
Wizardry: Proving Grounds of the Mad Overlord is a full 3D remake of the first game in the legendary Wizardry series of RPGs.
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.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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): 0.43/day in the week to Sep 4 → 2/day in the week after.
About
Featuring the GRAMMY® Award-winning score by Winifred Phillips!
Wizardry: Proving Grounds of the Mad Overlord is a full 3D remake of the first game in the legendary Wizardry series of RPGs.
The first party-based RPG video game ever released, Wizardry: Proving Grounds of the Mad Overlord was a direct inspiration to series like Final Fantasy and Dragon Quest. Digital Eclipse's revival preserves the appeal of the classic, with many upgrades for modern role-playing game fans.
Dungeon Crawling, Deluxe
Craft your own party of adventurers and head into the labyrinth at the behest of the mad overlord Trebor, in search of the amulet stolen by the evil wizard Werdna. Battle groups of challenging enemies, avoid hidden traps, and make your way deeper into the dungeon as you prepare for the ultimate battle: Facing Werdna himself.
Commitment to Accuracy
Wizardry: Proving Grounds of the Mad Overlord is built directly on top of the original 1981 game's code. Although it looks all new, underneath the hood is the authentic game. You can even view the original Apple II interface as you play.
Challenge Without Hassle
While the well-known difficulty of the enemies has not been altered, quality-of-life improvements have been added in every area. Party management, navigation, spellcasting, and combat have all been significantly enhanced.
A Legend Reborn
If you're just discovering the legendary Wizardry franchise, Wizardry: Proving Grounds of the Mad Overlord is the perfect jumping-in point for new players. Series veterans will love the gorgeous new graphics and sound, and the streamlined interface.
Genres
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, GOG, Xbox, 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 | $10.49−70% | 1.2Kreviews | 78% | — | $257.1K |
| $39.99 | 882ratings | 83% | — | not modelled | |
Engagement
Reviews
Themes across 96 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
On a mechanical and technical level this is a really well done port of the first Wizardry game. The art is well done and does a good job of providing a "face" to everything instead of having it be a white blobs in the vague shape of a fantasy creature. The surface town is made of actual buildings instead of letters you type to get to services that you need. The music is nice, it has a low fantasy feel instead of being extremely bombastic with an orchestra which I feel fits the premise of the game, a group of idiot adventurers diving into a maze to find a cool amulet and beat up the guy who stole it. Why say these things and still not recommend it? Because while the presentation is good, it still doesn't fix the problems the meat and potatoes gameplay has, those problems coming from the fact that this was like the first dungeon crawler of its kind so there are kinks in the formula that people hadn't ironed out yet. I've played other old dungeon crawlers to completion so I was aware of the kinds of mean tricks that they can throw at you like pits, areas of pitch black darkness, anti-magic zones, spinners, plus I was aware of some of the ones that Wizardry specifically could throw at you so the instant decapitation ninjas were a known factor from before I turned the game on, what I didn't expect however was the grind, which while it wasn't the only problem I had it was the main one. When looking up some basic "This is really what you need to know to play this game" stuff, like what the stats do specifically, that sort of thing, I learned about Murphy's ghost, which is a repeatable fight that was put in the game on the first floor specifically for the grind. I saw multiple people say that to reliably get anywhere the best play was to not leave the first floor until you busted enough ghosts to reach a high level with your party, one recommendation I saw was to stay at it until your frontliners reach 100 HP. This would be a process of actual hours. Enter dungeon, beeline to ghost, bust him repeatedly, likely only once a run at low levels because his armor is high even with debuffs so you're going to be swinging at air while he regenerates health, run back to town to heal (which ages your party, a mechanic I've thought was stupid every time I run into it), and running back into the dungeon to do it again. It's not fun, and I thought it was just the strategy that sweaty ultrafan types tell each other that that's the best way to play, so I moved on. The problem being that when half your party bites it because of poor choices and bad luck and the church says "more money than you've ever had at once to bring these nerds back" and you need to shuffle in some replacements, it turns out that yeah the ghost run is the way to get back up to speed. Still doesn't make spending actual hours to make a character that is usable fun. Another smaller problem that I wasn't a fan of was part of how mapping works. You'd walk around and map out the level, mostly by what you perceive but you need to wallhug for zones of darkness. When you'd leave the dungeon and go back in you need to remap everything again, which is initially a bummer, but there's an early spell that gives you back everything that you mapped on previous maze runs, which turns what you've seen an explored part of permanent progress that builds up over time that you hold onto even if you lose an entire party all at once and are forced to start over from the beginning (BACK TO THE GHOST, BUSTIN' MAKES ME FEEL GOOD). The annoying part of this was that this doesn't track stuff like traps, and there's no way to mark on the map where those are, so all you can do is hope your memory can keep track of where those are specifically. This a case where the hard parts of a game don't really feel like overcoming an interesting challenge but instead just kind of feel like a pain to do. I was interested at first to take a look at a little piece of history but that isn't enough to make me want to drag myself across the finish line. I can't really recommend this because of that, everyone's got less time and cash to spend on side stuff these days so I suggest looking at other dungeon crawlers that learned over time where the genre needed to chill out instead.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $257.2K | 69 | 86% | $199.99 | |
| $257.2K | 405 | 94% | $19.99 | |
| $257.2K | 650 | 80% | $14.99 | |
| $257.3K | 210 | 91% | $29.99 | |
| $257.3K | 4.6K | 93% | $2.24 | |
| $257K | 1.7K | 94% | $4.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $6K | 19 | 100% | $10.49 | |
| — | 0 | — | — | |
| $1.3M | 3.6K | 94% | $14.99 | |
| $33.9K | 63 | 83% | $11.99 | |
| $4K | 13 | 46% | $11.99 | |
| $3.9K | 28 | 39% | $5.99 |
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 2: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese
| $34.99 |
| 341ratings |
| 54% |
| — |
| not modelled |
| $13.99−65% | 221ratings | 84% | — | not modelled |
| $39.99 | — | — | — | 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 96 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This remake of a classic 80s game is pure nostalgia. Technically its excellently put together. Problem is that its a 1981 game. I've played all the big dungeon crawlers (love the genre) but this one is just too simple, repetitive and boring for a 2026 title. Also I can buy both Grimrocks for the price of this game so its crazy overpriced. I had fun creating a good party and then steamrolling the first level but there's just not enough mechanics to keep me interested. If you played it on your Apple 2 in 1981 you might get a kick out of it but for the price, I can't recommend it.
