
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.
Reviews, worldwide (the counter carries no country): 0.57/day in the week to Sep 17 → 1.5/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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 856 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
só é mto bom
基本等于没有局外成长,要过关只能提高技能,但是boss太强了,就算小兵一不留神打掉一大截血,回血非常非常吝啬,总得来说初七打的非常红温,对于手残党来说太难受太难受。但是后期看了怎么BD后也很爽。。。 心情复杂
This is a great entry in the rogue-like dungeon genre. Good skill curve, runs fine with no bugs. Good amount of content. Nothing to complain about :) It doesn't last as long as Binding of Isaac, but it's also less mentally damaging.
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 | — | 92% | — | 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 857 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
熟练之后玩起来很爽,也不一定要跟boss回合制,想速刷技能可以去找快速先生 是个好游戏捏
The spells are visually striking, the bossfights challanging and interesting, overall a very fun experience
战斗爽,打击感很强 就是内容太少,通关几次就有点无聊了
MAGIC IS PEAKKKKKKKKKKKK
Came back to the game after many years because I'm in the middle of replaying everything I lost interest in/getting achievements, and unfortunately remembered why I lost interest in the game :( Its very pretty, the boss designs are COOL and the execution of the mechanics feel quite nice for the first few hours, however after you get used to the novelty it quickly starts to feel very empty and makes you feel think "...whats the point of dying over and over again" The main gripe I have (call me a storyenjoyer) is the lack of any starting motivator/plot. The tutorial demonstrates a very nice way to incorporate learning mechanics with some lore to get you invested into progressing further, however it sorta drops off completely from there. The premise of you getting suddenly transported out of a modern day museum by a long inactivated relic because you were 'chosen' to participate in the mystical times-gone-by chaos trials gets absolutely brushed aside, everyone including yourself just goes 'ah yes business as usual'. Theres pretty much no interactivity outside of basic 'NPC' empty chatter, not even any acknowledgement from the bosses that you're here from the future (maybe the final boss does but I don't feel motivated to find out tbh). When you die, there is no new developments and it just feels like you've been purposefully dragged out into the foreign past with little fanfare and then left completely alone without your friends or family with no one caring whether you're there or not. Your character doesn't even care or get freaked out by this (dang couldn't be me) and you kinda think, why not just have the game set IN the time of the wizard trials instead of this isekai business if no one is going to acknowledge it? I dunno, just these little things erode away at the neat situation that has been painted and takes you out of it. I may also be a victim of skill issue, but theres very little sense of progression either: - the spells you get feel very similar just with different graphics (at least to my unskilled eye) - you lose health all too easy without a feeling that you can make a comeback - it almost punishes you for exploring beyond the bare minimum/trying to go fast in typical roguelike fashion (because again, theres almost no feeling of progression in dying) - hooooh boy some of the group spam attacks where you get infinitely stunlocked (freeze spirit is the only thing that saved me my beloved) and lose 80% of your health esp in bosses (maybe I got a tough hand with experiencing the lightning twins first on my revisit) where its just whole screen flashing and you have no idea whats happening and then you're back in the lobby without any clue how to counter it - I think to myself, "maybe I just need to grind for currency to buy a better relic in the starting area!", but it seems you can only bring one in which almost defeats the purpose of grinding for future runs and grinding in a trial often leads to hastening the end of your run. In saying this, I'm sure the game is just victim to a steep learning curve which is totally fine! However the combination of the two above makes it really challenging to maintain interest to invest time into getting past the skill hurdle to where I'm sure it may fix the above criticisms. Its a really interesting concept and fun for a few hours, but beyond that, isn't really my thing I suppose! Passing on my hope to everyone who enjoyed the game that the second game improves upon the first!
probably the best rougelike of its ilk
回合制游戏
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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