
What if chess was invented by silly cosmic wizards? WizardChess is a turnbased roguelite where all the pieces have insane abilities that came to us in a shamanic vision. Fight chaotic-yet-tactical encounters with magic powers out of a fever dream! Defeat the FaeQueen and Claim Your Wish!
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About
WizardChess is Deckbuilding Chess from a preposterous fantasy realm, invented by mysterious wizards. Multiple game modes challenge players to think on their feet and balance tactics with speed: hit the Arcade for quick, replayable runs or explore the world in Story mode. Whether you're an amateur or an expert WizardChess has something for Grandma's and Grand Masters alike.

Manoeuvre specialized units (of 50+ unique classes) in emergent, often unhinged, turn-based combat and use unique skills to defeat enemy units. Much like chess, small errors can (and often will) lead to harsh consequences. Unlike chess, your pieces are enchanted and have ATK, DEF and SKL stats... and your opponent(s) are the Fae.

Recruit, upgrade, sacrifice, trade and gamble your units away to create the most powerful build you can. Learn the systems, unlock the full pool of units and take calculated risks and maybe you’ll defeat the Fae Queen herself.
WizardChess is entirely procedurally generated. Every run, every room, every tile, every item, and every unit is determined by a combination of luck and a dynamic response to your playstyle. Each biome features unique rooms, enemies and a boss with its own opponent "style" and scaling difficulty.
TwoPM consists of Ben Follington and Ricky James, both based in Queensland, Australia. We've been best friends for about 15 years and have been making games for almost as long.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
It seems like there is potential for a good idea on the surface, but after playing for a little while, one comes to quickly realize that it isn't as fun as it seems. Someone else said it best. This game is pretty anti-chess. The mechanics of the game are a little too simple while also being simultaneously complicated, and I found that a lot of the game was spent running around the board with 1 or 2 pieces and trying to chase the peice that I wanted to capture. I don't really know what causes this, maybe it is the defense values or something else. The game can pretty much be beaten if you have a piece that just has a ton of attack and can move around efficiently. I think with a little more time and maybe some different mechanics, it could work, but I cannot reccomend it as it is now.
The tutorial is just some snarky dialogue that does explain the movement mechanic but not really combat, so the three numbers under each unit are not explained, I assume one is attack one is health and the third is like magic or something, but as I try to figure it out I don't have time to tease out what the tutorial doesn't cover because the entire game is timed which I did not expect. Even though Chess is timed sure but you can't pause so this is a high attention and quick decision game which is a strange feeling on for a tactics game. Controls are jank, having confirm and cancel on the same left click isn't intuitive for me. Music is kinda good but gets repetitive very quickly. Esc doesn't open the menu, I think the whole game might be mouse only because it feel like its made for mobile. I can tell there's an interesting game under the surface, but after 3 years in early access and still a stated release date of "the first half of 2023" I'm not holding my breath for this one.
Almost every single piece has hidden rules. Most permanent buffs can't be seen until you accept them, then you have to write it down on a notepad or external file, because the game won't keep track of it. You can't reject “rewards” - which means your army can get weaker pieces forcefully inserted, or you have to erase permanent buffs and replace them with weaker ones. Sometimes the enemy gets multiple moves for no reason. There's no way to see temporary buffs or debuffs, beyond that they make the piece stats look funny if they exist at all. There's a hint of a promising game here, but the game being 90% hidden info, despite supposedly being a strategy game, is awful. Also, the optimal strategy is to pile every single buff onto a single mobile unit. Then it just becomes an unstoppable force that kills everything and can’t be hurt in return. So to add onto everything else, the balance basically doesn’t exist. It’s a shame too, there’s some real charm here. If information wasn’t hidden, you could reject rewards, and there was some kind of limit to buffing singular pieces, then I reckon it’d be great. But since I’m pretty sure it’s no longer being updated, that’s not going to happen.
Feels less like chess and more like a harrowing game of tic-tac-toe. Challenging and highly strategic. Really feels like I have to learn each class inside and out, their roles are often not self-explanatory. The tutorial for the lancer drove me insane. Enemy AI is very well done and a step above most roguelikes I've tried. Quickness of runs activates that "just one more run!" feel and the shop almost always has something worth spending hard-earned currency on. The jazzy music is great! Some levels have an irritating type of design with blocked routes and moves that are easily wasted when trying to navigate around narrow passages. Finally, receiving a whole lot of nothing after getting killed by a boss feels bad, but I can't hold that against a roguelike.
Exasperating. There's some good things about this game, there really are, but it is sunk by some aggravating decisions. If you have more than four units you don't decide which units go into battle with you, and the game loves giving you units that are ostensibly more powerful but, in practice, useless instead of the units it benches that you could've used to demolish the enemy. If you have a large number of units it extends off the screen and you can't buy buffs for the most powerful units. You cannot decline an upgrade or reward, so you can wind up saddled with a unit you don't want or forced to replace a buff on a unit with a weaker one if you have no units you can just waste it on. The cowpoke unit takes forever to cycle through its turn. LOTS of mechanics aren't really explained well so there's way, way more trial-and-error than there should be. It's just...an okay game kneecapped by terrible design. Oh, and a bunch of the achievements are hidden, which is stupid, and the text doesn't make clear what you need to do, which is worse.
