
Wizard’s Legacy blends VR immersion with roguelite replayability, offering action, adventure, and fantasy. Play as a powerful wizard, explore dynamic dungeons, face formidable foes, and uncover ancient secrets. Become the wizard you were meant to be.
Modeled estimate, not a reported figure. How we estimate →
Media

About







Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Reviews
[h1]Experienced on the Meta Quest 3[/h1] You can view my gameplay & early impressions here: https://youtu.be/gtWpMfOJayw I just can't recommend this game. I know it's in Early Access and maybe later on this becomes a better game that is recommendable. However, currently, I believe it's in a state that is almost unplayable. Gesture-based magic spells are a cool idea, but it's been rarely implemented well in VR. I was never ever able to get spells to register 100% of the time using gestures. In fact, I was only able to get the first gesture to work somewhat consistently. The sescond combo spell almost never work (nor the third). If that were the only problem, I might give this game a neutral recommendation. However, the arena designed levels looked generic and forgettable, along with the enemy designs. The upgrades were interesting at times. The boss fight seemed like it might be good if the gestures worked. However, for most of the game, I was simply running backwards and trying to get the gesture spell to work. I was able to take down most enemies this way. Rinse and repeat ad nauseum. Game is running on the Unity Engine. On my RTX 3080, I was able to get a pretty steady 90 fps. You have full locomotion, along with smooth or snap turning available. You can play comfortably seated, but I think the gestures worked better standing. I know people disagree what Steam Early Access means. However, I judge games based on price and quality (comparing it to other similar VR games in the price range).At $20 bucks, you're paying to play-test what looks like an alpha prototype build of a game that needs a ton of work. I don't believe that's what Early Access should be. [b]Rate 4.5/10.[/b] [quote]Please note: I received a free Steam key through the Steam Curator Connect program. If you enjoyed my review, please consider joining my Steam Curator group [url=https://steamcommunity.com/groups/Oculus_WMR]Oculus Rift Reviews.[/url][/quote]
TLDR: Good Gameplay Loop, too early access (2 characters, 2 bosses, and very few choices), Hopes are very high for the game getting more added tho. 8/10 Gameplay loop is pretty simple with drawing>casting>kiting repeat, the roguelite frame is similar to a dungeon crawler, clearing enemies going room to room with rewards b/w. I've done about 6 runs, 2 of them I assumed I finished bc after the 2nd boss I went bk to camp (again Early Access which is fine). I hope to see more characters,spells,enemies,bosses, and more. Overall this game has room to grow and will be a surprise in the future. 8/10
This might be one of the best vr indie games I've played. It is very immersive. I liked the story presentation, and visual representation. Despite being an early access game, it offers a great experience.
Alright, I'm updating my review here, and will continue to do so as more updates are pushed. To elaborate on my previous review (which was overall positive): + artwork, game concept, variety +/- rogue-lite-ness - un-intuitiveness, controls, NPCs I think, my previous review will stay the same (see above for pros, mids, and cons), but my over-all recommendation is changing from yes to no due to bugs that ruin runs and thus your time as well as the cons still being cons. I'll expand on the mids, and the cons, while the pros stayed roughly the same. +/- rogue-lite-ness: I think this improved, but still a mid. Per my last review, it felt bad going into rooms and getting a singular potion or health crystal for a reward, when I want something that will impact the run as a whole. On my new play throughs, it seems that they may have changed this as 90% of the time I was getting cards, albeit I did get a potion chest. Maybe I was just lucky, or maybe they changed it. I would have loved to play some more but will get into bugs later. So, if cards are the majority reward now, this feels great. If I was lucky, then remove this. Getting a singular health crystal as a reward and nothing more, from the boss felt terrible though. - un-intuitiveness: this is still a con, and still here. After coming back I semi-forgot the controls. The main menu has no ''key/controller bindings'' option, so it's up to your own devices to figure it back out on returning. The card must be pressed A to go into your book, and even then I'm never sure if it did so I have to check the book to see if I did get it. - controls: I think this also improved, but still overall negative. The combo-spells now worked perfectly, even while moving which it didn't almost at all the first time around, so this is a great step in the right