Do not buy this game. Not because it's the original Wizardry, which I love with all my heart *because* it's soul-crushingly difficult and grindy and doesn't hold your hand, but because the damn thing keeps freezing and forcing me to kill it via task manager. It's criminal to charge $35 for this bug-ridden mess.
Well this is the original wizardry for better or worse. While they added some QOL improvements to the game it's still the same old game that came out on the Apple 2 back in the 80's. I mean that literally, as this is basically a graphical overhaul with the actual original game running underneath, again with some quality of life improvements the musical score from the NES and SNES ports have been redone and added to this version, you can cast the map spell and get the actual map of the floor your on as opposed to just the coordinates for manual mapping. But otherwise it's the same kick you in the teeth game. Wizardry much like Ultima, were both inspired by old school Dungeons and Dragons and while Ultima eventually built on the "Explore the world and find a way to defeat the BBEG" style of D&D, Wizardry built off the old Gary Gygax here's your hub town, there's the dungeon near by, explore the dungeon till you have to go back to town, lather rinse, repeat style of D&D Adventure complete with the bs deaths. Monster's that can and will kill you instantly(Hi Ninjas that can decapitate you instantly), level and stat drains, pits, teleport traps, spinners, accidently teleporting your party into a wall and killing them, failed ressurrections that will permanently destroy a charecter, ect. This isn't a easy game nor is it fair, like I said this was meant to be a copy of Old Early D&D. So BS was the style at the time, look at Sierra Adventure games, but if you don't mind old school brutal difficulty and lot's of grinding, dealing with the real possibility that your party will die, you will likely roll up multiple parties to grind out just so you can go and recover the bodies of your failed ones, This is still a gem. If you don't like old Gary Gygax era D&D style charecter grinder dungeon crawlers? then give it a pass.
boss开门杀了,救援队也送了,两队兄弟留在冰冷的迷宫里面。金币和装备多的用不完,这游戏最主要还是等级和血量,简而言之就是肝。累了毁灭吧。 好评给情怀。
Old school dungeon crawler. Old inventory management, items, monsters from the dawn of RPGs on computer. I like playing it, as i am 52 and Berds Tale 3 hooked me up on Commodore 64, it is not a surprise. This game is history, well conserved. Thanks!
Fun game, decent version except for a couple game breaking bugs. Combat frequently gets hung up on enemies turn, never to move forward. Have to hard quit out, and then of course fight isn't saved. This is especially annoying on mobs like Murphy's ghost where the fight can take a while at low levels. Shame something this mechanically simple has critical path bugs.
I like everything about this game except for one thing that makes it unplayable for me: in combat, the actions of your party and the enemy flash past on screen so fast I cannot read them. All I see is Monster hit (maybe dead, too fast to read), party member paralyzed (too fast to see who), someone died (maybe a party member, maybe a monster), spell failed (too fast to read which one), etc. The game does have a combat log you can read, but it's like you watched the big game on fast forward and then have to read a press release to understand what happened. Overall, I cannot enjoy the game. I don't know why they don't include a slower combat speed setting. You can make it even faster I think, but not slower.
I played the original on an Apple 2C (never won) so I knew the game back then. The remastered graphics are fantastic. The colors are very sharp. I play the game to basically block out the world and kill nicely designed bad things.
The game is real buggy. I find a new GUI issue every time I play and the mainstays are annoying enough. I have had soft locks, and had to ALT+F4 because none of the keys or GUI were working. I would also prefer to have an option to chose when I save, rather than making back up save slots, granted that's a minor gripe, however if ever I were to get into a game breaking situation then it might matter more. It's been out for 2 years and haven't fixed these issues so I imagine they're here to stay. While I'm having fun with the game it has very glaring issues so I wouldn't recommend it unless they fix these issues. Check the date on this post as they may EVENTUALLY update the game and make this short warning pointless.
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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.