
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.
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.
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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 846 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Such a fun, unique way to do a roguelike. The first few playthroughs feel like magic, and you can't imagine ever getting tired of it. Eventually you start to see the same events and it starts to not feel as unique, but for the those first ~15 hours it was one of the coolest games I've played. I really wish this concept for a roguelike was expanded upon.
If you're looking for some DND shenanigans, but don't have any friends, you will most likely love this game. Heck, you can even play it if you have friends, this thing has a multiplayer. All in all, the game is good and one of my favorites, HOWEVER, there is one thing I feel obligated to warn about. This game is meant to be replayable. It isn't because of on major issue. There are not enough possible things that can happen in this game. How this game works is that every single time you start a fight, a random cutscene happens. Simple, fun, and they occasionally affect the actual fight depending on what you choose to do in them. Some of them happen after a fight, but those are typically very short and you don't get to choose anything in them. The problem, as mentioned earlier, is that not enough of these cutscenes exist, and therefore, you're gonna get a lot of duplicates ( depending on RNG ). Again, I enjoy this game, I do, and I feel as though a lot of people would enjoy it too. Just know this is probably gonna be a ' play it for a week straight and then don't play it again for four months ' kinda game. You know, like The Sims?
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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 848 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1] 传奇由你书写 [/h1] 我时常幻想我是英雄云游四方,行侠仗义。当初有个老头说我骨骼精奇并摆了两本武学秘籍在我脸上,问我愿不愿意当英雄,由于我不认字,我没有珍惜,我当他是傻13。等我回想起真正失去的时候,我才追悔莫及。人世间最痛苦的事莫过于此,如果上天给我再来一次的机会,我会毫不犹豫地掏钱买下,并告诉他我愿意,如果非要在这份承诺上加上一个期限,我希望是一万年。哦对了,那两本秘籍一本叫葵花宝典,另一本叫辟邪剑谱。 [h1][quote=] [table] [tr] [th] 欢迎关注 [b][u][i]U_U鉴赏家培养计划[/i][/u][/b][/th] [/tr] [tr] [th] 关注U_U鉴赏家,开启精彩游戏之旅。 [/th] [/tr] [/table] [/quote][/h1] [h1] 第一次当英雄 [/h1] 我不知道什么是跑团游戏,我不知道什么是战旗游戏,我只知道我是个英雄,保卫家园是我的职责,我从异怪入侵我的家园开始了我的第一场英雄之旅,然后我拉上了我的伙伴,在旅途中击败了强敌,为家园换取了来之不易的和平与繁荣。我从一个听着英雄故事长大的读者,成长为一名扬名立万享誉大陆的勇者,再到递过接力棒传承于下一代前仆后继的追随者的暮年老者,死后仍然化为神明守护着这篇我深爱的大陆。我时常回忆起与队友肩并肩冒险的日子,记得有一次战役中战士不幸被敌人残部劫持,我趁着敌人不注意才将他救下,但也让他的脸上永远留下了异怪的疤痕,不得不说这疤痕让他看起来更酷炫了。而队里的法师本来是个不会魔法的麻瓜,但突然有一天得到了一本不知道哪里弄来的魔法书,一夜之间就变成了大膜法师。还有一次我踩中了一根枯木,木刺直接扎进了我的脚里,但由于刺太小我都没管它,没想到木刺居然在我体内不断生长,在我濒死快看见我太奶奶时化成了护盾救了我一名,要不然我早就屎了,哪还能坐在这里和你吹牛逼。 [h1] 故事写的真好 [/h1] 在本作中,玩家需要创建初始的三名英雄角色,自由设定他们的各项设定,并在玩家选定的剧本中,完成一段精彩的冒险故事。每一轮游戏玩家都会获得一个终极目标,而玩家要做的就是在这一轮中尽可能多的探索地图来壮大和发育你的队伍,所以在游戏中的流程基本就是开图——战斗——收集资源的循环。而在这里最为有意思的其实就是开图,因为游戏中海量的随机事件能给玩家一种几乎让人着迷的吸引力,上述的英雄故事中仅仅是游戏开始的第一个故事中的一小部分,其中的故事有的诙谐幽默,有的严肃伤感,而又有的平平淡淡,虽题材有些差异,但共通的是一起共同组成了一个恢弘且庞大的有趣故事。游戏中的剧本故事数量不低,甚至从某种程度上来说实现了既是相互独立的而又彼此联系的神秘薛定谔状态。因为游戏里有着英雄人物的传承系统,简单来说就是一个故事完结之后,玩家可以选择角色传承到下一个故事中,所以玩家经常能在游戏中见到熟悉的面孔玩着熟悉的套路。而且游戏支持创意工坊,玩家能玩出什么样的花来,能讲述出什么样的精彩故事我想不用再过多叙述了。 [h1] 最后 [/h1] 虽然游戏的事件随机触发,但实际体验下来重复部分的流程并不多,属于是每段故事都能玩到新鲜事的良好体验,虽然游戏的战斗部分以及其他部分仍然具有不小的提升空间,但就目前游戏所带给我的游玩体验来说,漫野奇谭带给我的游戏体验是惊艳与美好的,或者说我在玩漫野奇谭时,是享受的。
This game is cute but not really inspiring: There are random small events and your choice determines what happens. But nothing substantial comes out of it, there is no real story consequences. It's just an OK game. I don't get the overwhelmingly positive reviews.
