
Rift Wizard is a tough as nails fantasy roguelike featuring challenging turn based combat and deep open ended character building. Craft your spellbook from over 100 unique spells and abilities and fight your way through a series of procedurally generated challenges to defeat your nemesis.
Modeled estimate, not a reported figure. How we estimate →
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/day in the week to Aug 4 → 0.14/day in the week after.
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.
About


Genres
Engagement
Reviews
Themes across 48 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Doesn't work on Steam Deck
Very difficult and tactical. Makes you think
This game be very good. 8.5/10 It's hard in the beginning, and there's a lot to read but... If you give it a chance and pay attention, it's really fun. what's good: the old-style vibes, the text colors, the simplicity (but also the complexity) are just fun. Many modern games would constantly urge you or push you to move but with this turn-based style, it doesn't feel slow like some turn-based things can feel and instead just gives you time to think. Very fun! possible complaints: 1. if you get forced into a room with something called a [spoiler]Soul Jar[/spoiler] you can easily get your run soft-locked because of their effect, unless you have a way to deal with it like the ability to break walls because you are blocked from getting to them. That being said... I still feel like their ability is way too powerful. 2. Not all upgrades are equal - for a game this complex, I know it's hard to balance but at the same time, certain spells don't scale as well as others. 3. The game penalizes two kinds of play styles pretty hard - a. defensive b. hyperfocusing one damage type I guess it keeps the game challenging and face-paced but yeah. 4. The randomly generated maps are usually good but sometimes make it a slog to get it done. Making routing around long winding paths very difficult. Yes I know there's ways to deal with this, but the more you divide your focus on damage, the harder the end game is.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
Hours played at review time, across 48 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's a good concept for a Roguelike but the poor readability coupled with the clunky controls and the milquetoast design makes it rather boring. Hundreds of spells, all so alike in function, against hordes of enemies more uninteresting than your local newspaper, with less variety than your average WW2 meal. It's overly complex with little depth, but the worst blemish of the design? Arguably the portals the game places to endlessly spawn enemies. The very design concedes that the enemies are not interesting enough to dissuade constant running away, so rather than craft interesting design encounters that take advantage of the different properties of the maps and enemies, they'd rather force the player to approach and have to deal with health sponge spawners. It's a design band aid to a much larger issue, that halts the game's pace to a screeching stop. Even after 3 iterations of the same concept, these issues still persist. The game really just lacks bite and impact at every level; design, visuals, strategy, combat, etc. Hopefully Dylan white really evolves this series with the 4th game.
Amazing game with a lot of deep strategy. Love it!
this game is hard as heck tough as nails but super fun and adictive to play if you are into traditional roguelikes games
IT'S WIZARD TI-Okay but for real, steep learning curve, but there's nothing quite like it, and I'm a big fan. Rift Wizard 2 is fine, it focuses more on conjuration in the late game being the only really viable option imo, and Rift Wizard 1 is more sorcery friendly. Definitely worth the price if you like what you see, and are willing to stick with learning the weird goofy spell list.
A magus without memories must mount a one-man war against a malicious ♥♥♥♥♥♥♥♥♥♥♥♥'s monster militia. And whether or not they're successful depends on how well you, the player, can synthesize synergies between both spell and skill alike. 10/10, I should have bought this game sooner.
Review is mixed only because this is the only game I've had to hide in my library because it's too addictive. Handle with care.
这游戏的压力给的太足了,就算是轮椅BD一不小心也会翻车,构筑几小时暴毙几秒钟,挫败感极强。 仅推荐给喜欢dd的低血压患者和BD爱好者,本质上是个牢登解残局的游戏。
Players by region
Where this game's players are, estimated from review languages.
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $484.5K | 777 | 92% | $19.99 | |
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