
For the First TimeOutdoor CampaignsFull Soundtrack and EffectsTrue Point & Click Mouse InterfaceAuto-MappingUnprecedented Depth of StoryBegin your adventure in Crusaders of the Dark Savant. Import your characters from Bane of the Cosmic Forge or create a new party capable of surviving the rigors of a strange alien world.
Modeled estimate, not a reported figure. How we estimate →
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): 0/day in the week to Sep 5 → 0/day in the week after.
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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Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is about as old as Egyptian pyramids are, and requires a lot to make the process engaging (playable after downloading a couple of patches and making sure you have a guide in front of you as well as location map displayed on a second screen). Ultra grindy and often frustratingly cruel, it's pretty much not worth it as many other more up-to-date Wizardry clones exist that are actually way better. Why one should even play it? I can only answer this question based on my personal experience. Essentially, to me, it's like a mythical virtual trip along the maze of some ancient pharoah's crypt: you're unable to comprehend anything without a guide, get lost easily, the screen resolution is absolute ass, and you bite the dust both literally and figuratively oh so many times. Yet it's also weirdly fascinating... For the record, I've actually never visited or even seen Egyptian pyramids with my own eyes, so they're about as simultaneously existing and mystical to me as this game is.
This game kicked my ass even harder than Wizardry 6, but that's okay. I expect to be treated like Mr. Sir-Tech's punching bag. That being said, while it feels a bit tougher than its predecessor, I find the game itself to be a bit better, overall. Yes, these games are hard, but that's part of the fun if you're a serious masochist. However, if you are the type of weenie that thinks Dark Souls needs an easy mode, this game will break you harder than you've ever been broken before. In the end, you just have to dig really deep and then ask yourself, "Am I even a man?" The answer lies in how you handle this game.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German*languages with full audio support
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Find WIZARD7.EXE then select run in admin mode then it works fine
Жена сказала, что если на этом обзоре наберётся 10 лайков и 5 наград, то она подарит ящик пива. Мужики, выручайте!
92 hours. 12,528 kills. This has been a truly epic journey, fitting for a game of this calibre. The story masterfully opens with the foreboding of a huge and hostile open world and the possibilities therein, and does not fail to deliver with its excellent thematically dense story, dynamic quests and character interactions, and lots of sprawling environments and intricate dungeons to explore. Indeed, the star of the show here is the story. The prose is succinct, but generally intricate and flowing, barring occasional grammatical errors, the most egregious of which being David W. Bradley's apparent ignorance regarding the existence of the word 'thou'. There is a real imaginative quality to the scenarios and encounters befitting a great pen-and-paper campaign, and the themes of destiny, purpose, the role of society in the lives of the individual (through the liberal lens of RPG-style free association) echo throughout the adventure. The most standout feature is the presence of many roaming NPCs who go around the map, gathering the MacGuffins you need, killing each other, and spreading information about recent events, motivating the behaviour of other such NPCs. Indeed, the first time you complete one of the aforementioned dungeons, and its associated quests, ready to be rewarded with story progress, you might be disappointed to find the chest barren, its secrets laid bare before another and snatched from the sanctity of your righteous hands. Admittedly, this can backfire later in the campaign as you find yourself going through dungeons knowing that the final reward won't be there, as you likely already possess it. You still have to go through the dungeon because there will almost certainly be some item or other there which you will need to progress elsewhere. The combat in this game is in the same primitive tile-based style of the previous Wizardry games, where you walk onto a tile and are surrounded by 30 enemies seemingly materialising out of thin air. There is an implication that if there are more than two enemy groups in a battle, then they surround you and block your escape route, but I don't really know. I never fully understood this. In any case, the same old tactics apply of spreading your attacks between different groups to try to efficiently kill everything as quickly as possible, as well as to afflict appropriate status effects on different groups. Much like with Wizardry 8, AoE really is the name of the game here, with lots of potent effects available. The strict group-based approach to the battles arguably means that you have to be more strategic with your spell usage, as you cannot rely on clumping all enemies in a tight space and afflicting all of them simultaneously. Instant kills are very OP, as you would hope, but spellcasters more than pull their weight by nuking everything in sight, potentially killing dozens of enemies spread across up to five groups in a single turn. Overall, the combat is good but only if you set the delay to something low and mute the sound in the game settings. Yes, I admit, I played the game mostly muted and missed out on the immersive atmospheric sound proudly advertised in Computer Gaming World. The thing is, the game seems to freeze for a moment whenever any sound is played, making everything much, much slower. I would at