[h2]Great for Group Gameplay[/h2] The group you play with makes all the difference in this game. My boyfriend and I play together and make silly voices and accents for each individual character. It makes the experience a blast, and has lead to a ton of inside jokes. I don't know that I would have nearly as much fun playing it alone. [h2]The Writing... Exists. [/h2] My partner and I both find it pretty laughable when people claim the writing is great in this game. The writing is clunky and over-flourished. The fact that everything is procedurally generated means events often feel random. We read everything out loud, and the bad writing makes for funny moments, so we can't really fault it in the end. Wildermyth wouldn't be the same without the narrator pausing to let us know how everything smells at each new locale.... The gameplay is fun enough to sustain progress even when the plot gets thin. [h2]A Solid Challenge[/h2] We usually play on Adventure mode. We have yet to loose a challenge outright, but we have definitely lost a few characters a long the way. The punishments for dying are enough that actions feel consequential, though you can still usually save a beloved character in the end. It's fun to stack different abilities and each group ends up having its unique strengths. The gameplay feels well balanced and strategically engaging. [h2]Delightfully Moddable[/h2] We haven't even made it through the main campaigns, but we're already thinking of crafting a campaign of our own-- a perfect side project. I really respect the developers for including so many mod-friendly tools, and I expect to get a lot more hours of gameplay out of this game because of its mod-ability. We've also downloaded some extra cosmetics from the steam workshop that I love! The game is an excellent foundation for building additional adventure stories. [h2]tl;dr[/h2] This is a sweet little game with a lot of heart that is as fun as you make it. The fact that its well-balanced makes it especially rewarding when you DO manage to get an OP character in the mix. I definitely recommend playing with friends.
After years of playing this game, I can confidently say it's one of my favorite games of all time, best described as a diamond in the rough so to speak. If you love to read, and I mean LOVE it, someone who enjoys reading the lore and will pick up the books in skyrim to read for fun sort of person, I cant recommend this game more. I could write a small book raving on how much I love this game for it honestly. The base combat system is traditional yet also very unique which I love, easy to learn with endless combinations to master. My favorite of it all though, is just how deep the lore will go. I thought Eluna and the Moth along with All the Bones of Summer campaigns were rich with story and worldbuilding lore, honestly the two best campaigns to play along in. But when Omenroad came along and I played through its story mode... Wow. Just wow, it was phenomenal. Each plot point had a deep dive into the creation of this place. Every interaction had crumbs of lore and love woven into it. Every detail just spun this wonderous masterpiece of a story that nearly brought me to tears and it unraveled how much thought and love was spun into this world I was folded into. If it gets repetitively boring to you once you've played through most events, fair, there's only so much writing in a book before you get to the end. But I promise you, if you get through to the end of each campaign, you will close those chapters and walk away happy you learned from them
The stories are worse than expected, but the tactical combat is better than expected. Overall, I like it a lot, even if it's not quite my favorite game of its type. Wildermyth aims to be a story generator, with randomized characters, relationships, and permadeath. I love this kind of game. XCOM and Battle Brothers are two of my top five games of all time. However, Wildermyth gets in the way of its own emergent narrative capabilities by writing a lot of story for you. And all that story is a pain to read. The writing uses awkward sentence structures and too many metaphors, making it difficult to get through. Although each character differs along a dozen or so personality axes, the writing makes every character sound like the same kind of overly poetic weirdo. I would like this game more if 70% of the story text were deleted, leaving me room to imagine my own characters. And yet, even though half of the point of the game was a total miss for me, I still greatly enjoy it because the gameplay is good. On "walking lunch" difficulty, it's hard enough that I have deaths occasionally and the stakes feel high. Each enemy faction is unique and creatively designed with interesting abilities. The environment-based magic system is brilliant. The UI is clean and clear, with all the information you need. One design decision in particular that I appreciate is that there's no item inventory, so once a character picks up an item, they have it forever until they replace it. This greatly speeds up the game. At this point, I've found character builds that always win, and it feels like there's not much more to solve. There's not much reason for me to keep playing, but I got plenty of time and enjoyment out of it, and I could see myself coming back to it every once in a while. Recommended!
