
Wishmere is a brawler-fighting game that gives you the power and creativity to fight your battles your way. Play with friends in local matches, discover the story of Wishmere or survive and conquer over 30+ challenge maps!
Modeled estimate, not a reported figure. How we estimate →
Media

About







Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 25 reviews with recorded playtime.
Reviews
As a mix of a fighting game and a beat 'em up, Wishmere has something for everyone. It plays at the speed of a fighting game like Street Fighter, but has an open-to-casual low barrier that kind of feels like Smash or like Pokken. With a large nice fighting game esque moveset (there's some learning involved), you can play versus friends like a fighter or play a mode that allows you to scroll right like a brawler, both which is fun to play with a group of friends. There's a story mode that is quite unique because in a genre like this, it totally comes as a surprise. From witty dialogue to some (but rapid) character development, the characters all have their own personalities and have their own little stories. Button layout might take a little getting used to, as it's a little unconventional, but if you can get used to it, the game has some deep mechanics and content in a package that's rewarding to play as you learn new things. Overall, this game has been worth my time, I hope they add more content.
Sorry, making the first boss on free play a powerhouse of utter BS. yeah, you can block but umm, ♥♥♥♥ trying to actually hit him. Or, you get knocked clean across the board...so no, you can keep this game and ill take my money back thank you
Посмотрев на трейлер и скриншоты вы можете подумать что это очередной файтинг с двумя кнопками ударов руками и ногами. На самом деле нет, это не так. В игре непривычная для файтингов механика управления. Чтобы прыгнуть нужно нажать клавишу прыжка, а не стреллку вверх. И вот почему: удары в игре комбинируются с направлениями. Для удара апперкотом нужно нажать вверх и удар рукой. Логично и просто. Блок на отдельную клавишу. И что не так ожидается от даноого файтинга так это продолжительных комбо. А они есть! И даже фулхп. Сам геймплей не быстрый, как в Guilty Gear или в Mortal Kombat, скорее как в Street Fighter только слегка помедленнее. Сначала непривычно, но когда привыаешь, ощущаешь в этом соль. Персонажей не много, всего семь, и все они координально отличаются друг от друга. Музыка в игре отличная- метал! Обожаю метал! Играл вдвоём за компом и получил ощущения ни чуть не меньшие чем от других файтингов. 4,5/5 P.S. Хочется больше персонажей и арен. After looking at the trailer and screenshots, you might think that this is another fighting game with two buttons of punches and kicks. Actually, no, it's not. In the game, the mechanics of control unusual for fighting games. To jump, you need to press the jump key, and not the up arrow. And that's why: the blows in the game are combined with the directions. To strike with an uppercut, you must press up and strike with your hand. It's logical and simple. Block on a separate key. And what is not so expected from a danoed fighting game is that it's a long combo. And they are! And even full-time. The gameplay itself is not fast, as in Guilty Gear or Mortal Kombat, rather like in Street Fighter only slightly slower. At first it is unusual, but when you get used to it, you feel salt in it. There are not many characters, only seven, and all of them are coordinately different from each other. The music in the game is excellent-metal! I love metal! I played alone at the computer and got a feeling not less than from other fighting games. 4.5 / 5 P.S. I want more characters and arenas. https://www.youtube.com/watch?v=h8xgTHetY2w&t=1s
good labbing game and VS game, not so much on the beat em up front imo
Wishmere is a great brawler with quite a lot of gameplay modes that’s great to play alone or with friends and family. The story is endearing in a surprisingly thoughtful way, with themes that as a father I felt very connected to. The gameplay is a lot of fun too, with every character having wacky moves out of old comics and mangas. It was really a treat to play, though I recommend using a controller as there are some more complex movements. Recommended :-)
Game makes me wish Steam had a middling review option. Cool idea, decent execution, but unfortunately the game controls so badly that I cannot recommend it. It's not even a matter of tight execution, there are just horrible inconsistencies in move inputs. Any move requiring you to press two buttons simultaneously has a 50/50 chance of just performing one of those two buttons instead of the intended move, jump cancelling air normals has a similar level of randomness. It seems like the game expects you to hold buttons down rather than tapping them, as doing this makes these inputs much more consistent, but when trying to do a fast combo manually remembering to hold each button down for a second becomes incredibly annoying. If the horrible controls are fixed then I can recommend this game.
Everything you need to know before buying this awesome simple fighting game. Enjoy the video. https://www.youtube.com/watch?v=SMvkHOJU-xI
A bit tricky for keyboard users, pixel art is solid, music aswell. The combat system is well done but couldn't enjoyed as full potentional being a keyboard user. A joypad is a must for the game. Recommended to all people searching for retro combat-type games. For me it's a "+".
