
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
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Engagement
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It took me 68 hours of playing to beat this game ONCE. This game is definitely challenging, but usually more fun than frustrating. Failure is more often about choices (sometimes many, many moves ago) that you made, than RNG or unfair circumstances. The spell list is huge, and available from the start, which can be a bit overwhelming. This is a good one to pick up if you don't mind goofing around and losing for hours to figure out the combos and synergies that will take you to the end.
Rift Wizard is pure, distilled, tactical chaos. It’s brilliant, it’s brutal, and it lets you create builds so stupidly powerful that even the demons look offended. 11/10. Would accidentally vaporize myself again.
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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 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Leaving this review after getting my first win. Rift Wizard is very brutal but in the fun way. This game gives you all 140+ unique spells (each having upgrades) and 100+ unique skills ready for choosing right from the start of a new run which seems absolutely absurd. You have so many options that it can seem overwhelming, but that is what makes this game so fun. You aren't meant to get a complete understanding of every spell at the start to pick what's most optimal. You just pick a spell that looks cool. Then you choose a spell or skill you find that complements it. You learn the game bit by bit, slowly optimizing your choices. It feels as if you are a wizard pouring over your ancient tome, saying "Aha!" when you find the perfect skill to compliment your selection of spells. When you do good it isn't because you got lucky, its your strategy. It's balanced enough to where there aren't just a couple of builds that are good, there are ways to make practically every spell work! The game still has a good bit of RNG, there are over 500 different enemies along with randomized floor layouts, items and shrines (buffs you assign to one particular spell), but you can see the entire next level ahead of time and have multiple options for which one you go to next, adding an extra level of strategy to the game. Do you risk going to a level with better items or do you play it safe with a level that has enemies weak to your most powerful spell? Now just like classic roguelikes this game is tough. You will lose a lot and sometimes what the enemies do just feel straight up unfair, but overtime you will get the hang of it. See every loss as a learning experience, pay attention to why you failed and see what you can do to cover that weakness next time. There are a few spell upgrades I wish were better explained, for example minion upgrades don't tell you what buffs the minions get before you select them, but I keep a Notepad document open and whenever I run into a situation like that I choose one and write it down so I know for next time. Rift Wizard is a really fun game and has a ton of replay value, you just have to be willing to learn and stick with it!
boring
I really wanted to recommend this game. It is very tight and well crafted. And I know this is probably spiteful, but after 100 hours in the game, I still haven't cleared it and it is extremely frustrating. I couldn't recommend this to my friends because it's just too inacessible. I'd actually like to try Rift Wizard 2 and 3, but I won't until I complete a run on this one. It's simply too difficult to feel like you are learning and growing.
Idea-wise and gameplay-wise this is a good game, make no mistake. If you got hyped up reading the premice and enjoy endless overthinking (I for sure do), this is almost what you are looking for. This is a "not reccomended" as in "not reccomended compared to RW3 for being a lot, A LOT more flawed QOL-wise". Since other options exist and RW1 holds no monopoly on it's style of gameplay there is no need to compromise with it's flaws. You come into RW1 game expecting to overthink ~150 spells it offers and plan your build options in advance, evaluating different spells against each other using the information provided to you, expecting being rewarded for foresight. And then the game just. Not gives you a satisfying amount of information about how spells work. Not allowing you properly strategize in the game about strategizing. Conjurgation spells, a good third of the library, do not show you the sheet of the creature they summon. They usually explain like a half of their stats through spell description, and sometimes it's enough, but sometimes descriptions just says some junk like "this upgrade allows you to summon a reaper". Litteraly who? Am I supposed to know him? Or "this creature has a breath attack" what attack? How does it looks like? Or sometimes spells don't show you how long their effect lasts. "Enemies in the area will be frozen". Okay, thanks. For a turn, since there is no duration number? Apprently for three, actually. Gamble your current prefectly fine run and build to learn the exact number for the subsequent run. Two or three times I recall seeing straight up incorrent numbers, thankfully not on creature sheets. What is a "group of creatures"? What is an "arch"? There are a lot of questions and the only answer is to gamble and see in practice, and it's never satisfying to do that. This stuff is extremely bad for games which advertize themselfes as strategic and build-makey. This series is practically one of a kind, but so much joy and magic dissapears when you need to waste runs to learn things that could've been just written in the description of the spell, and when you cannot make informed descisions without a wiki. Oh, also community wiki is not finished as far as I looked it up. Maybe you can nag people on discord about some of this stuff if you really want to. Do you? Even the dev themself say in one of their responses to steam reviews that "our goal is not to obfuscate", so this is not a part of the design philosophy or anything, this is a legitemate confirmed faliure of the compendium, and thankfully some of those problems are adressed in later installments. Judging by the demo it's a LOT less egregious in RW3, there is a way to see the creatures you will summon and spell's key attributes, but even in the last installment you still can find minor stuff like "this creature attacks in the shape of a smile" with zero insight about the form of the said smile. RW3 also appears a lot more polished, clean and balanced overall. if the idea behind RW looks good to you, wait until RW3 is out from early access, start there, and then maybe, a lot later, buy RW1 as a gameplay modifier to spice things up.
It's an excellent classic roguelike. Systems are engaging and builds feel very good and satisfying
Fun game with lots of replay factor. Only thing missing is a bigger soundtrack.
better balanced than 2 at least
Players by region
Where this game's players are, estimated from review languages.
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