
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
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.
What a crazy game. No, it's not easy, but overcoming its many challenges is highly rewarding as a result. You're given a sandbox-worth of spells and equipment to play with, each with their respective upsides and downsides. The game is all about experimentation, finding interesting and powerful synergies to give you the best possible odds, and trust me, you'll need those odds. This game is ruthlessly hard. Sometimes I die without really even knowing why. Sometimes the chances are simply stacked horribly against you. But despite that, I learn something new every run. There's no 'right' way to play, it's just what kind of wizard you want to spec into, and if you have the skills to make it work.
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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
Игра-то вроде прикольная, очень понравился визуальный стиль, фантазия на спеллы классная, автор умеет в чёткие механики. Мне тот же крафт понравился. Но вот общий вектор игры странный. Вот она вообще как будто не создана для получения удовольствия. Очень сложная, и честно больше как головоломка, чем как рогалик. Куча текста, огромнейший decision fatigue, очень тяжело понять, какие твои действия привели к поражению, нет никакой плавности забега, где бы ты осознал свои ошибки. Почти каждая ошибка это мгновенное поражения (по крайней мере для новичка). Поэтому осторожно покупайте, лучше в демку сначала сыграйте. Я поиграл 3 часа, и как будто мотивация играть дальше только пунктик для себя что ли, мол, дошёл до концовки (если она тут есть). Для меня бы идеальная игра, будь она реально Roguelike, если бы способности игра тебе давала постепенно сама, усложняя вместе с этим врагов. А в том виде что сейчас игра вываливает на тебя все свои спеллы, даёт нереально сложные испытания, и по сути наказывает тебя за то, что ты не смог найти ту самую мету, которую автор заложил чтобы эти уровни пройти. Странно это, мб просто не моё
pros of RW3 versus RW2, Better Art, New spells, an Equipment focused build design, equipment overhaul, enemy monsters and bosses actually matter. cons for RW3? Its so much harder, skills no longer exist, pet boxes dont truly exist anymore. if you have the money buy RW or RW2 first cos those are just as great games and you'll get more victorys in those, but if you must buy one RW? yeah 3 is absolutely amazing.
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.
IM ♥♥♥♥♥♥♥ TWEAKING
**TLDR: Good game, significantly different and improved from the previous. This is probably my favorite, but would recommend RW1 to a new player.** **On Release Schedule Criticism** Every RW game is a major rework and content addition directly on top of the previous game, reusing many assets (although this game has a full art redo). Each is great, while being similar enough that they could almost be huge mods. Given that and the fast release schedule (~2-3 years?) it's unsurprising that some have been critical or called this a "cash grab", though I personally disagree (or see it as no worse than/preferable to indie DLC) The dev's actions are also understandable. They not only put in a lot of work to each sequel, they clearly obsessed over the small flaws and clunky details of each game. After several years of internally making new content and fully reworking core systems, they chose to release a sequel at $10-15 (twice now). RW2 was a "sidegrade" from the previous game, moving focus from efficient tactics/resource management to power scaling builds. RW3 is more of a direct upgrade and rework, giving a better system of choices (admittedly sacrificing readability/beginner friendliness). I have had enough fun and hours on each game that they were better value than triple A, than many other games, and arguably than many other luxuries or forms of entertainment. If you disagree with that perspective, or believe indie devs owe their players a decade of free updates, RW may not be for you. **The Actual Game** Turn based tactical roguelite with no permanent progression. You get a huge list of spells and upgrades to pick from, with pressure to figure out a coherent build because the floors scale quickly. After each floor you choose the next from several options, with full vision of enemies and rewards. Beyond build synergies and watching hundreds of fun pixel monsters explode (or freeze, or turn to slime, or get mauled by bears), the game is good because you are constantly making deep choices around how to build and spend resources, how to fight a given enemy or level, and which level to enter. Beginner experience is strange in all of these games, because the key is gaining knowledge through trial and error and by slowly absorbing the huge list of spells and upgrades. RW3, for all its improvements, is admittedly the worst for beginners. Even with filters on the crafting list, new players will find themselves reading countless equipment descriptions and struggling to retain everything in hopes of determining effective synergies. Knowing many of these abilities from the previous games helps tremendously with readability.
Game cheats. Unbalanced dog.
Deep gameplay that's fun to break. Cool crunchy graphics.
out of all three of the games I say this is by far the most robust of them all. I really do hope this one gets the love it's currently receiving, or more so just wish this is THE rift wizard and we don't end up with another sequel after all is said and done!
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