
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
I need to start this review by saying that I have almost nothing but good things to say about this game. From the perspective of a GM with 23 years of experience, this is one of the best games I've played in a while if you are looking for that TTRPG fix but your friends are busy. It manages to make procedurally generated events feel like real character moments due to the personality and relationship systems being very well put together and uses a modified version of the incredibly broken 3.X D&D/Pathfinder 1 action economy to fantastic effect in a way which actually makes sense. Both of these combine to make a game which gives you what you want from an RPG in the best ways. I hold this game in higher regards than either of the official Pathfinder games (and haven't played Baldur's Gate 3) The main negative I have is that, once you have played through a couple of campaigns or some unstructured games you do see repeats in narrative events. As much as I think it's bad practice to include mods in consideration for reviews, this is an issue mostly fixed by the extensive and fantastic workshop community for this game. The reason I do include this is because modding tools are built into this game with the explicit instructions to go wild with it. As a side note, the developers have been very open about the changes and state of the game throughout it's lifespan (now technically over as far as game updates) which is something I hold in high regard. The loading time is also a bit long for what the game is, but that might be due to all the mods I have installed. This repetition is counterbalanced by how the late game is where the meat of this game really comes alive. With each campaign you can save characters to bring in later at an increasing level boost counterbalanced by increased game difficulty. You might start out with a couple of characters you feel are pretty decent, but after investing some time in a few characters over time you come onto an X-Com like attachment to them but in a way where the easy multiplayer lets you share with friends. This would be my game of the year for multiple years in a row, but I have no authority in the public domain.
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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
Story branching in this game is insane! You can have a team of heroes who are all cursed with bad luck, but somehow still manage to save the world. 1000/10, all time favourite.
This is an OK game. There is nothing outright bad about it and I enjoyed what I played of it (The Age of Ulstryx and The Enduring War campaigns). If you are really interested in the game or it is on sale, go for it. I just wouldn't recommend this game as it is felt bland and repetitive to me. If you want a simple tactical RPG with a storybook vibe this will work for you. If you want something more complex either story-wise or mechanically, look elsewhere. The storybook art-style is cute. Characters have fixed postures they will always be in which can be off-putting. Animations are limited to movements you would expect of a paper cut out (but less than Paper Mario did with the concept though). There are only 4 armors for each class in the base game, so all your characters will mostly look the same apart from hairstyles and skin tones. The trinkets you find will update character appearance but most are small and the differences are usually only noticeable on the character sheet. The enemy art is great and unique as well. The story telling is on the weak side. There are 2 parts to the story telling: the fixed parts which is delivered around the main objectives of the chapters and between chapters and the procedurally generated story beats that pop up before encounters, with random events, and between chapters. The fixed story elements are mostly just rehashes of popular fantasy tropes. Age of Ulstryx has you fighting Gorgons, ancient corrupting monsters from beneath the sea bent on conquering the land. The Enduring War has you fight robots ... but creepy with a simple narrative of "robots can be people too sometimes." The procedurally generated story is a bit more varied and adds good personal notes for character interactions around encounters but the random events and post chapter story elements often just feel tacked on and useless. The writing style does rely heavily on whimsical almost Dr. Seuss levels of made up words and grandiloquence. I found myself skipping cutscenes frequently in the second campaign I played which is something I rarely do in other games. The Overworld portion of the game is very bland and has poor controls. You will be directing your heroes as tokens on a large map to scout, gather at a location, start a battle, patrol (remove an enemy buff), or build/reclaim structures. What this boils down to is fumbling through the UI, seeing the tokens move, and then watching the calendar fly by. Combat is serviceable but nothing too interesting. It is pretty much D&D 5e with a bit extra thrown on (nothing fancy though) and magic done differently (much simpler). The relationship bonuses are interesting but shallow. Rivals will get crit bonuses after their rival crits. Lovers will get bonus damage against enemies that attack their lover. Friends get bonus block when "walling". There are however no downsides to this or really any player input on it except for at the start of campaigns for 2 characters. Main quests of the campaign consists of "Kill all main <insert enemy type> encounters on the map" or "Kill this one <insert enemy type> type encounter" as the goal for each chapter. Sidequests ... there are none. Not in the traditional sense. There are "Opportunity" quests where a character either *immediately* quits what they are doing and travels to an encounter with a preselected companion or you just ignore it. The encounter usually consists of a short story segment and a trivial combat. Across the 2 campaigns I played, I got repeats of these so there are not many. On the overworld map you can reclaim and build sites to find random items and produce resources for crafting but this is all player driven. A gripe I have which some people might enjoy is that there is not a lot of agency or control over characters and events. At times this makes it feel more like you are watching an unfolding story rather than writing it yourself, but it often feels like you are just picking Option A or Option B and letting a random number generator take the wheel.
