
Wildermyth follows heroes over their whole careers, from their pitchfork days to their powerful primes, and on into old age and memory. It’s a party-based procedural storytelling RPG where tactical combat and story decisions will alter your world and reshape your cast of characters.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 1.71/day in the week to Sep 14 → 1.5/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.
About





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; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $16.24−35% | 18.3Kreviews | 95% | — | $12M |
| $16.25−35% | 112ratings | 92% | — | 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.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 849 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
一款非常温馨的童话故事书。
317 clicks to see comic panel after comic panel to finally be able to advance the story? No thanks, lazy way to extend playtime of what is fundamentally an OK turn-based game.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Portuguese - Brazil, German, Spanish - Latin America, French, Russian
Hours played at review time, across 851 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The default difficulty is too easy, and quite boring even on hard difficulty (one notch below the hardest). I found this to be a poor single-player experience but feel it is more designed for co-op due to its roleplaying and simple combat. There are only 3 classes with limited equipment and random transformations or pet events in the storyline that add some class abilities, but they are quite basic given the length of these playthroughs. In their defense, I didn't play on the hardest difficulty, yet the simple game mechanics leave little meat on the bone for me to want to explore the game further, as I did finish the first 2 chapters with no challenge whatsoever. The writing is whimsical and charming but can get repetitive; think Kelly Thompson Marvel comic-style writing, but not as good. The art and animations are pretty subpar material. A lack of physics really hurts the combat interactivity in the level design, and the UI could be better, to be honest. Overall, I think this game was and still is innovative with its randomized story generator, but its combat has not aged well. Its combat is an afterthought, and more experienced turn-based tactical fans will get bored, especially on anything but the hardest difficulty, but there is little to explore mechanically, gameplay-wise, as it is mainly a story-driven game that is a little too randomized to have any kind of emotional impact on the player. Overall, I would recommend it for co-op but not for single-player, so I'm gonna have to give this a 5/10.
This game is pure love. You play through a campaign and at every occasion you get little stories told. Its so lovely. The art and the music fits perfectly in. The RPG part and the fights are decent.
Extremely replayable, and a lot of fun to play with friends! The graphics and storylines are unique and charming, and I love how customizable the characters are!
English version of the review below. Ich habe in Wildermyth 3 von 5 Geschichten abgeschlossen und werde es erst einmal dabei belassen. Wahrscheinlich für immer! Wildermyth weiß anfangs wirklich zu begeistern. Die Beschreibung des Spiels und die ganzen epischen Rezensionen klingen aufregend und weckt hohe Erwartungen. Doch letztlich steckt gar nicht so viel dahinter. Die Spielmechaniken sind simpel und tragen auf Dauer nicht. Die kleinen Geschichten wiederholen sich teilweise bereits innerhalb derselben Kampagne. Auch der viel beworbene Umgang mit dem Tod entpuppt sich als Enttäuschung. Wenn ein Charakter stirbt, dann ist er tot. Punkt. Ja, er wird in die übergeordnete Legende aufgenommen, und man kann ihn in einer späteren Geschichte wieder verwenden. Allerdings werden dabei alle Verbindungen zu früheren Geschichten gelöscht. Warum ich das Spiel wirklich abbreche, hat jedoch zwei andere Gründe. Zum einen gibt es den ständigen und nervigen Zeitdruck auf der Weltkarte. Im Hintergrund laufen zwei Timer. Wenn der erste abläuft, werden die Gegner massiv stärker – wobei sie ohnehin nach nahezu jedem Kampf deutlich stärker werden. Der zweite Timer löst eine Invasion aus, was dazu führt, dass man über die halbe Weltkarte marschieren muss, um sie abzufangen. Das ist einfach nur öde. Der zweite Grund sind die regelmäßigen Bosskämpfe beziehungsweise die Missionen unmittelbar davor. Dort muss man oft bestimmte Ziele erfüllen oder den Boss innerhalb einer vorgegebenen Rundenzahl besiegen. Gleichzeitig spawnen jedoch unendlich viele Gegner nach. Das passiert ständig im Spiel. Unglaublich nervig. Ganz ehrlich: Zeitlimits und endlos respawnende Gegner gehören für mich zu den schlechtesten Mechaniken in Videospielen. Dazu kommt, dass die Beschreibung des Spiels Erwartungen aufbaut, die *Wildermyth* einfach nicht erfüllt. Es bietet keinen besonders interessanten oder emotionalen Umgang mit Tod und Verlust. Nicht einmal episch wirkt das Ganze. Stattdessen ist es repetitiv, wiederholt