try it - if you like crunchy games, with math and tactics, this will delight you.
Love it, nothing like it. Everyone is going to have their own preferences, but I never clicked with Rift Wizard 2. I played a bit of RW1 but put it down after a bit. So RW3 is easily my favorite of the trio to date, to say the least. First, aesthetics. The art style and music have gotten a redesign that work well together while still tying into the previous games. The sprites are easier to read at a glance, and overall feels like a major evolution. Second, the smaller realm size is, in my opinion, perfect. The larger realms could be hard to read and tiresome to navigate. By reducing the size of the realms, occasionally needing to take a dangerous trek mid fight is still a risk, but chasing down the last spawner is more achievable. Finally, the crafting and spell systems. You decide your path a lot more directly compared to previous versions where you are more reacting to what you find. There's still a need to respond intelligently to the resources you find, but you have to find a way to craft your growth at regular intervals. If you don't have some firepower and something to help you survive by realm 5, it's going to be rough. If you can learn some of the basic 4 tag recipes to solve these problems and keep an eye out for the tags in the realms you choose, your chances of success will go up. Overall, a fantastic roguelike that is challenging and repeatable, that rewards creativity and planning without abandoning intensity, and a strong entry in the series.
IM ♥♥♥♥♥♥♥ TWEAKING
Way harder than RW2, or maybe just different enough to throw off what little skill I had in that one. Lots of fun, though. The crafting system is great. Nice to have two resource types (SP and items) instead of just one (SP), so that you aren't always sacrificing one path to feed the other path. The (almost complete) lack of consumables was a tough adjustment from RW2. I appreciate getting two upgrades per spell instead of just one. (And more than two, if you find the right things.) I love the new art-style. The smaller maps aren't really "better" than the larger maps of RW2, but they suit the new gameplay well, I think. I like that the mancer trials restrict your equipment, too. I always thought it was weird that RW2's mancer trials put no restrictions on skill selection. The X-turbo speed setting seems to work a little better than it did in RW2. It's essential for some of the crazier synergies, it seems. EA, and loving the game so far. Can't wait to see how it improves still.
Immensly difficult but very fun, its most comparable to path of acra imo, just way more difficult. Sometimes you just find out how a spell interacts with another by suddendly dying in an explosion. Sometimes you have such a powerful build that you steamroll through the map only to suddenly die. The reason? Some random npc mind controlled one of your stronger summons which proceeded to oneshot you.
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