
Wizard of Legend is a no-nonsense, action-packed take on wizardry that emphasizes precise movements and smart comboing of spells in a rogue-like dungeon crawler that features over a hundred unique spells and relics!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, GOG, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.79−70% | 21.1Kreviews | 91% | — | $1.8M |
| $4.79−70% | 2Kratings | 88% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 849 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
没啥正反馈的游戏,只有一种肉鸽玩法没什么剧情,而且堆怪严重,霸体怪很多。法术需要花钱买,关卡里很难获取,想要得到新装备就只能不停玩肉鸽关卡。另外手柄不能改键位。
i love this game, it is very fun
如果官方能开放创意工坊就更好了。
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Korean, Simplified Chinese, French, German, Russian, Spanish - Latin America
| $15.99 |
| 1.1Kratings |
| 82% |
| — |
| not modelled |
| $15.99 | 153ratings | 82% | — | not modelled |
| $15.99 | — | — | — | not modelled |
| $15.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 850 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is one of the best roguelikes I have ever played. Be a wizard. Also I think this is one probably better blind ran. There is an exploit however, where if you quit to the menu the shop will refresh, IDK why you would, but it could be useful.
The game design is perhaps a bit too simplistic. There is a lack of permanent progression and while randomization is core to rogue like the shops in the trials cannot be refreshed and is accessible once per floor, so there is hardly any chance you can build into something interesting.
Spyware, wants to track keystrokes of other applications when its not running.
é um otimo jogo para jogar coop
Lo amo y lo odio
This game had several significant pain points for me, and I didn't find anything to particularly make it stand out from other games of the same genre. - There are large sections of each map which have nothing in them, just passageways that are completely empty (apart from breakable objects which usually contain nothing but which you have to break anyway because they occasionally contain things that are very valuable). - There are pits which you can dash over, but if you dash just a very short distance before the edge of the pit, you'll fall in and take damage. I fell in a LOT of pits before I realized that for some reason, although the game doesn't protect you from *dashing* into pits, it does protect you from *walking* into pits. - Cooldowns for your abilities are in the lower-left corner of the screen, and the charge you need in order to use your strongest ability is in the upper-left corner of the screen. I found it impossible to stay aware of either of those things while still keeping track of the enemies and projectiles near my character in the middle of the screen, but this is the kind of game where it's very important to know, in real time, both what's happening near your character and what abilities you have available. There's an icon that briefly shows up above your head when an ability recharges, but it's very easy to miss in the middle of everything else that's happening on the screen during a fight. - There's a general failure to provide useful information about a number of things: The game doesn't explain the different types of abilities very well, and I didn't see any explanation at all of why some spells can be put in either your ultimate slot or your regular spell slots but others can only be regular spells. There's a character that will buy things from you, but he doesn't say how much he'll pay for anything, just that it will be "according to his appraisal". In my first run, I picked up a "cursed" relic which had a downside that I certainly wouldn't have accepted if I had known what it is, but you don't get told the function of random relic drops until you pick them up, and once a cursed relic is in your inventory you apparently can't drop it. There was a little bit of enjoyment to be had in trying to manage a set of spells in such a way as to be able to attack without getting hurt in return, but for me, even that was only a *little* bit of enjoyment, and would probably not have been enough to hold my interest for as long as other games in the genre even if all the annoyances I mentioned above could be fixed.
The presentation of using combos to get through the dungeon is somewhat misleading, as spamming your abilities works, and combos against bosses in particular usually end up putting you in a bad position more times than not. Yes, there's many different relics and combinations of items, but most of the spells presented in the game feel underwhelming and unsatisfying to land simply due to either the lack of impact or lackluster damage they present. The items and curses are either hit or miss, either they buff your run a tad bit, or they nerf badly. Beating the bosses doesn't feel rewarding either, as the "final bosses" of an area feel like a pushover even at the higher stages of the dungeon. Beating them has no weight because they simply teleport and disappear once you beat them. Overall, I wouldn't recommend this game, each run played is either a hit or miss, Every combat encounter ends up with you easily clearing the enemies or getting stunlocked until death. But for it's price it's an okay way to pass the time. The game isn't for everyone, it isn't my taste after some reflection, so I'd still recommend trying it if you desire too. It was an okay game, forgettable, but okay for its price.
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.
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