
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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
great for emergent story telling as random events trigger and effect people, you can build a little stable of character so can be one where you name/create characters after friends
Simple but enjoyable experience with friends that has good replayability
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
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.
i had 4gb ram and yet my laptop cant run this game. great spec info down there. 3/10.
while it has a few quirks (like getting one shot on higher levels in the first fight or two) it's a lot of fun, the story changes up and is really interesting especially as it connects in some unexpected ways, the art is just too cute and the game play is smooth. I'd recommend it :D
一进游戏都是花屏和马赛克,到现在没办法玩过,这么久都用不了,烦躁
A cozy little tactical RPG with a neat aesthetic and decent to great storytelling
One of the best games I have ever played period. Great alone, even better with friends. Go nuts.
Amazing RPG. Never played a game where I was so invested in my party. I'm proud of them. I cheer for them. I cry for them. My RL dog is worried about me.
ultra god, memorable, emocional y sobre todo hilarante...... saludos a todos :D
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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