
Craft wands, create synergies, battle monsters, and survive. Dive into the depths of magic crafting, where you'll forge spells from magical components and elemental gems for endless combinations. Explore procedurally generated dungeons, and unleash your magic madness to overcome the darkness.
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Craft wands, create synergies, battle monsters, and survive. Dive into the depths of magic crafting in Wandness, where you'll forge spells from magical components and elemental gems for endless combinations. Explore procedurally generated dungeons, defeat bosses, and unleash your magic madness to overcome the darkness that threatens to rule the world.
Mix over 50 magical components to make unique and powerful wands that change how over 20 projectiles behave.
Use elemental gems in wands, combined with their class, to make a lot of powerful combinations that work well to power your attacks.
Fight off waves of enemies at each node until the portal recharges, letting you teleport safely to go deeper into the dark.
🎲 Randomized Gameplay from Infinite spells possibilities
🧠 A lot of synergies to discover between the elements and classes.
⚔️ Defeat the darkness and survive the monster horde
🎲 Random Generated maps and encounters
⌛ 40-60 minutes action-packed sessions.

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, Simplified Chinese, Japanese, Korean, Traditional Chinese, Portuguese - Brazil, German
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
This game is trying to scratch the same itch as Magicraft, but it falls short. Movement is sluggish and you have to choose between picking up coins and hunting down chests before the level ends. Worse, almost everything intended to make a spell better comes at the cost of increasing the cooldown. +1 damage is not worth +1 second of cooldown. I wanted to love this game, but I was done after I beat it once.
Что-то похожее на Бротато, с волшебными палочками вместо огнестрелов и мачете, но как-то топорно выглядящее и примерно также играющееся. Задумка интересная, реализация такое себе. Пробежка https://youtu.be/d7tq6rxaVCs
Wandness: WandCraft Survivor is an addictive game. I kept coming back to it for one more run, and another, and another. I'm unsure how long it takes till completion, but it has some grindy achievements. [b]Approximate time to 100%:[/b] Unsure, I would guess over 30 hours, maybe even 40 hours because of the achievement for 100k gold. [b]Estimated achievement difficulty:[/b] 3/10 [b]Minimum number of playthroughs needed:[/b] 1 [b]Is there a good guide available:[/b] You don't need a guide [b]Multiplayer achievements:[/b] No [b]Missable achievements:[/b] No [b]Grinding Achievements:[/b] Yes, unlocking everything as well as earning 50k and 100k are very grindy [b]DLC-Only achievements:[/b] No [b]Speedrun achievements:[/b] No [b]Time-gated achievements:[/b] No [b]RNG-achievements:[/b] Getting the full synergy is a bit random, but visiting shops and choosing your character carefully decreases those odds a lot. This is also a roguelite where you'll play many runs, so I would say that it isn't really RNG achievements as long as you're on the lookout for the ones you still need. [b]Does difficulty affect achievements:[/b] No [b]Unobtainable/glitched achievements:[/b] At this moment, the achievement for unlocking all characters is bugged, but the developers are looking into it [b]Gamepad or mouse and keyboard:[/b] Mouse and keyboard Wandness: WandCraft Survivor is a Bullet Heaven game with 2 different modes. The first one is Adventure Mode, where you go through short levels (1 minute or 1.5 minutes per level) before proceeding to the next. With a map structure where you choose where to go next and can see the monsters on those maps ahead. This also has short objectives and finding chests inside each level. The other mode is the more typical Bullet Heaven mode, where you try to survive as long as possible with hordes and hordes of enemies coming for you. I have mostly played the