
Wizards and Warlords is an indie turn-based strategy game, where you play in a randomly generated fantasy world, contending with rival wizards, warlords, roaming marauders and hidden ancient evils. Create a customized sovereign or choose from one of many predefined templates.
Modeled estimate, not a reported figure. How we estimate →
Media

About
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
Guys, This game has been abandoned. And it is not even close to finished, after all these years in development. Personally, I feel cheated because I bought this game in answer to the dev's plea to support his efforts. He said he needs money to finish the game - and stopped updating it nearly immediately after that. What a world we are living in. ((
!(Disclaimer: My 145+ hours in this game constitute a thorough exploration of all of the mechanics. I designed a map and custom mythos as well as playing the game itself... As well as a healthy dose of absently running in the background whilst I did other things. I'm a compulsive idler.)! The game is completely nonsensical. A race whose entire enterprise relies on mining spawns on a chunk of coastal farmland with no workable mining nodes. Choose a good alignment, choose.... lets say elves as your starting race. Get surrounded by other races, good and/or evil, who hate and refuse to interact with elves. Why would these races settle next to each other? Furthermore, why are they not at war? Oh, right. Cus there are no A.I. minor faction wars. A race/faction who has the racial trait merchant, has 3 cities that spawn nothing but cowardly warriors and dumb scholars. Zero Merchants, Alchemists, Armorers, Smiths, Artisans, etc. Meanwhile, A warrior civilization only has brutal wizards and reckless rouges for purchase. Zero Warriors, Knights, Fighters, Bounty Hunters, Generals, etc. Awesome. The only thing that really worked in this game was religion, which was tight. But only after I took it upon myself to perfect the base systems from the ground up. Vanilla, it is still poop. Where you are equally likely to get dysentery as you are to get an innate ability to wield flames from a benevolent god who loves you. Most vanilla gods are again, poorly thought out. Ah, yes. I remember the roman god Tardos the roman god of darkness, life, cheese and the archery. Classic god. I think you'll find a god like that in every pantheon. Myelitis, the goddess of civilization, nature, fire and banana flavored ice cream. Trying to get a blessing of strength on your already elite warrior? Well, you have the honor of choosing from, blindness, rugged good looks or +1 to a single city's production of banana flavored Ice cream... Now would be a good time to mention that I do not have a city. But, who am I to question a god. Give me the ice cream. Every mechanic in this game is so poorly thought out that the game eats itself in an endless cycle. It's a game that is as wide as it is worthless. There is too much that needs to be done to accomplish even the most minute task, and the rewards for your efforts are next to non-existent. Lets say you want to exploit a resource. First you need a builder class officer. Don't have one? That is okay, it will just take you 4 times as long to build. Not a problem, cus there is nothing else to do at this point in the game except hit end turn. So now that you have assigned an officer you need workers. Specifically builders. Don't have builders? That is ok. It will just take 4 times longer to build. And it isn't like you will have anything else to do at this point in the game except hit end turn. Okay, so now you have workers. 16 turns from now you'll have a fishing sack. Once you have the fishing shack you will get like 5 fish per turn, if it is manned by a worker with the appropriate skill. Now we just need to find some fishermen. Hmm... Our starting race can't fish... and none of our officers can teach fishing... Well... That's ok. We will assign unskilled laborers and eventually (15-90 turns) they will gain a point in fishing. That is ok. It isn't like you will have anything else to do at this point in the game except hit end turn. Yay! They skilled up. Now we get a 20% increase to fish production. That's right folks. 