least recommend turning off the music and effects so that you don't have to listen to that grating jingle every time you start a fight, and so that fighting rounds go by extremely fast. All of this killing is, of course, in service of levelling up your characters, and the levelling system is possibly the greatest I have ever seen. When you level up, you gain random attribute increases. This might seem like a simple matter of frustration and a lack of quality-of-life, but it actually aids the greatest part of the character-building in the game: multiclassing. Classes have different stat requirements, and when you switch (which you can do at any time, if you fit the requirements), you return to level 1 whilst retaining all of your skills. Since different classes offer different skills, and lower-level characters level up and gain skill bonuses faster, this means that you are encouraged to take your characters through multiple classes to increase their versatility and optimise their performance. One of my characters went on a true pilgrimage of the mind, starting as a holy Priest, then switching to get a second degree as a Mage, before returning to his devout studies as a Priest. Then, when he had mastered the divine arts, he changed to a Ninja to master ninjutsu. Soon thereafter, he changed to a Monk as a stepping stone to finally reach the profession of a Bishop, the elite spellcaster class. This is the sort of professional journey grognards can expect to take their characters on, and it is magnificent. The random stat increases mean that there is an element of chance and nail-biting tension to levelling, leaving you wondering if you made a mistake switching classes when you did, and whether you could reach your desired class before you need it most. Besides that, I would definitely recommend using the bugfixes from the Cosmic Forge editor, as well as either an external automap mod, or the automap in the Cosmic Forge. The combat viewer is also beneficial, and I feel that it's within the spirit of the game to use it to have an idea of what sort of buffs and debuffs are in effect in battle. The clue book is also an obvious recommendation because it's very easy to get stuck because you missed something, though I would say that this game is far, far better about this than Wizardry 6, and I could probably have finished it without the clue book given enough time. I would definitely recommend writing down your thoughts and whatever relevant information you find throughout the game in a notebook, physical or otherwise. Looking over my notes alone is enough to remind me of the epic scale of this adventure. Overall, Wizardry VII: Crusaders of the Dark Savant is perhaps the greatest CRPG I have ever played, at least with the mods and supplemental materials I used to make my life easier. The combat is either quick and satisfying when I am hacking and slashing through crowds of trash mobs, or rather involved and tactical when I am up against imposing forces. The world is genuinely huge and mapping out every square in the open world was always fun, even if I didn't even get anything out of it except more fights. The dynamic NPC systems seem absurdly ambitious and are impressive in this day, when rising budgets mean that games are usually streamlined towards giving every player the same polished experience. This is a true open-world game where you can kill very nearly every character and achieve your objectives in any order, with other characters striving to achieve objectives of their own. It's a true masterpiece, and I am now not certain if Wizardry 8 is even my favourite game in the franchise anymore. The title of the greatest CRPG might be tied between them. This leads me to the question of what happened to Bradley for him to come out with Wizards and Warriors as a successor to this game...
Wizardry 7: Crusaders of the Dark Savant, developed by Sir-Tech and re-released on Steam by Nightdive Studios and Drecom Co., Ltd., remains one of the most ambitious and intricate role-playing games ever created. Originally released in 1992, it stands as a towering example of old-school design philosophy—a game that values player agency, exploration, and perseverance above all else. The sequel to Wizardry 6: Bane of the Cosmic Forge, it continues that story directly, allowing players to import their characters and carry over choices made in the previous title. Set on the alien world of Guardia, the game places the player at the center of a cosmic race for the Astral Dominae, a powerful artifact sought by rival factions, each representing different philosophies, species, and motivations. What follows is not a linear adventure but a sprawling, interconnected web of exploration, diplomacy, and discovery that still feels bold even by modern standards. From the moment the game begins, Wizardry 7 demonstrates a scale and ambition that were almost unheard of for its time. Rather than confining the player to a sequence of dungeons, it presents an entire planet to explore—populated with cities, forests, mountains, caves, and ruins, all interconnected and filled with mysteries. The world of Guardia feels alive in a way few games from the early ’90s managed to achieve. Rival adventuring parties roam the landscape, competing for the same relics and quests as the player. Factions and races—including the technologically advanced Umpani, the mystical T’Rang, and various humanoid species—each have their own cultures, motivations, and territories. You can ally with some, betray others, or attempt to manipulate both sides for your own ends. These choices not only shape your relationships but also influence the outcome of the story, ensuring that no two playthroughs are quite the same. This dynamic world design gives Wizardry 7 a sense of unpredictability and immersion rarely seen in its contemporaries. The gameplay itself is a dense mix of