*WizardChess*, developed by TwoPM Studios and published by 2 Left Thumbs, is a deliberately chaotic reinterpretation of chess that abandons the idea of strict rules and perfect information in favor of experimentation, randomness, and layered systems. While it borrows the language of chess—grid-based movement and unit positioning—it quickly becomes clear that this is something entirely different. Instead of memorized openings and predictable outcomes, the game thrives on unpredictability, blending tactical decision-making with roguelite progression and a surprising amount of mechanical variety. The foundation of the gameplay lies in controlling units across a board, but these are far removed from traditional chess pieces. Each unit comes with its own abilities, movement patterns, and quirks, creating a system where understanding individual roles becomes just as important as positioning. The sheer variety of units ensures that no two encounters feel exactly the same, but it also introduces a level of complexity that can be difficult to grasp at first. Players are constantly learning, adjusting, and experimenting as they encounter new combinations and interactions, making adaptability a key part of the experience. Layered on top of this is a roguelite structure that reshapes each playthrough. Runs are procedurally generated, with different layouts, enemies, and rewards influencing how strategies develop over time. Players recruit new units, upgrade existing ones, and make decisions that shape the direction of their run. This system creates a sense of progression that extends beyond individual matches, as each attempt provides new opportunities to refine tactics and explore different approaches. However, it also introduces an element of randomness that can occasionally undermine careful planning, as success is not always determined purely by strategy. Combat feels fast and demanding despite its turn-based nature. Encounters often escalate quickly, requiring players to think several steps ahead while also reacting to unexpected developments. The game rewards bold, decisive play, but it also punishes mistakes harshly, creating a tension that keeps each encounter engaging. Boss fights in particular push players to fully understand the systems at play, often requiring creative solutions rather than straightforward tactics. The game’s presentation adds to its distinctive identity. Its whimsical and slightly surreal aesthetic gives the world a playful tone, contrasting with the difficulty of the gameplay. Characters and units are designed with a sense of personality, and the overall style leans into its unconventional nature. This contrast between lighthearted visuals and challenging mechanics helps make the experience feel unique, even when it becomes frustrating. At the same time, *WizardChess* is not without its flaws. The combination of multiple systems—unit variety, procedural generation, and progression mechanics—can feel overwhelming, particularly in the early stages. The game does not always provide clear guidance, leaving players to figure out its intricacies through trial and error. This lack of clarity can make the initial learning curve steep, and some players may find it difficult to fully understand how different elements interact. Balance is another area where the game can feel uneven. Certain runs may feel significantly easier or harder depending on the units and upgrades available, which can create moments where success feels more dependent on luck than on skill. While this unpredictability contributes to the game’s replayability, it can also lead to frustration when carefully planned strategies are disrupted by unfavorable circumstances. Despite these challenges, the game’s replay value is substantial. The procedural nature of each run, combined with the wide range of units and possible builds, ensures that there is always something new to discover. Players who enjoy experimenting with different strategies and adapting to changing conditions will find plenty to engage with, as the game encourages creative problem-solving rather than rigid optimization. In the end, *WizardChess* stands out as an ambitious and unconventional take on tactical gameplay. It takes inspiration from chess but transforms it into something far more unpredictable and layered, offering a blend of strategy and randomness that feels fresh, even if it is not always perfectly balanced. For players willing to embrace its complexity and occasional chaos, it provides a challenging and rewarding experience that pushes the boundaries of what a chess-inspired game can be. Rating: 7/10
Man I absolutely loved my first 2 hours I played of it. I'm excited to unlock all the different units. The personality of the game is just the right amount of silly/snarky for me. The music got a little old for me though pretty fast so I just switched to my own tunes. There was a bug that had me stuck on the main menu on steam deck but the devs just pushed out a fix for it. Happy to see the devs being responsive. I really hope this game finds its audience!
Pretty cool game! Had a lot of fun figuring things out, its got a fun kind of zany tactics and cool music, though it's a little tough to stream because you're on a timer and interacting with chat is nearly impossible without dooming yourself to an early boss encounter, a mode without the move timer would be cool! Otherwise great job and I look forward going at it again soon
the game is a fun concept but it tries too much for no reason, it would benefit if it had a bit of simplicity and less unneeded complications that don't add to things in a way that feel nice and good for stratagems you plan, they mechanics in the game feel like they were just put there without thinking about them in a way that counts. units all have random stats that go up after beating rooms on a board, but the stats are easily cheesable because you can upgrade them to the point of over powered. elemental upgrades are a very good concept which do fit the game but with the way the you play the game by only being able to move one unit you cant do much to strategies, it would make more sense if you could move 2 units per turn. its a fun game, i must admit, but it really does need to be changed in a few places to be very good, but it is a good base and i do hope it gets better in the future either way i did have fun so that's all that matters :3
有宝藏游戏潜力,要是有中文就更好了。we need chinese. 存档槽位需要三个。易用不够,使用不舒适,请继续优化。 202512,steam,steam掉卡掉物抵扣,它处自定义包入的本体约9元。爱人如己,目前就这,看以后追评。
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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