adventure mode, this is because I enjoyed the short levels, but also because, for me, the other mode was buggy. I would gain experience, but somehow it wouldn't count toward the upgrades. The developers are looking into this. I think without that bug, I would have switched it up more, also because I think that the classic mode provides more money, which is nice toward the 100k money achievement. I can say that Wandness: WandCraft Survivor is very addictive. I kept playing, and even when closing the game, I would sometimes start it up again within 15 minutes for "one more run" (and you know how that goes - most of the time, it is not just "one" run.) I liked how the synergies worked and how you have different characters with their own strength and weaknesses. It is also addictive to unlock new characters, as you must complete a specific task to unlock them. My favorite character is the one with four poison at the start that runs quite fast. Poison is so strong in this game! About those synergies and upgrades. You have synergies for every type of class, weapon, and element in this game. Hovering over the element tells you the benefits of those, and they are always very nice, but it is worth it to focus on 2 or 3 of them and go for 6 out of 6 points for those. Your weapon also has slots for upgrades; however, there is a huge downside to using those. Adding effects to a weapon also increases the time between attacks. So your attack might get stronger, but it also casts it less frequently. After figuring that out, I didn't use those slots as much anymore, only for those upgrades that reduce the attack time. Some effects might be worth it, but it is hard to tell, and the penalty feels punishing. However, this meant that I skipped quite a big part of the upgrade options in Wandness: WandCraft Survivor. I hope the developers will look into this, as what I could see is that other people also struggle with how punishing this feels. While playing Wandness: WandCraft Survivor, I encountered several bugs; however, the developers were always very responsive and have already patched many of them. I know they are looking into the things I figured out later, and I'm pretty sure they will be fixed. The achievements for Wandness: WandCraft Survivor are quite grindy. A part of this is like a thing that is normal within the Bullet Heaven genre. However, it feels a bit too grindy. There are achievements for all the synergies, but you have to unlock most of those first before you can get them. My guess is that unlocking everything takes around 18 hours. After that, there are also achievements for earning 50k and 100k gold. For this, it seems that only the coins you pick up count. not the chests' rewards you sell, or if your weapons got sold after a run. However, my biggest pet peeve in this grindiness is that you have no way to tell how far you are after you unlock the 10k character. I really wish the achievements had counters on Steam, so you can see your progress and possibly get encouraged by that. Even with those, it would be a long grind, but then you would at least have some visual feedback of your progress. I give Wandness: WandCraft Survivor 3.5 out of 5 stars. [code]Do you enjoy games that don't have missable achievements? Check out this list on my website: [url=https://www.missitheachievementhuntress.com/games-with-unmissable-achievements/]Missi the Achievement Huntress: Games without missable achievements[/url][/code]