first-person exploration, tactical combat, and deep character management. Players control a party of up to six adventurers drawn from an impressive array of races and professions, ranging from standard classes like warriors, mages, and priests to more exotic options like samurais, ninjas, and psionics. Each race comes with its own strengths and weaknesses, and the party’s effectiveness depends on careful balance and long-term planning. Combat is turn-based, often lengthy, and demands strategic resource management. Spells, weapon types, positioning, and stamina all factor heavily into success. The game does not hold the player’s hand—defeats are punishing, and careless exploration can lead to disastrous encounters. Yet, this difficulty is part of its charm. Every victory feels earned, and every dungeon cleared is a genuine triumph of patience and persistence. The player’s sense of progression is deeply tied to their growing understanding of the game’s systems rather than external rewards or modern quality-of-life mechanics. Exploration in Wizardry 7 is where its genius and brutality intertwine. The game provides no quest markers, journals, or auto-maps unless your party invests in specific mapping skills, forcing players to take physical notes and draw their own maps. Puzzles are numerous and often abstract, requiring attention to clues buried within text or dialogue. Some riddles hinge on knowledge gleaned from obscure NPC interactions or items found hours earlier. This design can be infuriating for modern players accustomed to guidance, but it also encourages a level of engagement that few games replicate today. Each area feels like a puzzle box waiting to be unraveled, and the sense of accomplishment that comes from solving one of its many labyrinthine challenges is unparalleled. At the same time, the lack of accessibility features and cryptic design make it clear that this is a game built for those who relish difficulty and complexity rather than convenience. The atmosphere of Wizardry 7 is shaped as much by its presentation as by its writing. The visual style, though dated by today’s standards, remains evocative—hand-drawn art, grid-based movement, and minimalist environments combine to create a sense of mystery and tension. The interface is stark but functional, a reflection of the era’s design priorities, where imagination filled the gaps that technology could not. The writing, however, is remarkably rich. Each location and faction is imbued with lore and personality, communicated through descriptive text that evokes wonder and danger in equal measure. The narrative tone blends science fiction and fantasy seamlessly, crafting a world where ancient mysticism coexists with advanced technology. The story’s underlying cosmic mystery unfolds gradually, rewarding those who pay attention to the smallest details. It’s a game where reading, observation, and deduction are as essential as combat skill. Wizardry 7’s difficulty is not limited to its battles. The game’s structure demands commitment, time, and a willingness to learn through failure. Players often find themselves lost, under-leveled, or missing key items that prevent progress. The absence of modern conveniences such as autosaves, quest logs, or fast travel reinforces the feeling of peril and adventure. It’s easy to get frustrated, but equally easy to become absorbed once you accept its rhythm. Every setback deepens your understanding of the world, and every discovery feels like a personal victory. The game’s pacing is deliberate, encouraging reflection and planning over mindless action. This makes it a uniquely meditative experience despite its intensity—a kind of intellectual pilgrimage through an alien world governed by arcane rules. Despite its age and limitations, Wizardry 7’s influence is undeniable. Its design principles—nonlinear exploration, meaningful player choice, deep mechanics, and persistent world systems—can be seen echoed in countless RPGs that followed. It was one of the first games to successfully merge traditional fantasy with science fiction, paving the way for later titles that dared to blend genres. Nightdive Studios’ modern re-release ensures that new players can experience this classic with improved compatibility and accessibility, even if it still demands an old-school mindset. For those willing to embrace its archaic interface and demanding nature, the game remains a rewarding journey filled with discovery, danger, and satisfaction. Wizardry 7: Crusaders of the Dark Savant is more than just a relic of early computer RPG history—it’s a testament to the ambition and imagination of its creators. Its vast world, complex systems, and uncompromising design make it one of the most challenging yet fulfilling adventures ever crafted. It’s not a game for everyone, but for those who appreciate intricate systems, rich lore, and the thrill of true exploration, it stands as an enduring masterpiece—a window into a time when games expected players not just to play, but to think, struggle, and truly earn their triumphs. Rating: 8/10
One of the best RPG games i've ever played.
One of the greatest CRPGs ever. It expands on the hardcore dungeon crawling of the 6 previous installments to add a huge open world and towns. The ability to class change several times gives it immense replay value. I haven't beaten it yet, but I've played hundreds of hours between this and the Japanese Playstation 1 version (now translated by a crazed fan!)
The Gold Edition doesnt work only the Normal one. EDIT Just open the Folder"wizardry7gold" of the steam game and right mouse click on the WIZARD7.EXE then select run in admin mode then it works fine. Another method is this : ou need to create a folder on the C: drive named Wizgold, then copy the entire Wizardry Gold contents to that new folder. C:\Wizgold Just start the game from the C:\Wizgold directory.