一款可以读的游戏,十分有意思的设计,将故事书与战棋玩法很好地结合在了一起,我们不仅要在故事中为角色做出选择,还需要指挥它们对各种可怕的怪物发动攻击。究竟最后故事中冒险小队能否战胜入侵者,它们在冒险的旅程中又将发生怎样的故事呢,真的令人十分期待。 [h1][quote=] [table] [tr] [th] 欢迎关注 [url=https://store.steampowered.com/curator/38287879]网易UU鉴赏家培养计划[/url][/th] [/tr] [tr] [th] 关注网易UU鉴赏家,开启精彩游戏之旅 [/th] [/tr] [/table] [/quote][/h1] [h2] 讲好故事,追随本心[/h2] 本作就像一本故事书,游戏只是固定了故事中的一些事物,像是主要角色和一些故事情节,剩下来的内容都要我们自己发挥自己内心的想法来做出合理的决策,这样游戏整体的节奏就都掌握在我们玩家的手中,而战棋类的战斗模式更是印证了这一点。并且我们做出的任何决策都会对故事产生一定程度的影响,也会导致游戏最终的结局产生奇妙的反应,这一切都由我们来书写。 其中让我印象最深刻的一幕,是三人小队中的一员因为莫名的心灵感应,决定前往一篇从未踏足过的森林之中,期间动摇过放弃的念头,成功挺过了怪物的围攻,最终遇到了一位老婆婆,她将主角等人带回了自己的房子,并表达出了自己有方法可以给予这个世界一段时间的和平,而代价就是小队中一人的余生。这时我们就需要做出选择,如果选择同意,那么这位队员将会从这个故事中直接消失,就好像是现实世界中的生老病死一样,仿佛游戏里的人都活了过来。游戏还在这里添加一些小彩蛋,像是角色会跟随年龄的增长,它们的外貌特征也会有不同的变化。 [h2] 回合制的独特魅力[/h2] 既然是冒险,那么战斗环节肯定必不可少,游戏采用了类似战棋的回合制玩法,我们优先操作每个角色进行单独的行动,是要使用技能,还是进行移动,不同阵容站位都有讲究。游戏突出强调了场景物品的使用以及团队作战的能力,如果角色靠近物品时,就可以把它们当做自己的掩体,有几率抵挡住敌人的攻击。也可以跟物品交互来使用,就比如火堆,我们可以将其点亮看清更大的区域。而多队友协同作战也能达成让战斗获得优势的效果,当有两名队友相互贴近时,则能产生协同防护增加一定的伤害减免,我们可以指挥进站进行防守反击抵挡敌人前进的脚步,再通过远程弓箭手去投掷毒瓶造成范围伤害,最后在让魔法师进行补刀或者增幅强化。 而魔法师是本人觉得最有意思的地方,它不像是正常认知的法师可以施放火球,雷电。他的能力更像是念力师,可以与一定范围内的物品产生共鸣,操作这些物体来进行攻击,不同的物体所拥有的能力都不一样,但是岩石块的能力就是给队友进行加护防御,而之前所说的火堆,燃烧状态下可以对敌人进行火焰攻击,如果是熄灭状态,则可以使用燃烧未完全的木块进行尖木屑攻击。这些设计让战斗的玩法变得丰富了起来,我们甚至可以做到不用与敌人正面对抗,就将它们通通一网打尽,真的十分上头。 [h2] 总结[/h2] 童话般的美术画风,结合了充满神奇幻想的故事剧情,合适的背景音乐让游戏又增色了不少,将每一位角色形象性格都展现得淋漓尽致,如果你是一位喜欢跑团的玩家,那么本作绝对值得你尝试体验,感受一下一个人的跑团冒险。
推荐大家几个steam能买到的战旗游戏 1 XCOM2 2 战争交响曲:尼菲林传奇 3 漫野奇谈
Купувала гру для кооперативного проходження, і вона взагалі не виправдала себе по залученості двох людей в процес (розбалувана, та). Особливо під час бійки, яка ніби і покрокова, але ви можете з людиною ходити за персонажів в будь-яку мить, і якщо ти не встигла в цю мілісекунду натиснути кніпку ходу то все... чекай. Можливо це і файна-неймовірна самітна пригода, але інколи їм варто такими і лишатися.
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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