[b]WandMESS: WandCraft Survivor[/b] is a mixed bag, and unfortunately the bag has a hole in it. Bullet-hell roguelikes usually aim to make you feel like an unstoppable menace. [b]Wandness[/b] does the opposite. The more components you add to your wand, the slower it becomes, often to the point where a single cast takes multiple seconds. Instead of cooking up wild spell combos, you end up sprinting in circles, waiting for your wand to remember it has a job. On paper this feels like [i]“balance.”[/i] In practice, it discourages experimentation in a genre that lives and dies by broken builds. The presentation doesn’t help. The art direction feels unfocused, like assets from several different games stitched together without a clear visual identity. Movement is sluggish, combat lacks impact, and nothing really feels responsive. Hits don’t land with weight, enemies don’t react meaningfully, and the whole thing feels oddly floaty. The [i]“randomly generated”[/i] maps barely qualify as maps. Routes don’t feel distinct, choices don’t feel meaningful, and nothing changes depending on where you go, except how much damage you take and how long you’re forced to survive while running away. Enemies lack distinguishing traits, and upgrades rarely feel like they materially change how you play. Even with synergies, upgrades, and legendary wands, you still feel shockingly weak. That’s the real tragedy here: the wand system [i]could[/i] be great. We’ve seen similar ideas executed brilliantly in games like [b]Magicraft[/b], where building absurd spells is the whole fantasy. [b]Wandness[/b] gestures toward that same promise, but never lets you actually live it. [b]Overall:[/b] an interesting premise undermined by counter-intuitive design, weak combat feel, and a lack of meaningful progression. I wanted to like it, but as both a survival game and a roguelike, [i]it just doesn’t come together.[/i] [b]I can’t recommend it.[/b]
この手のゲームにしては序盤の難易度が高く、育成と終了までが少し短く、 気持ちよくなる前におわってしまうことが多くテンポが悪くおすすめしづらい。 セット数に応じた武器効果・属性効果があり楽しいところはありますが、 思っていたゲームとは違いました。 もう少し成長にふりきるバカゲーにしてほしかったですね。
很有特色的类肉鸽爬塔游戏,没有局外成长,但是额外解锁的道具、装备以及职业等内容都会带来不错的提升,前期有些单调但后面就很好玩了
Wandness is a roguelite action game developed by Knight Owl Games in collaboration with Binary Lunar and published by Knight Owl Games. The game blends the increasingly popular “survivors-style” horde combat formula with a deep system of magical customization built around crafting powerful wands. Rather than relying solely on predetermined character abilities or simple upgrade trees, the game focuses on letting players construct their own magical weapons using a variety of components and modifiers. This approach transforms the experience from a straightforward survival game into something closer to a magical sandbox where experimentation and synergy play a central role in determining how each run unfolds. The premise places players in a series of dangerous dungeons filled with hostile creatures that continuously attack in waves. Each run begins with a relatively simple setup and gradually evolves as the player gathers new equipment and magical components. The goal is to survive increasingly intense battles while advancing deeper into the dungeon environment. Enemies appear from all directions, creating constant pressure and forcing players to move strategically across the battlefield. As waves become more aggressive and numerous, the player’s survival depends on the effectiveness of their wand configuration and their ability to navigate the chaotic environment. Unlike many other games in the same genre, Wandness divides its progression into multiple short combat stages instead of one continuous level. Each stage functions as a contained arena where the player must defeat waves of enemies until an exit portal appears. After completing a stage, players are given an opportunity to examine rewards, adjust their equipment, and prepare for the next challenge. This structure creates a steady rhythm between combat and preparation, allowing players to refine their strategy between battles and adapt to the random upgrades that appear throughout the run. The defining feature of the game is its modular wand-crafting system. Every wand in the game consists of several customizable parts that determine how the weapon functions. These components include the core wand itself, the type of magical projectile it fires, and a series of modifiers that alter the behavior of the spell. By combining different pieces, players can create a wide range of magical attacks that behave in dramatically different ways. Some wands fire rapid streams of small projectiles, while