
STOP THE DARK WIZZERD!!! Wizzerd Quest 2 is a retro first-person RPG with unhinged live-action FMV cutscenes, full splitscreen co-op, exciting boss encounters, and a vast open world to explore! Save the Roblins! Save the World! A standalone sequel to the shareware classic Wizzerd Quest!
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Kondoorsoft returns with the long-awaited sequel to the shareware sleeper hit Wizzerd Quest! How did we manage to top such a strange and charming game?! By quadrupling the scope, building an brand new entirely 3D open world to explore, and adding LIVE-ACTION FULL-MOTION VIDEO CUTSCENES into the mix!
Good news! You beat Wizzerd Quest and saved the island of Wayword! Or maybe you're new, so you didn't do any of that! Either way, bad news! - The mainland is in even worse shape! A necromancer cult has taken the Emperor's body into an evil cathedral to do who-knows-what to it, and it's your job to drive them back, region by region, rescue the Emperor's remains, and bring peace and freedom to the land of Evenfall! You can do this solo, or call in a buddy to help with Wizzerd Quest 2's full split-screen co-op mode!
Let's face it: you liked Wizzerd Quest, but the jank gave you a headache. Well good news, sport. You can now experience the iconic Wizzerd Quest writing and optional co-op gameplay paired with major enhancements:
Full 3D movement and camera controls, including full key remapping and mouse sensitivity adjustment!
A vastly improved inventory and bartering system anchored by mouse or controller-driven menus that no longer require awkward button mashing!
A proper map system with full player and landmark location (but no yellow paint, and if you ask us for quest waypoints we will cry so please respect our choice to Daggerfall-up these quest objectives)
A rich collection of minigames, dungeons, factions and side quests, so you can tackle the game at your own pace!
Unique, hand-written dialogue for every NPC in the game, rich worlds full of hand-placed landmarks and lore, and absolutely zero microtransactions, invasive DRM or AI slop.
If you like a retro RPG that will give you all the good brain chemicals, never ask you for real money, end in a reasonable 5-10 hours, and leave you with a smile on your face, give this charming retro RPG a try. You won't regret it!
VERY IMPORTANT NOTE: SPLIT-SCREEN CO-OP REQUIRES TWO CONTROLLERS TO PLAY.
LESS IMPORTANT, BUT STILL RELEVANT NOTE: MacOS support for the Steam version of the game is coming soon! We have ready builds but can't release until Apple notarizes them. Stay tuned!
This game does not contain assets created by Generative AI.
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
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
I love the game so far but there's just a few big things that I felt needed to be fixed 1. There is no threat to the player at any given time other than falling into the abyss. Because the player can move backwards faster than the enemy can attack, if you hold S you cannot die even against the bosses and litches. Ranged enemies don't hold much threat either because they will miss you unless you stand completely still. 2. The game feels like it was not designed for ranged combat, as enemies do not aggro if hit from far enough away. Additionally, stamina and magic recovery is a flat rate instead of a percent rate (at least im sure magic is), which means an absurdly high mana pool takes an absurd time to refill. This means in the dungeons I chose to just run past all the enemies instead of fight because while I had enough mana to win, using it would mean standing around for a few minutes doing nothing. Mana and stamina recovery should be percent based instead of a flat rate. Lastly I didn't feel the need to ever use an attack other than fireball, I was able to beat every encounter other than bosses without even moving, and the only potions I had to use were fp potions as I ran out and didn't want to wait for my mana to recharge. 3. Stamina feels kind of useless, I chose to play as a mage which doesn't use stamina to attack, but even without upgrading my stamina I had more than enough to swim to every island and skyrim my way up any surface by spamming jump. Since there is no sprinting in the game the only real use for stamina is attacking, therefore mana is just the attack meter for spells and stamina is just the attack meter for melee, they are just different colored bars that serve the exact same purpose. 4. Load times. I have a decently strong computer and the load times were all around 10 seconds which does not seem right for a game like this. Misc details and bugs I noticed while playing: -Tutorial signs don't pause the game, meaning enemies can attack you. -Boats and to a lesser degree chests don't give the interact prompt unless looking at them from the right angle, for boats you have to be standing in them and looking straight down, for chests I think the interact box is just smaller than the model. -The player map marker while in a building or dungeon is set to the top left corner (probably 0,0) -Enemies will often drop 0 gold but display a message anyway -While in the dark when walls connect they let light through causing a seam to be visible. -The sound when you take damage is really loud and is especially bad when drowning, it sounds like someone put a pot on your head and started banging a spoon against it. - There is a big hole in the wall in the hidden grotto. -Hidden