
Wizard of Legend is a no-nonsense, action-packed take on wizardry that emphasizes precise movements and smart comboing of spells in a rogue-like dungeon crawler that features over a hundred unique spells and relics!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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 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; PlayStation, Xbox, GOG, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.79−70% | 21.1Kreviews | 91% | — | $1.9M |
| $4.79−70% | 2Kratings | 88% | — | not modelled | |
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 847 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
10/10 we don't talk about the sequel
One of the best fast paced roguelike games that love a good spell slinging gameplay. So much spell expressions to go through each level with a fair amount of opportunity to vary it throughout the playthrough. Replayability is great. Finishing the game and unlocking all the content doesn't demand hundreds of hours so long as you're competent enough to be patient.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Korean, Simplified Chinese, French, German, Russian, Spanish - Latin America
| $15.99 |
| 1.1Kratings |
| 82% |
| — |
| not modelled |
| $15.99 | 153ratings | 82% | — | not modelled |
| $15.99 | — | — | — | not modelled |
| $15.99 | — | — | — | 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.
Hours played at review time, across 848 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
it's alright, but the only selling point for the game is the combo stuff with some magic. otherwise it's EXTREMELY generic, with just some basic elemental theming between areas and enemies. there is no story except for a flimsy, generic thing about wizard tournaments or something. with that in mind, I simply can't in good faith recommend this game. if you're looking for something action-packed but mindless, without much depth beyond combos with five or so abilities, gradually unlocked by grinding, then maybe you'll like it. otherwise, look elsewhere. for interest in magic building, go to something like Noita. for a better roguelike, with a better anything, there are many. sorry. the art in general is very nice though.
Игра с максимально нечестными механиками, делающими тебе больно просто так (считаю, что разрабы либо мазохисты, либо не знают, что делают): 1) дэш не делает тебя неуязвимым, а базовый так еще и милишников за собой тянет, чтобы в месте остановки они тебе зарядили как следует; 2) после получения урона ты не имеешь окна неуязвимости, даже короткого, поэтому попал в толпу — умер; 3) а толпы избежать не получится, аренки маленькие и спавнят кучу врагов сразу; 4) кто любит вездесущие ямы в игре с дэшами? 5) метапрокачка — это просто сбор карт, т. е. альтернативных способностей. Очень медленная, прогресс от забега к забегу топчется на месте; 6) кооп только сплит-скрин, и поведение экрана — и так неудобное — оказывается еще и непредсказуемым. Можно выбежать за него вторым игроком, второго игрока подтягивает телепортацией иногда прямо в толпу врагов. Тем не менее вызывает нездоровое желание продолжать есть этот кактус. Но не рекомендую. Лучше поиграть в Children of Morta или Ember Knights, если еще не.
I want to like it but it's too unforgiving AND unrewarding to be an engaging experience. If it was one or the other it might be salvageable. The lack of iframes adds an artificial difficulty and the environmental damage is abysmal (pitfalls, anyone?) I bought the game years ago and tried it out before taking a long break. Returning now has reinforced my initial opinion that the experience, while initially appealing due to the visual design and nostalgia factor for 16 bit era games, just doesn't carry the experience. You can make a rogue like and call it a difficult game to cover for poor design choices but making that experience actually fun is important.
不会近战的法师不是好法师
One of the greatest games of all time. A true treat, especially for coop. On top of that, the ending is extremely cute and worth seeing at least once.
这种喜欢恶趣味的游戏评分还有9?进去看不到怪怪就能在屏幕外攻击你真够恶心的,你是魂游吗?也没有边缘保护用位移技能会掉坑里场地小的也不能乱闪避。怪多伤害高场地小回复特少闪避没无敌,吃一下攻击接下来攻击的得全吃真是神了。肉鸽游戏局外成长是最影响肉鸽体验的,你局外成长还那么多,你是懂肉鸽的。 还有这个大招,本来就不好打出来经常在打出来后怪就死了,你不攻击还会减,打出来了不放时间一过也会减,故意把这两个功能加在符文上,怎么显得你很会设计符文是吗,要不是有朋友一起玩狗都不玩,通关几次全成就后就不想玩了但朋友喜欢玩不然谁还玩你啊。一个为难而难的肉鸽还连最基础的面板也看不了你做什么肉鸽。 还有这个霸体和受击数硬直机制亏你能想出来,咋滴玩回合制玩的脑子坏了吗。boss放完技能离我那么远我还不能追追就要吃伤害,等他放完技能再追过去又浪费了输出时间,尤其是那种最后一个技能很久还带追踪的,点名土boss。那我问你等我躲完了他又霸体了我怎么玩?倒地是什么样的天才能设计出这种4000+的机制。
掉坑判定诡异,开局体验不佳,成长慢
There's a version of Wizard of Legend that's 97% positive on steam. That version has more story, more lore, and a bunch of roguelike design staples like dash i-frames, slower and weaker enemy hordes, and tankier but less powerful bosses, correcting most of the complaints you'll see in the negative reviews. But it's also a much worse game. The goal of Wizard of Legend is to make you feel like a legitimate wizard fighting other legitimate wizards. It's a power fantasy where you start out pretty weak, with four base spells, and can be stunlocked into a curbstomp at any time by any basic enemy if you make a mistake. While frustrating and controversial, that's also what makes the highs and successes feel so good - once you get a build humming, once you understand attack and movement patterns, once you've got the muscle memory and aiming down, you become peak Avatar-state Aang, an unstoppable force of nature. The depth and build combinations are insane, with literally hundreds of spells. There are a ton of difficulty/challenge mode options, a great Boss Rush mode, and extra powerful "dark spells" unlocked in a slow trickle as you master the game. Wizard of Legend has a legitimately inspired and unique design ethos, and while that will absolutely not click at all with many people, I had a blast with it and highly recommend giving it a shot.
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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