
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!
Most likely between $4M and $11.3M. How we estimate →
Checked against 8 developer-reported gamesmedian error
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $15.99 | 91% | approximately $6.7M |
| PlayStation | $15.99 | 88% | — |
| Xbox | $15.99 | 82% | — |
| GOG | $15.99 | 82% | — |
| Nintendo | $15.99 | — |
Cheapest copy: ≈ $0.85 on Xbox · Türkiye (−95%). Compare 44 prices in 15 markets →
Reviews
Themes across 857 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
| Epic | $15.99 | 92% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
positive critical· bar length = how often the theme comes up
Reviews
中规中矩的rouge游戏吧。但感觉机制上有些问题,像是一个试水之作。
Originally got this game on switch and loved it so much I bought it again for my gaming pc. 10/10 Wizard dungeon game.
Wizard of Legend is a fast-paced roguelike focused entirely on flashy, combo-heavy combat. It’s fun, responsive, and has a solid foundation, the kind of game that feels great moment to moment. The problem is that it just doesn’t have the content to back it up. There are only six bosses total in the entire game, but you’ll only fight four per run aka the three elemental bosses that rotate each run and the final one. After a few runs, there’s not much left to discover when it comes to enemies. However, the combat system is genuinely good, with tons of potential for variety through spell customization, but the game never takes full advantage of it. Runs start to feel similar after a while, and progression stalls faster than most roguelikes. [b]Gameplay[/b] Combat is where Wizard of Legend shines. You build your loadout from a large pool of arcana, spells divided into basic, dash, standard, and signature types, each one has its own rhythm and combo potential. You can mix and match different elements to create flashy chains of attacks, and when everything connects, the game feels smooth and satisfying. Dodging, timing, and positioning actually matter, which gives fights a nice layer of skill expression. However, while combat feels great mechanically, the variety doesn’t always hold up over time. Many enemies are simple damage sponges, and room layouts start to blur together after a few runs. Boss fights tend to be on the easier side. A few can be a decent challenge if you encounter them as the third boss, but most go down quickly when they appear earlier in the run. Once you learn their attack patterns, the challenge mostly disappears, leaving the fun of experimenting with builds as the main draw. [b]Progression & Replayability[/b] Progression comes from unlocking new arcana, relics, and outfits using gems collected during runs. The system is straightforward but shallow, offering plenty to buy early on but not much that feels meaningful later. Trying new spells can be fun, but once you’ve settled into a handful of strong combos, the grind to unlock more starts to feel repetitive. The way the game handles [spoiler]Chaos Arcana[/spoiler] doesn’t help. You only unlock one random [spoiler]Chaos Arcana[/spoiler] after completing a full run, which sounds fine in theory but feels unrewarding in practice. It’s meant to push you toward replaying the game, but getting a random drop instead of one you actually want just kills the excitement. Most [spoiler]Chaos Arcana[/spoiler] are stronger than regular ones, some are insanely busted but most are situational or feel like side-grades. The overpowered ones, like [spoiler]Chaos Crusher[/spoiler] or [spoiler]Chaotic Rift[/spoiler], are so strong that you’ll probably start every run with them once unlocked. There are exceptions, but there’s hardly any reason not to use them unless you’re deliberately trying to challenge yourself or test new setups. And since [spoiler]Chaos Arcana[/spoiler] can’t be upgraded or found mid-run (unless you have the Insignia of Legend equipped), the system feels inconsistent despite how fun some of those spells are. After unlocking 10 Chaos Arcana, you gain access to [spoiler]the third phase of the final boss[/spoiler], which is significantly tougher than the rest of the game. It’s a nice surprise and easily one of the most engaging fights in the game. Unfortunately, the reward for beating it is [spoiler]a cloak that copies the stats of your last worn cloak[/spoiler] which is purely cosmetic. Better than nothing, but it doesn’t make the grind to unlock it feel worthwhile. Considering there are only 24 Chaos Arcana total, you’ll probably have everything else unlocked by the time you reach that point anyway. Replayability ends up depending almost entirely on how much you enjoy the core combat loop. There’s fun to be had and plenty of room to experiment, but the lack of long-term goals or meaningful rewards makes it lose steam faster than it should. Imo this game would greatly benefit from in-built challenge modes or daily runs where you have to use a specific set of spells but the game isn't gonna get any more updates so this is purely wishful thinking. At its full price, it’s hard to recommend when there are other roguelikes offering far more for the same cost. But at around $5 or less, it’s absolutely worth picking up. You’ll get a few hours of tight, fun combat out of it, even if it doesn’t have the staying power of the genre’s heavy hitters. [b]TL;DR: Wizard of Legend has great combat and ideas, but it’s short on content. Worth grabbing on sale, not at full price.[/b]
