
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 → 2.2/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 2,402 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 850 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
好
Забудьте про выбор "да" или "нет", в этой игре, которая заставит вас смеяться и грустить в пределах одной партии, а потом ещё и отрастит вашему воину гусиную лапу вместо руки (потому что вы так захотели) Это игра, где выбор имеет значени, вы будете переживать за своих героев Готовьтесь к веселой шизофрении сюжета. рекомендую любителям ролевого отыгрыша оторваться будет сложно
Media

Related
Related
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 852 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Mi cazadora y mi guerrero tuvieron una hija, lo cual no seria raro sI NO FUERA PORQUE SU MADRE ES UN ESQUELETO POR UNA MALDICIÓN- ENCIMA LA NIÑA TIENE OBSESION CON LO MACABRO! 10/10 Pd: El juego si esta en español pero no anunciado de manera oficial.
文本写得真好,除此之外作为战棋游戏有点乏善可陈。 职业只有三个,构筑路线也比较单一,有几个perk比较滥强,基本每个路线的差异化就体现在一两个能力上,对游玩体验改变不大。变形系统很有特点,但大部分实用性比较一般,最强的变形就是只给基本数值的变形(指狐狸尾巴 但是,文本写得真真真好,光是看故事都能值回票价,强烈推荐蜥蜴人章节,在极其有限的文本和演出量下竟然塑造好了四个反派角色,所有搞叙事的都应该好好看好好学。
真,不好玩,真,不好看
[h1]Awesome turn-based RPG with stories that feel alive[/h1] I love it! The combat is easy to learn, but still complex. I found the tutorial a bit lacking [i](both for combat and character creation; overworld economy is explained fine),[/i] but that's nothing smart players couldn't handle easily. The random battlefields work flawlessly, as far as saw. The stories are randomly cobbled together, I assume, but still have a thread they follow and thus feel alive. It reminds me of Miitopia, if it were a challenge. Wildermyth is awesome. I love the art style. I love how every minute item appears on you character. And I love how the personality traits you give your character during creation actually change the dialogues later on. EDIT: And the music:[h3]The music is [b]real[/b] music, an actual, well-done studio performance![/h3]As a musician myself, I absolutely love this! EDIT: And the in-built modding tools are awesome to create any kind of story or scenario you can think of.
although the stories themselves, like the text and over arcing storyline, are repetitive and leave little to wander your brain, the game itself with the fights and little side character stories make it random enough that it could be played over and over. plus there's enough campaigns to rid yourself of the original repetition.
i had 4gb ram and yet my laptop cant run this game. great spec info down there. 3/10.
Cute game, very enjoyable for the first dozen hours or so. After that, some cracks start to show. Wildermyth is an overall pleasant experience that suffers from not delivering on the expectations it sets up. Combat/tactical depth is what you make of it. In terms of tactical diversity, leashing enemies at max range and then nuking before they can damage you is pretty much always the best strategy, so why pick anything else? The battles can still be fun, especially if you're the type of player who deliberately tries to avoid "optimizing the fun out of the game," but if you're looking for strategic depth you'll hit a wall. In terms of build diversity, the three classes suffer from ARPG Item Syndrome, where the weapons that are good make all the other weapons irrelevant junk. It's all fine for what it is, just don't go in expecting a tactics RPG. Procedurally generated events are fun at first, but by your third campaign the repetitive nature starts to wear a little thin. Part of the problem is the sheer volume: events happen before *every* battle, and some of them take a *lot* of time to read. After multiple campaigns, you hit a point where you recognize the event from the opening and skip ahead to just pick which buff/item you want. Events are selected from a pool based on "personality traits" among your party and who you've brought to that particular battle. These personalities determine which events are available and slightly alter lines of dialogue within them. In theory, this should make characters feel distinct. In practice, it pushes them toward becoming archetypes rather than individuals. This also bleeds into tone: regardless of their supposed traits, characters (and even most NPCs) tend to share the same agreeable, well-meaning, do-gooder outlook, further smoothing away any meaningful personality contrast. This is because events assign characters into fixed roles, and those roles override most personality nuance. For example, all “Leader” characters behave the same when slotted into a “Leader” role for an event. A “Goofball Leader” acts no differently than a “Responsible Leader” in a “Leader” event. Over time, this destroys immersion. You start seeing different characters acting out the same roles in events you’ve already seen, and sometimes even the same character behaves inconsistently across events because they were slotted into a different role. Rather than bonding with my characters, I started to feel they were interchangeable. The procedural generation aspect also means most of the time characters *can't* meaningfully reference things that happened to them in the past. Each episode is self-contained and mostly unaffected by the others. This undercuts the narrative stakes. Characters blankly move on from life-changing events as soon as the next event starts. Narrative depth requires accretion. In a good story, events build on each other, consequences deepen, and stakes escalate toward a final confrontation. The game would have benefited enormously from events responding to choices you make in other unrelated events. Instead, you get moments like this: my character meets a Crow God who turns them into a part-crow part-human and then just... nothing happens after. No one cares that their decades-long friend suddenly has wings and a beak. I can't follow up. I can't go on a quest to explore the situation further. Their lover doesn't notice or care. We're just moving on to the next event. Ok... There simply aren't enough events, not enough variety, and not enough dynamism (different characters should act differently! Characters should respond to things that happened to them!) to maintain the suspension of disbelief over multiple campaigns. The game's art depicts the party as flat paper dolls. Once the honeymoon phase ended it became clear that I was in fact playing with flat paper dolls. This all makes it seem like I don't recommend the game. If I sound harsh I don't intend to. It's still a fun game and I enjoyed my time with it. I was happy playing it. Most of the criticism specifically comes from playing the game past the 20-hour mark. Unfortunately, that's a problem worth mentioning in a game that makes big promises about replayability, party generation, and character-driven stories. It's still a recommend. Just, temper your expectations to match what the actual experience is rather than what the marketing is.
This is a fun game to play with my significant other. We like to take turns reading the dialogs of the characters in different voices. That, on top of the the smooth and easy paced turn by turn formatting, with the very interesting stories that are told, it's a great game. It gets more challenging as you go but not too much so that you can't enjoy it, at least in Adventurer mode. We are hoping to clear the full game on one mode then switch to the next and see how it goes. We switch between this game and BG3 together and it's not "less fun", just a different experience and I love it.
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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