others unleash large explosive spells capable of destroying groups of enemies at once. The system encourages experimentation, rewarding players who explore unusual combinations and discover unexpected interactions between components. Elemental gems add another layer of depth to this crafting system. These gems introduce elemental properties that can dramatically change the behavior of a spell. Certain elements may cause attacks to chain between enemies, while others might increase area damage or apply status effects that weaken opponents over time. Combining these elemental properties with the existing wand components creates opportunities for powerful synergies. As players progress through a run, they constantly adjust their build in response to the upgrades they find, gradually shaping their wand into an increasingly destructive magical tool. The roguelite progression structure ensures that each run feels different from the last. Enemy waves, rewards, and wand components are generated randomly, meaning that players must adapt their strategy depending on the options they encounter. Some runs may lead to extremely powerful builds that overwhelm enemies with rapid-fire spells, while others might require careful positioning and defensive play to survive. This unpredictability keeps the gameplay engaging and encourages players to experiment with different approaches. Combat in Wandness is fast and visually chaotic in the best possible way. As players assemble stronger wands and unlock new modifiers, the screen quickly fills with glowing projectiles, explosions, and swirling magical effects. The automatic firing mechanics common to survivors-style games allow players to focus on movement and positioning while their spells continuously attack nearby enemies. Surviving the most intense moments often involves weaving through enemy hordes while unleashing waves of destructive magic that clear paths through the chaos. The visual presentation of the game supports this energetic gameplay with a bright fantasy aesthetic. The environments are designed to emphasize clarity during combat, ensuring that players can still distinguish enemies and projectiles even when the screen becomes crowded with effects. Magical attacks are represented through vibrant particle effects and glowing spell animations that make each build feel visually distinct. While the graphical style remains relatively simple compared to large-budget action titles, it effectively communicates the power and spectacle of the player’s growing magical arsenal. Sound design contributes to the intensity of the experience as well. Each spell produces distinctive audio cues that reinforce the sensation of casting powerful magic. The background music maintains a fast and energetic rhythm that matches the escalating pace of enemy waves. As battles grow more intense, the combination of sound effects and music helps maintain a sense of urgency and momentum throughout each run. One of the most appealing aspects of Wandness is the freedom it gives players to experiment with different builds. Because the wand system allows so many combinations of projectiles, modifiers, and elemental properties, the number of possible spell configurations becomes enormous. Discovering a particularly effective synergy can completely transform the flow of a run, turning a difficult survival attempt into a spectacular display of magical destruction. This constant discovery of new combinations is one of the main reasons the game remains engaging over repeated playthroughs. Despite its creative design, the game does have a few drawbacks. Managing the large number of wand components and modifiers can sometimes make the interface feel cluttered, particularly when players are comparing multiple options during the upgrade phases between stages. In addition, some players have noted that the controller support is not as smooth or intuitive as the keyboard and mouse controls, which can make navigation through menus slightly awkward. Even with these minor issues, Wandness