Играть очень интересно, но бои случаются довольно часто, а управление в бою - вполне себе такое неудобное. Чтобы работала смена управления сторонней программой - нужно запускать игру через DosBox SVN Daum - у меня всё моё управление работает без конфликтов. Не запутайтесь вдруг - как запутался я: стим не запускает ваш SVN Daum - у него свой в папке его доса в игре - в папке "daum". Используется не x64 версия, а простая. Именно ее и надо назначать в вашей программе для переназначения управления (это почти необходимо). Жаль - что: нельзя создать ярлык под SVN Daum. Но уже хорошо - что: всё хорошо работает. (создавать свой ярлык или как-либо играть через файл DS.EXE - не надо! К тому же: не будут работать сейвы, да и тормозной это вариант, странно работает. Через стим - всё быстро и шустро. Серьёзная разница) Вот так я настроил управление с помощью сторонней программы: = Система: HOME - Ctrl+Tab (запуск и закрытие стима. чтобы не переназначать в стиме). WIN - Ctrl+P (это в моей программе - отключает её саму - чтобы не мешала в диалогах писать. настраивать надо без спец. назначения на игру (на работу в системе) - чтобы и включать её так же просто). *F10 - Ctrl+F9 (закрытие досбокс - ес ли кто не знал). F12 - Alt+Enter (у меня иногда глючит. и кстати: рабочий стол не работает какое-то время после этих дос-игр. но вызов деспетчера задач - сразу снимает недуг). F2 - F (переименование сохранения. Ещё: это какая-то пауза текста или что-то другое - *в диалогах не работает). ESC - D^ (меню игры) назначать лучше на отпускание кнопки - чтобы не отменять привычную функцию пропуска для нажатия. TAB - Esc (пропуск диалогов и текста заставки). = Тип магии: СКМ - D (****. в честь неё: даже меню на этой же кнопке - типа способность сверх-некромантии). Колесо Вверх - W (магия жизни). Колесо Вниз - F (магия сгорания). БКМ X2 - A (магия энЭргии). БКМ X1 - E (конструктивная магия (*для снаряжения много предметов - проще нажимать Z)). (лжемагия - располагается на повторном нажатии магии - С) = Остальное: SPACE - Enter & R (1 при нажимании и 2 при отпускании - соответственно. и далее так же для: z, x, o) (1 выбирать пункт магии или вещи. 2 привал). LCTRL - B (второй инвентарь). не уверен: можно ли назначить на shift. я не хочу брать на себя ответственность. Партию можно группировать без шифта - по нажатию ровно на имя* персонажа, но я не знаю: для каких ещё целей он вдруг может быть нужен. Z - E & U (1 снаряжение вещью. 2 применение вещи в пути). X - O & *D (1 взлом. 2 ****. мне последнее время не везёт с нормальной мышью - по этому: ***** - удобна рядом с лжемагией). C - M (меню магии). R - S (поиск). *T - R (привал. хватит и пробела, но для меня: важна природная ассоциация на кнопке Т - ес ли вдруг палец туда потянется). F - O & Space (1 назначить взлом тут не будет лишним - по тому что: 2 ненужная функция смены строки или игрока например, но она назначена на всякий случай, а игру я пока не знаю). G - Tab (аналогичная, но инверсная предыдущей комманде по изначальной клавише space. потрясающее в игре управление). Q и E - < и > (ходьба вбок - возможно* нужна для экономии ходов на знакомой местности - но я этого пока не знаю. *На незнакомой - обычно используются повороты, да и в тоннелях вроде бы принято поворачивать за угол, а не идти боком - ради экономии ходов (ес ли это играет роль). Но как бы то ни было: ставить повороты на Q и E - вряд ли покажется удобным в любой подобной игре). * Звёздочка перед буквой - означает: "эту функцию или клавишу - не обязательно назначать" - в виду удобного назначения этой функции на другой клавише. В бою это всё к сожалению не работает (из-за чего бои порой начинают надоедать), кроме уже открытых курсором: меню магии и предметов. Кстати: я нашел в папке с бонусом для Wizardry6 - высококачественные симфонические саундтреки к игре. Возможно это намёк на ремастер/ремейк. Но рас уш сделали первую часть - то дальше правильно бы пойти по порядку, а не браться за шестую и седьмую. Тем более - что: отличия между ними всеми: в основном графические. Надеюсь будут только комфортные ремейки.
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