6 fish per turn. But we can ramp that up by upgrading the fishing shack... Oh... Wait... No... We can't. We don't have an architect officer. Hmmm... Well. We did find one 10 towns over. That is ok. Now we just have to send an officer to go recruit them. Oh. They hate the race of all of my officers... That is okay! It will just take 10 times longer. And it isn't like you will have anything else to do at this point in the game except hit end turn. Ok. 100 turns later and we can make... them... an... offer... Oh... They want how much gold?! How can they expect me to pay that much for a level one Arcitect who is blind, dumb and sneaky? I only make 6 fish per turn?! I don't even have that much fish! Ok. We sold all of our supplies and spare organs on the black market. This is totally going to pay off. 16 turns later aaannnddd... it opened another worker slot... Well that is okay. We will just get another worker and and start the training process all over again. 30 turns later and thats right. 8 fish. We are absolutely rolling in it. in 427 turns I'll have enough money to upgrade my tower to level 1. Which is not a problem, cus there is nothing else to do at this point in the game except hit end turn. Etc. This is yet another game solely focused on making every available option as unappealing, ineffective and boring as humanly possible in a pathetic attempt to "balance" the game while keeping it "difficult". Poorly balancing games leads to players farming exploits instead of actually engaging with the games mechanics creators spend their time and money obsessing over. This method of game construction leads to mandatory meta-gaming. So why bother adding more options to the game at all if it can only realistically be played and enjoyed one way? And artificial difficulty frustrates and bores players into abandoning the game entirely. Unless you are dark souls, but they spent millions in marketing to brainwash people into believing that beating their game somehow makes you a real "gamer". But that is an entirely different thing. If you love slow grind-fests with graphics slightly better then Microsoft excel where nothing is ever great. But, if you try really hard, and wait long enough. Things can be slightly less bad. Then this, this is half the game for you. Cus is isn't finished and never will be.
It could be a good game, with great depth and good mechanics, but at this state it is unfinished and unpolished. It was developed by a single developer, who expressed his burnout from making this game, and has not updated it for quite a while. While it has not been formally declared abandoned, it feels like one.
This is a pretty niche game. Heavy on the tables, spreadsheets, and stats, but not really intuitive. A lot of information is multiple clicks away. Your starting location has too much RNG and can make the game crazy easy or impossible. There are TOO many deities and a lot of the mechanics are non-intuitive or hidden behind an encyclopedia rather than a thorough tutorial. I think this is a good start, and obviously a labor of love. It just needs a lot of polish, testing, and balancing. I can only recommend it if you're the type of gamer that doesn't mind reading a book to play their game.
Dead game. No longer developed.
This detailed 4X is a labour of love. Twenty hours in and I'm learning new ways to do things all the time; I feel like this is a game I will enjoy for years and years.
Interface is awful, not intuitive, unfinished
Abandoned.
Loving this game so far! After watching the games demo video, and a couple of live streams I was sold. The things I initially bought it for were depth and replay ability. With that: Pros: -Highly customizable starting setup for random game setup. Just great randomization. You can start right next to another wizard or warlord, or in a vacuum of wilderness. -Darn nearly unlimited choices of play style. You can be almost any fantasy ruler you can thing of. -A 50/50 split of complex and learnable/intuitive game play. -Scope seems to be epic. Followers and units level, cities, resources, and logistics all have to be managed. -Has all the right 4X ingredients and then some. -Music is solid, if not stolen from Deity Empires. Cons: -Buggy: no game breakers so far, but quite a few annoying bugs. Troop trainers and recruiter screen is pretty retarded. Can assign and see the bonus given and then next turn the follower is idle.. -Battle maps are a joke. I would like to see some sort of terrain or environment on battle maps. Praying for elevation and weather effects. I will update this review after some more time. Try it out, it a pretty fun game!
Если разобраться, что к чему и погрузиться, то неплохо. Боевку бы от доминионс и побольше всплывающих подсказок. Upd разобрался с движком боя, он таки лучше доминионс.
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Santa Claus in Trouble (HD) | $52.9K | 301 | 91% | $9.99 |
| Sketch Crawler | $52.9K | 349 | 86% | $7.00 |
| Alliance Peacefighter | $52.9K | 58 | 86% | $23.99 |
| Game Builder Tycoon | $52.9K | 163 | 77% | $9.99 |
| RUGBY 18 | $52.9K | 123 | 51% | $19.99 |
| Sailing alone:Aftermath | $52.9K | 78 | 69% | $18.99 |