被別人說像跑團而入坑的遊戲,其實玩起來比較像戰棋策略。 初見內容會覺得有趣,選擇上看似好像很自由,玩到第二輪會開始覺得劇情大同小異,或許是我玩得比較少?也可能是剛好遇到類似事件的關係所以看起來很相像? 角色會隨著你的持續遊玩而進入退休路線,也偶有會成為曾經存在的傳說劇情,覺得都要退休了結果裝備不能傳承真是太可惜了… 這款最大的缺點是戰鬥時的視角,移動上的操作沒那麼順手,然後好像不能全鍵盤遊玩也很可惜。 整體而言對這類型的有興趣的人還是推薦一玩~ [code] 關注哇頭沒頭的 [url=https://store.steampowered.com/curator/27836926-wow_tomato-%E9%81%8A%E6%88%B2%E6%88%BF/] Steam鑑賞家 [/url] 可以即時追蹤我的評論 [/code]
Felt the repetitiveness immediately after the initial campaign (somehow I got the impression that it was a "tutorial" but ended up a whole 10 hour campaign). The combats get repetitive already before that, they are really punishing in the beginning and gets easier as you level up gear and abilities during the campaign. Fail to see what will improve just by switching out the main mobtypes in the other campaigns. Not superannoyed by the art style (then I wouldn't have bought it in the first place) but not a big fan either.
好玩但不太推荐,基本上玩十五个小时之后就没有什么新剧情了。
我很少给游戏评论,but this piece of ♥♥♥♥,我实在不吐不快,太令人失望了,主要有以下几点: 1.主要靠玩法的游戏新手教程少的可怜,你是怕我学太会? 2.相比于其他同价位的战棋游戏动画表现过于简陋,你这个游戏表现怎么敢定这个价格的呢? 3.故事文本和图片像AI生成的一样,表现力差,难以让人带入,都是谁在感动啊? 4.怪物技能介绍简陋,还是那句话,主要靠玩法的游戏学习成本很高,一旦失败就要一遍一遍打,重复性高,很快就让人厌倦 5.装备系统像没做完一样,就那几件装备翻来覆去用,尤其是副手武器,想法很好多一种输出方式,实际上是前期根本没材料做那些副手,后期人物等级属性起来了,也没有用副手的必要,鸡肋中的鸡肋;此外,莫名其妙的地图生成小精灵抓到能强化装备,就硬强化,而且大部分情况是小精灵往怪堆里跑,不抓精灵一会就没了,想抓精灵就要让队员暴露在危险中,很容易前排被击倒,要么断胳膊断腿,要么直接暴毙,负反馈拉满,我玩游戏是来体验快乐的,不是来恶心自己的 6.法师的技能使用很奇怪,周围如果没东西法师就是废的,这种脱了裤子放屁的行为有什么意义呢? 7.战士脆的和纸没区别,远程怪都带穿透这合理吗,非常容易被怪放风筝放死,属陀螺的都是 8.游侠遁入暗影就结束回合,我不知道是怎么想的,想隐身就会少一回合的输出机会,唯一用处就是探图,但是你的地图做的每关也不是很大啊? 9.好不容易培养起来的大C动不动就要退休了,你是怕我爽到是吗? 10.莫名其妙的地图生成小精灵抓到能强化装备,就硬强化,而且大部分情况是想抓精灵就要让队员暴露在危险中,很容易前排被击倒,要么断胳膊断腿,要么直接暴毙,负反馈拉满,我玩游戏是来体验快乐的,不是来恶心自己的 综上,都是谁在打好评啊,我想请教一下这款游戏哪些点能让人有继续玩下去的动力呢?就这种体验10块钱不能再多了,我不会再打开这款游戏了,真吓到我了
Play this game if you get emotionally attach to anything easily. Crying about anything is part of the experience.
Bad game. I wanted to like it and there are some neat features, but the combat is so clunk and the gameplay loop is frustrating. Plus, there is zero actual onboarding that helps you understand how to play the game. I mostly sat there clicking through options without any clarity on the ranges of my abilities and spells, unable to understand how the flow of combat plays out or the consequences of specific actions. It's just a terrible version of Fire Emblem, with an AI-script style story generator that feels generic, and a lot of frustrating interactions or consequences that you cannot undo. At the very least, they could let you undo choices and decisions so that you don't lose an entire campaign to not understanding their awful combat systems or game mechanics. I'm literally reading Reddit pages just to try and understand what keywords in their game mean, as nothing is explained in the actual game.
It has been a long while since a game has immediately caught my interest as this one did. I love the artstyle, the choices are plentiful and I love that you can create your characters. It definitely has some potential to be more detailed in some aspects but it is still a great game. I hope the developers make more of such lovely games. I am excited to keep playing.
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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