
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
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.
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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
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.
acquired 2 for like 1 euro and checked this again, I like it better still, excellent little game to pass the time
This isn't a hack-and-slash hades-style game. It's methodical, slow, and you have to spend as much time avoiding falling into cliffs as you have avoiding enemies attacks. I would spend time learning enemy attack patterns but I have a job and this game is far too small content-wise, and the game design feels too low-effort for me to bother with it. Should have listened to the negative comments.
看别人视频里和boss对打互相搓法术,感觉很帅就入手了,结果被精英怪一脚踢死,解锁几个好用的法术之后才好起来。 分享一个25min成就的逃课方法:找到主城里开挑战的那个NPC,找类似减少敌我血量(太久没玩忘了)之类的挑战,在挑战下通关也算完成成就
Still haven't beat the final boss, but am close. Lots of fun with friends or alone. Love the bright visuals and the many spell options.
小怪和BOSS有霸体有受击保护,tm的就玩家自己啥都没有,被逮到就是一套连的动不了,局外养成跟没有没区别,挫败感强烈,除非你喜欢受虐,否则不推荐,局内成型困难,感觉不到任何的爽感,喜欢被boss一套连的还不了手并且闪避还没有无敌帧必须得靠道具吗?我是受不了了,艹
best wizard game
Niestety nie mogę polecić tej gry. Wiele gier traktuje od początku gracza jakby już miał za sobą kilkanascie godzin rozgrywki. Sterowanie za pomocą myszki czy pada jest trudne na początku. Mając aż 6 zaklęć do dyspozycji wydawałoby się, że walka to formalnosć. Nic podobnego Zamykają cię w klatce i nawalają wrogów do srodka. Jeszcze do tego zaklecia mają odnowienie. Więc jedyna taktyka to ciągłe uciekanie aż naładują się zaklęcia. Mechanika leży. Poziomy ładne ale podobne i z czasem brak jakiejkolwiek nowosci. Główna linia zabawy czyli eliminacja wrogów jest frustrująca ze względu na multum zaklęć które ciężko używać. Porada dla wielu twórców gier jest następująca. Wprowadzajcie gracza do swojego uniwersum stopniowo. Najczęsciej jest jednak tak, że na początku jest bardzo trudno i gra frustruje zanim się grę polubi. Tutaj zabrakło wczesnych poziomów na dużych mapach z 1-2 wrogami. Ta gra to szybka nawalanka z mechanikami bazującymi na ograniczaniu ci ruchów połączeniu z chaosem na ekranie. Nie dla mnie...
Really good game unlike the second one
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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