direction. BUT the utility and ultimate spell you can forget about using. The ice wall worked perfectly though. - NPC's: Now I understand which NPC does what. The guy I couldn't interact or see what he did, now has a board on him for challenges and stuff. The shopkeepers and the playable characters all have signs around them now too which is great. This is a con though, because the playable character to play melee, doesn't get a melee weapon when going in? When I had found one, somehow in the NPC area, and grabbed it, put a gem in, and went in, it disappeared. Or maybe I'm just dumb and he does, but if this is really the case then it would go into un-intuitiveness cons. So essentially I just wasted my time. So if there were improvements to the cons section why is my review which was an overall positive now an overall negative? - Bugs, bugs, bugs. In one room, my spells just stopped working except my ice wall utility spell. My cards (which I had a fire aura), worked initially, but then just ran out at the end when there were a few enemies left? I had a card that reduced enemy health by 25%, but they still took just as long to kill as before... So which cards are really working? Why did the spells just randomly stop working? Initially I just used the ice wall to kill the last two skeletons which took FOREVER, and then in the next room I still couldn't use my combo spell again, which I took off and put back on, and tried multiple other methods and nothing. This ruined my run (which can't be saved afaik). Essentially a waste of my time. Another run, in 2nd stage, everything I had just disappeared. No spells on my hands at all. This also ruined my run. Essentially another waste of my time. So why would I, or should you, invest your time and money into something, if it's just going to all disappear? This left a very sour taste in my mouth, and hopefully yours too. As someone else mentioned, you are currently just paying to alpha test this game. Maybe with some more updates these will get fixed and I can come back and leave this on a positive note. Thanks for coming to my TED talk, Sunshyneme.
What could be a really good VR game ends up being a short buggy mess. I completed two runs with each in about 40 minutes. Both times I lost my entire inventory (including spells), once right as I entered the final boss battle! I had one run that chests no longer spawned (I abandoned that one). There isn't enough gold to purchase items at the in-run shops and no way to farm such gold. For the most part, I was running backwards and blasting the enemy. The only real challenge is the archers and the axe throwers. Other than that, the combat is basic and easy. After 2.5 hours, I'm done messing with this game. It really is more of a tech demo. Since it is still labelled as "early access" maybe there will be more to this game. Who knows. I'm hoping for more content than just two boss battles and the implementation of major bug fixes. If this happens, maybe I'll give it another shot. For now, I can't recommend this game as is even at a steep discount.
Es un buen juego, le falta todavia, sobretodo optimizacion, lo voy a seguir de cerca porque me gusto.
Works on Reverb G2. Disclaimer: I've received this game for free via Curator Connect. Wizard's Legacy is rogue-lite arena shooter with bland repetitive combat. It barely feels like a spellcasting game with only 3 active spell slots, underutilized gesture system, and ugly visual effects. You use magic by drawing shapes in the air, like in Arx Fatalis, which is the only cool part of the game. But then most offensive spells basically turn your hand into a gun: you press trigger and shoot a projectile, instead of much more satisfying physical throwing, that most VR wizardry games use. There is also little variety in everything else from level layouts to perks and enemy types. Every melee monster is functionally the same: it runs toward the player, then pause to perform an attack, allowing player to avoid every single non-ranged hit by just walking backwards with thumbstick. There is also an option to fight in melee with a mace, but it is god awful. The game is still in Early Access, so some things might be improved, but it is very unlikely, since it stopped receiving updates for more than a year now.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Related
| Sketch Tales | $3.2K | 142 | 65% | $1.00 |
| Putin VS ISIS | $3.2K | 326 | 89% | $0.99 |
| Cannons-Defenders: Steam Edition | $3.2K | 215 | 66% | $0.79 |
| Ironclads: American Civil War | $3.2K | 55 | 25% | $1.99 |
| Tech Blast | $3.2K | 95 | 92% | $1.99 |
| Space Elite Force | $3.2K | 158 | 89% | $1.01 |
Related
| Mount & Blade II: Bannerlord | $309.8M | 293.9K | 88% | $49.99 |
| Palworld | $279.6M | 445.8K | 94% | $20.99 |
| The Forest | $254.8M | 678.5K | 96% | $19.99 |
| Raft | $144M | 375.8K | 93% | $19.99 |
| Slime Rancher | $73.8M | 155.4K | 98% | $19.99 |
| Dead Cells | $72M | 181.9K | 97% | $24.99 |