sich ständig und verliert schnell seinen Reiz. Ich bereue den Kauf nicht, trotzdem reicht es für mich nicht für einen Daumen nach oben. I completed 3 out of the 5 campaigns in *Wildermyth*, and for now, that's where I'll stop. *Wildermyth* makes a great first impression. The game's premise sounds exciting and sets high expectations. Unfortunately, there isn't nearly as much depth behind it as the description suggests. The gameplay systems are fairly simple and don't remain engaging over the long term. Even the small narrative events start repeating themselves, sometimes within the same campaign. The heavily advertised approach to death and legacy also turned out to be a disappointment. When a character dies, they're dead. That's it. Yes, they're added to the game's overarching legacy system, and you can bring them back in future campaigns. However, all connections to previous stories are essentially erased, which makes the whole concept feel rather shallow. The main reasons I'm quitting, however, are different. First, there's the constant and frustrating time pressure on the world map. Two separate timers are always running in the background. When the first expires, enemies become significantly stronger — even though they're already getting noticeably stronger after almost every battle. When the second timer runs out, an invasion is triggered, forcing you to march across half the map to deal with it. It's simply tedious. The second issue is the frequent boss encounters and the missions leading up to them. You're often required to complete specific objectives or defeat the boss within a limited number of turns. At the same time, enemies respawn endlessly. Honestly, time limits and infinite enemy spawns are among my least favorite mechanics in video games. On top of that, the game's description builds up expectations that *Wildermyth* simply doesn't deliver on. It doesn't offer a particularly compelling exploration of death and loss, nor does it feel epic. Instead, it becomes repetitive, recycles the same ideas over and over, and eventually loses its appeal. I don't regret buying the game, but for me it's still not enough to earn a thumbs-up recommendation.
Wildermyth is a unique storytelling game wrapped in strategy RPG with it's own unique flair that is something of a marvel to have accomplished. A game aimed at those who would invite challenge and/or unique stories. There are adult themes laced within the narrative to keep in mind when approaching. At it's core, it's a rogue-lite strategy RPG. You have your warriors, mages, and rogues. Each class has their own unique paths they can take depending on the adventures had. Choices are made to help develop the characters as well as the stories, which really makes this game stand out. The stories told create a unique playstyle based on your choices and the random events discovered throughout. The game is open to co-op play, both online and couch, to allow players to control their unique party members and further the narrative along in their own unique ways, creating even more interesting stories to tell. The game has some depth to it, so it is not recommended for those who might not enjoy the slow pacing of the combat or the challenge it might present. Difficulties can be adjust to accomodate those issues, however. That said, it is a wonderful experience.
TL;DR: A [b] VERY [/b] repetitive attempt at D&D E5. While I appreciate the concept and attempt, the execution holds it back. The game loop becomes apparent 5 - 10 mins in, and its just a whole bunch of diluted text on top of a basic isometric tactical strategy.
This game has fundamentally altered my brain chemistry. I literally dream about it sometimes, and has been an irreplaceable tool for bonding with my friends. This is by far one of the most accessible d&d adjacent games I've ever played or even seen- The turns are all very concise and each menu is fairly easy to comprehend once you've gotten the hang of it. Each plotline feels so very grand, especially the hidden path- the suneater you can unlock by chance. I won't spoil anything but let it be known I have never sympathized with a big bad more than I did the queen. <3
I didnt cared for this game beforehead because of that silly paper comic graphics -looked like game for kids. Luckily after playing ""The dungeon of Naheulbeuk the amulet of chaos", this game caught my attention again. Very atmospheric game, comic pictures are soo good, making your imagination fly! It feels like real adventuring, when your party members advance relationship and grow older together. Cool turn based combat system with innovative "magic". It had more of adventure feeling than most of AAA DnD games out there! Its a kind of sometimes less is better thing, proving that there are still passionate people making great games even when they dont have all that money big studios have. Cant recommend enough for people who loves turn based adventure RPGs! 9/10
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
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