caves like the bandit's respite dont have names when interacting with them. -Names and titles are visible from wayyy too far away -When interacting with a chest if you fall out of interaction range of the chest you wont be booted out of the chest menu but you won't be able to loot it. -Bandits (or maybe all enemies but I could only see it with bandits) can damage each other and can kill each other really easily. -Its difficult to know which direction my character is looking, a pointer on the map marker would be nice. - Book text ends just a bit too close to the boarders, doesn't get cut off just looks weird. - Locations feel barren, only one npc in the tavern, no secret locations in the ruins, little nooks in dungeons feel like they should have chests or loot but they don't (im sure this will be added later so its not that big of a deal now) -Live action parts are charming but y'all reaaaally need some soundproofing, you can hear the echo. I don't wanna sound like I'm just complaining about stuff so i'll leave this off by saying good job, there's some great potential here
I came across this in my Steam recommendations. I thought I'd give it a try because I love me a small person indie game. Being that this is Wizzerd Quest, I decided to, at the start, play a Wizzerd. There are a couple other classes (Warrior and Rogue) that I didn't bother to try out. I get put into a prison and I need to escape. There's some combat which isn't great. I chalk up the not-great combat to being in close quarters. I get pointed in the direction of the first major place to go, and I go there. In the game's first dungeon, I get a better taste of the combat and it is *not* good. If enemies are hit from a long distance away, many of them will not move at all. Their allies, my fellow enemies, will sit and think "hey, I'M not the one getting fireballed here, that seems like a YOU problem". In the entire first dungeon, I sniped enemies from afar. Fireball. Fireball. Fireball. Over and over and over. There's eventually a lich lord. I fireballed it to death from a distance, and it never did so much as a step in my direction. The first real boss is a golem. You strafe around it. It has one attack: A fireball that spreads into 3 parts. That's it. You just strafe around each other and fireball. Along the way to the dungeon, I had several enemies approach. I was able to consistently fireball, fireball, fireball, until they died and before they touched me. Although I like the fmv charm, the combat is currently too easy to exploit. I haven't found any locations that were interesting to explore (no cool rewards or funny lore, although sample size = 1).
Incredible. Game of the year for 2026, just like the first one was game of the year for whatever year it came out. I hope they make a third, it would surely be game of the year for whatever year it comes out as well.
The platforming is rough, the controls aren't very tight and sometimes missed button inputs will lead to cheap deaths. Some of the platforms are barely reachable too, like the very first platform in the first dungeon platforming section. I lost a lot of gold to really unfair deaths. And some of the dungeons and bosses are just obnoxious. Like the boss that chases you up the pipe, and the boss that stalks you around the pitch black forest while you search for a bunch of crystals. That's the one that made me stop playing, it was just really annoying.
when playing coop, player 2 is surrounded by blindin light. nothig we can do to change that. if we can get help fixing it, i will update my review
I played the first Wizzerd Quest a few years ago (and you should too; it's free), and so I've been looking forward to this one. You can easily see the inspirations behind the game, notably King's Field and Daggerfall. It isn't without faults, for instance the enemy doesn't agro easily enough and doesn't agro in groups, making all enemies easy to cheese, but for $15, it's a steal. For me, this game seems most like Dread Delusion, but without the irritating Reddit-tier storyline Dread Delusion offered. So imagine the gameplay and late nineties art style of Dread Delusion crossed with the hokey nineties-inspired FMV sequences of a game like General Horse and the Package of Doom. I dig it. Laughs for the whole family.
Honestly, as much as it pains me to do this to a 3-man project, I'll have to leave a negative review. I wasn't expecting much but I did enjoy the first game. It was silly, it was compact, it was profoundly dumb with the story and the big evil that you ended up killing with like three attacks. Considering the above, I was expecting more of the same when buying the sequel - and unfortunately it lacks all the charm the free first game had. It's no longer compact and it's far too self-serious (even with the jokes sprinkled here and there). Most of the game is just walking through very empty open areas (really, this is a walking simulator). Play the first one, skip the sequel.
only one player can play properly
Combination of unresponsive controls, lots of platforming, and no quicksave (or checkpoints) makes this not fun.
Gameplay is good but co-op SUCKS and i have no good way of knowing where to go next or what my objective should be. both issues aren't major and im exited to see what comes next for the game.
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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.
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