Like the pixel art :) I am not really a fighter veteran...but so far, wishemere is great fun :)
"Wishmere is a brawler-fighting game that gives you the power and creativity to fight your battles your way. " I tried this because of this claim. I'm not seeing it. What part of this gives me the 'way to fight my way'? Is it the 1% super meter gain I get per level only if in my very slow charging 'make this character at all functional' mode? Or the 3% super meter gain another character gets per level, except with no need to be in super mode, because ??? what the **** is balance? Or maybe the 'enemies deal less damage' the mage has, compared to the 'enemies deal less damage but with actual numbers and are also slowed' on the ninja. Which is also just a blatantly better version of another characters passive. Anyways, let's talk about meters. Game has a lot of them. - Health meter: you know this one - Guard meter: Used to block the maybe 1 enemy per screen who isn't stunlocked by mindless spam - Fate meter: used to cancel attacks hitting you and slow time - Edge meter: used to limit your 'edge' attacks; all in all an unfun, pace-killing addition that basically just means you can't press fun buttons until you stall long enough for it to let you - Super meter: Used for 2 attacks. That's 3 (three) meters largely just for offensive use. Why are so many of my options, in a game about 'playing how I want', limited? Now edges. Some examples of edges: Shield + actual mobility (cyborg): Every other character can dash by default and the game is balanced around it. This dudes mobility is on a cooldown. A single dash (generic mc looking guy number 2): Its just a single dash. Fullscreen teleports (ninja vampire lady): You can teleport full screen. A pool that drains hp with no hitstun (the bad guy): its supposed to let you grab enemies, but doesn't seem to work A thing that sits on screen, seems to be infinite in use count, turns your projectiles into lasers and lasts long enough to use it again (the toke female) : The only fun edge because its not needlessly limited. All of these just work on a cool down. Except this one 2 summons that just add tiny very weak attacks then vanish in like 10 seconds (the mage): He has to gain inconsistently named tokens via countering or sacrifcing guard meter, 5 of them, with 1 per counter unless using his entire super meter (then its 2). Why is this so limited? Why is this mechanic not explained? He just has this stuff on his ui and his movelist says you can gain the tokens. Its never indicated to be his edge, or that his edge would inexplicably differ from others. The characters movesets, outside of edges, are pretty boring. Press button. Press button + direction. That's basically it. Its not comparable to a fighter, closer to something like smash bros. You have attack, heavy, HEAVIER, super (often feels no better than heavier yet takes meter arbitarily), ultra (takes all meter) and dash unless you are the robot in which case **** you. Its a lot less than it sounds like, and since most enemies have 0 resistances to stunlocks, and come in such absurd numbers, you'll probably ignore most of it in favor of knock back or crowd control. It feels very basic even as a brawler. A big moveset is not depth. A million meters is not depth. The enemies have no hitstun rules beyond 'are immune' and 'are not'. Speaking of the enemies, the dev seems to have no idea how to balance them. Play 'Base of Darkness'. The survival mode (that always reset me to level 1 after 4th stage for some reason), it throws maybe 5 enemies at you at once. Occasionally it throws a 'horde' at you. Maybe 7-9 dudes. So clearly dealing with that many at once is meant to be a big deal. A challenge. Not standard. Now play 'Free' mode. The storyless mode. Immediately it'll throw 10+ enemies at you on the first screen casually with no hesitation. I'm thinking base of darkness is a newer mode, with actual balance. And the old game was not balanced accordingly. There's also 'paragon' mode. Where you fight a super-boss. Put your elite gamer skillz to the test fighting the hardest enemy in the game, with all your knowledge of the games mechanics put to the test! Or You just fight a guy who stands in the middle of the screen, completely ignores hitstun until you do a set amount of damage, then gets up and ignores it again. You block him, you hit 3 times, he falls down, he gets up, you block him. Repeat. If you need to outright turn off the hitstun to make a boss challenging in your game about hitting things so they stun, you ****** up. Like, fundamentally, something is wrong here. A brawler shouldn't need to turn off the brawling aspect and turn the game into a glorified turn based rock paper scizzors match to be hard. Speaking of challenge. Ranged enemies. Game has a lot of them. Really annoying. Only thing that ever hit me other than that boss. They come in massive groups and spam multiple projectiles each full screen. Your projectiles, meterless, tend not to be full screen. Your projectiles, metered, tend not to be full screen. You have some attacks to negate these, like the robots weird crescent moon move... that doesn't work at all. Even slightly. Last thing to note after the terrible skill tree balance, boring movesets, unresponsive controls (did I mention that? Grab is insanely hard to do for no apparent reason), binary hitstun rules, mostly trivial stunlocked via aoe spam enemies, poor practice mode, slow load times (they're obnoxiously slow at times, despite it being a 2d brawler) is just how ugly it is. I mean, you can see that. Look at those sprites. ♥♥♥♥♥♥♥. I'm not sure I've seen an uglier brawler. There are free brawlers with better sprites than this. Even if it wasn't ugly, its amazing how bland the characters are. I can barely see the difference between the 3 5 foot something short haired dudes. They have little loading screen messages like their hobbies and stuff and its like ♥♥♥♥♥♥♥ they're so boring. Why would I care if guy A hates doing laundry? He's bland. Ugly. And not fun to play.
Related
Related
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.
Related
| I made a FEMBOY SQUIRT! | $6.3K | 411 | 80% | $0.99 |
| How Buddy’s parents met - a jigsaw puzzle tale | $6.3K | 215 | 91% | $1.99 |
| The Warhorn | $6.3K | 345 | 54% | $0.99 |
| Night City 2177 | $6.3K | 104 | 38% | $3.99 |
| Terror Lab | $6.3K | 99 | 55% | $3.99 |
| Egghead Gumpty | $6.3K | 68 | 68% | $4.99 |