它可能当年是一款好游戏,但是至少对于现在的我来说,方向和视角绑死让手柄右摇杆完全无用,玩家没有韧性保护被小怪直接连死,以及超高的开局难度,小怪性能和玩家一个级别,增益极小的局外养成,都不符合现在的肉鸽地牢游戏了,都让现在的玩家,至少是我感觉毫无游戏体验,慕名而来,败兴而去
"Desafie seu poder e domine a magia — a platina é para os verdadeiros mestres!" Wizard of Legend é um roguelike frenético que mistura ação rápida, magias insanas e muita estratégia. Cada run é diferente, cheia de perigos, inimigos que não perdoam e chefes que vão testar todos os seus reflexos. E a platina? Ah, essa aqui é para quem não se intimida. Você vai precisar: Dominar uma enorme variedade de magias e combinações Sobreviver a runs difíceis e recomeçar quantas vezes forem necessárias Encarar todos os desafios e conquistar todos os troféus que exigem precisão e habilidade de verdade Não espere algo fácil — Wizard of Legend exige dedicação, aprendizado e aquela vontade de vencer que só os verdadeiros magos têm. Se você curte desafios que testam suas habilidades e gosta de sentir a vitória depois de cada conquista, essa platina vai te deixar orgulhoso.
Clumsy gameplay, tight arenas, awful music.
Don't bother with the sequel, a hollow shell they rented the name for a one of a kind game made with dedication you can't find in many titles
I see the appeal to this game, I played it with my partner and he enjoyed it. The combat is very fast and i am probably to slow. I feel like some attacks are a bit too punishing because they nail you down to a spot for to long and also the aiming input feels wonky at best, some i-frames would be nice but if some attacks have i-frames it feels like they are to short ( not sure if you really have i-frames tho). My partner also said he feels like the game is just a smidge too fast. the jazz music is a banger :). The design is lovely and easy to interpret. The loading screens are very choppy. Arcana's can be collected and are fun to experiment with. All in All a good game but i think you have to be a certain type of gamer to really enjoy it. The tutorial is funny and cute. The aiming of the attacks feels wonky (it is probably a skill issue on my side). + Good Music (Banger Jazz :3) + Nice and cute pixel look + Cool combat variety + Cute Tutorial - Combat too fast and a smidge to punishing - too short or no i-frames - Aiming feels wonky (direction can't be changed on certain attacks which is very punishing / Skill issue from my side probably)
Wizard of Legend é como dançar no meio de uma tempestade de feitiços ao seu comando! O jogo te joga direto na ação com magias que explodem, congelam, eletrocutam e pulverizam inimigos em segundos mas o mais divertido é a capacidade de criar seu próprio estilo de combate: Ser um ninja elemental que teleporta e lança rajadas de fogo, ou um tanque de gelo que congela tudo e resiste a pancadas. Cada run é uma nova chance de testar combinações absurdas que fazem você se sentir invencível. O jogo é puro caos mágico em alta velocidade e cada vitória parece um desafio empolgante! 8/10
It's hard to justify saying that I enjoyed my time, which I did. There is something lovely about getting the right combos off after grinding and practicing the movement. The huge BUT in the room is the game is not well balanced. It can be beaten, and it will feel good to finally reach the end, but there will be a lot of moments where you just have to put up with some ♥♥♥♥♥♥♥♥. That said, I think it is worth a try if you ever catch the game for 10 bucks. There is a momentum this game captures that I dont get out of risk of rain. That said AGAIN, I do think the devs took a lot of concepts that sounded like meaningful choices to make on paper at face value. Tons of items to the experienced rougelike fan will be objectively always good, while others are deceptively good until you understand what the game is really asking you to do. There is enough nuance to get different playstyles, keep the game fresh especially if you get the cloak to more easily get meta progression money. Doing it that way even teaches you how to not rely on the items and thus learn what items are actually good, but the game devs did not build it to be learnt that way. I recommend this game because it hearkens back to a time when game devs were experimenting, trying new things. It isnt breaking new ground, but there is an earnest attempt to give the player something they would want to play themselves. And then they learned nothing in the second game. Which makes this series a deeply fascinating literature type thing to look at if that makes sense.