succeeds in offering a distinctive take on the survivors-style roguelite formula. By focusing heavily on spell crafting and modular weapon design, it introduces a level of customization that many similar games lack. Instead of simply collecting upgrades, players actively shape their magical arsenal through experimentation and creative combinations. In the end, Wandness stands out as a fast-paced roguelite that rewards curiosity and strategic thinking. The ability to construct unique magical weapons gives each run a sense of creativity that keeps the gameplay fresh and unpredictable. For players who enjoy action roguelites and the thrill of discovering powerful build synergies, the game provides an entertaining and imaginative experience filled with explosive magical combat. Rating: 7/10
지팡이에 덕지덕지 붙여 강화하기 (매일 업데이트되지는 않으며, 작성자가 원할 때마다 업데이트됩니다.) [1일차] 지팡이를 강화하면서 생존하는 게임입니다. 모드는 탐험 모드와 생존 모드가 존재하며, 생존모드는 일정 포인트를 모아야 플레이가 가능하죠. 탐험모드에서는 다양한 루트가 존재하며 현재 위치와 연결된 지역 중 하나를 선택하여 이동할 수 있습니다. 일반 또는 엘리트 몬스터라면 전투를 수행하고 상점들이면 골드를 소모하여 거래, 모닥불이면 체력을 회복할 수 있죠. 진행 중에 체력이 0이 되거나 마지막 보스를 처치하면 게임이 종료되고 포인트를 정산받을 수 있습니다. 정산된 포인트에 따라서 새로운 요소들이 개방되어 플레이 중에 이용할 수 있게 되죠. 전투는 사방에서 몬스터들이 스폰되어 다가오고 이들을 물리치면서 제한 시간동안 생존하여야 합니다. 일반 몬스터는 60초, 엘리트는 90초, 마지막에 위치한 보스 몬스터의 경우에는 2분간 생존을 하여야 클리어하게 되죠. WASD로 이동하고 스페이스바로 회피 구르기, 공격은 장착한 지팡이의 마력탄이 일정 간격으로 발동하여 자동으로 수행됩니다. 몬스터를 처치하면 골드가 드랍되어 수집할 수 있으며, 가끔 자석이나 이동속도 증가, 마력탄 쿨타임 감소, 체력 회복 등의 아이템이 드랍되기도 하죠. 또한, 맵 어딘가에 상자가 존재하여 수집할 수 있는데, 특정 조건을 만족하여야 상자가 등장하는 경우도 존재합니다. 일정 시간 대기하기, 대시 발동, 엘리트 소환, 적 처치 등등이 존재하며 일정 범위 내에서 이를 수행하여야 하죠. 제한 시간동안 생존에 성공하면 몬스터들이 사라지면서 정산을 진행하게 됩니다. 클리어 보상과 획득한 상자들이 등장하여 오픈할 수 있고, 이를 열어서 랜덤하게 주어진 보상을 선택할 수 있죠. 보상은 크게 지팡이, 부품, 마력탄로 구분되며 랜덤하게 3종이 제안되어 선택할 수 있습니다. 지팡이는 최대 6개까지 장착이 가능합니다. 각 지팡이에는 1개의 마력탄만 장착이 가능하고 개방된 슬롯에 보유한 부품들을 배치하여 효과를 활성화시킬 수 있죠. 등급이 나뉘어져 있으며 등급이 높을수록 슬롯이 확장되고 시너지의 수도 2개에서 3개로 증가하게 됩니다. 또한, 지팡이에 공격력이나 치명타, 이동속도 등의 능력이 각인되어 있는 경우도 존재하죠. 마력탄은 종류에 따라서 각각의 공격 이펙트가 구분됩니다. 동일하게 등급이 구분되어 있으며 등급이 높을수록 성능이 강화되지만 발동 쿨타임도 같이 증가하게 되죠. 지팡이와 마력탄은 각각 시너지가 존재하며 동일한 시너지의 수량에 따라서 특별한 효과가 활성화되고 강화됩니다. 추가로, 지팡이의 속성에 따라서 마력탄의 속성도 결정되는 구조이죠. 부품은 지팡이의 비어있는 슬롯에 장착시킬 수 있습니다. 공격력, 이동속도, 치명타, 쿨타임 등과 연관된 효과들로 구성되며 등급에 따라서 성능이 강화되죠. 일부는 버프와 디버프 효과가 동시에 적용되는 경우도 있고 상단이나 하단에 위치한 지팡이에도 효과가 적용되기도 합니다. 다만, 부품의 등급에 따라서 쿨타임이 증가하기에 적당히 분배하여 배치를 하는 것이 좋죠. 정산 시간에는 허수아비가 등장하여 획득한 장비들을 변경하면서 대미지를 체크할 수 있습니다. 어느정도 마무리가 되었다면 중앙의 포탈을 작동시켜 다시 지도로 향할 수 있는데, 미장착한 장비들은 모두 판매처리가 되어버리죠. 나중에 바꿔봐야겠다하고 놔뒀다가 그냥 휘리릭 골드로 변경되기도.... 전투 외에도 앞서 언급했던 상점들에 방문할 수 있습니다. 대장간과 마녀 상점이 존재하는데, 동일하게 상인으로부터 지팡이/부품/마력탄을 구매할 수 있죠. 추가로 대장간에서는 마력탄이나 부품을 강화/리셋할 수 있고 마녀 상점에서는 지팡이를 강화/리셋할 수 있습니다. 필요한 시너지를 맞추기 위하여 이용할 수 있지만... 비쌈.... 전투도 수행하고 상점도 방문하고 모닥불에서 체력도 회복하면서 탐험을 이어갑니다. 보스까지 처치하면 승리하여 대량의 포인트를 얻을 수 있지만 그 전에 게임 오버가 되면.... 누적된 포인트에 따라서 새로운 지팡이 등의 장비가 개방되어 이용할 수 있고 조건을 만족하여 새로운 직업을 개방시킬 수도 있죠. 직업은 특정 장비들이 제한되기도 하고 시작부터 일부 시너지가 개방되어 있기도 합니다. [2~3일차] 포인트를 모아서 생존모드를 개방하여 플레이할 수 있습니다. 난이도에 따라서 일정시간 생존을 하여야 하며 맵 곳곳에 생성되는 보상들을 이용할 수 있죠. 상자를 오픈하여 지팡이나 마력탄, 부품을 얻어서 교체할 수도 있으며 탐험 모드와는 달리 인벤토리를 닫아도 사라지지 않습니다. 뭐, 플레이 중에 교체가 가능한건 아니니 그냥 보관하다가 판매하여 골드를 얻는 용도 정도이죠. 상자 외에도 상인들도 등장하며 이들과 거래를 진행할 수 있습니다. 최종적으로 요구하는 시간 동안 생존해내면 클리어. 랭킹 말고는 별다른 보상 등은 없음. [아쉬운 점] -나가는 포탈에 상자가 생성되는 경우 있음 (선택하다가 나가짐) -지도에선 장착정보 확인 불가 -생존모드 개방 포인트를 모으려면 최소 3번 클리어해야함 (아님 여러번 패배하면서 포인트를 모으거나) -피격 좀 모호한 느낌 (거의 90%는 이동 전방에서 몬스터가 갑자기 스폰됨) -상자랑 특수 아이템 위치 안내 좀 -장착하지 않은 부품과 마력탄, 지팡이가 모두 자동 판매처리됨 (나중에 바꿔봐야지 불가) -전투 종료 후 골드 수집이 되면 좋을듯 -마법진이랑 실제 등장 위치가 다름 (마법진 생성 시점에 몬스터들이 보이지 않게 생성되어서 움직이는 것 같음) -월드맵에서 지팡이 부품 효과 off (체력 증가 효과도 off되어서 기본 체력을 초과한 수치가 소멸되어버림) -인벤토리의 부품을 장착된 부품으로 가져가서 교체 불가 (반대는 가능) -시너지 중 바람, 물 소용돌이가 오히려 몬스터들을 플레이어로 끌어당기는 느낌이 듦 -더블 모니터에서 플레이(이동) 중 실수로든 뭐든 다른 모니터 클릭 시, 이동키가 고정되거나 반대로 작동함 -체력<->골드 교환이 상자로 인식되는지 맵의 상자 수량에 포함됨 (교환해도 카운트되지도 상자가 등장하지도 않음) -간헐적으로 상인과 거래에서 인벤토리가 등장하지 않음 (인벤토리 버튼이 있는것도 아니고...)
frame drops make the game just feel unfun. Will wildly fluctuate between 20 and 120 fps
Un peu compliqué à comprendre quand on a pas l'habitude des survivors mais il est sympa :)
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