
Wizardry: Proving Grounds of the Mad Overlord is a full 3D remake of the first game in the legendary Wizardry series of RPGs.
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.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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): 0.43/day in the week to Sep 4 → 2/day in the week after.
About
Featuring the GRAMMY® Award-winning score by Winifred Phillips!
Wizardry: Proving Grounds of the Mad Overlord is a full 3D remake of the first game in the legendary Wizardry series of RPGs.
The first party-based RPG video game ever released, Wizardry: Proving Grounds of the Mad Overlord was a direct inspiration to series like Final Fantasy and Dragon Quest. Digital Eclipse's revival preserves the appeal of the classic, with many upgrades for modern role-playing game fans.
Dungeon Crawling, Deluxe
Craft your own party of adventurers and head into the labyrinth at the behest of the mad overlord Trebor, in search of the amulet stolen by the evil wizard Werdna. Battle groups of challenging enemies, avoid hidden traps, and make your way deeper into the dungeon as you prepare for the ultimate battle: Facing Werdna himself.
Commitment to Accuracy
Wizardry: Proving Grounds of the Mad Overlord is built directly on top of the original 1981 game's code. Although it looks all new, underneath the hood is the authentic game. You can even view the original Apple II interface as you play.
Challenge Without Hassle
While the well-known difficulty of the enemies has not been altered, quality-of-life improvements have been added in every area. Party management, navigation, spellcasting, and combat have all been significantly enhanced.
A Legend Reborn
If you're just discovering the legendary Wizardry franchise, Wizardry: Proving Grounds of the Mad Overlord is the perfect jumping-in point for new players. Series veterans will love the gorgeous new graphics and sound, and the streamlined interface.
Genres
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, GOG, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $10.49−70% | 1.3Kreviews | 77% | — | $270.8K |
| $39.99 | 882ratings | 83% | — | not modelled | |
Engagement
Reviews
Themes across 96 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I really need to ignore the nostalgia bug when it flies around my head, pointing out games like this. Almost every time I jump to buy an older game, whether it's been revamped like this one or not, I end up disappointed when I play it. This game is not only brutally difficult, it's really shallow and repetitive. Run around the dungeon ("Maze") a little bit, get your backside handed to you, go back up to the surface to rest (and more often than not resurrect) your characters, then go back down into the Maze again... only to find out all of the encounters have been reset. Hooray! You get to do it all over again. Classes are your typical selections: fighter, priest (cleric), thief, and mage. There's also a bishop class and a samurai. There's no explanation anywhere in game about what a bishop is, and how it's different. The samurai requires such crazy stat numbers that you can't possibly start the game with that class. You can adjust your stats as you level, and change class later in the game. So, I guess that's how that works. You get six characters. I started with 2 fighters, a thief, a priest, a mage, and a bishop... whatever the f- that is. There's a "town" that consists of several static building images, you click to do various management things. In the center of the town is the Maze, where the core of the game takes place. There's also the Training Grounds, an Inn, a Tavern, the Temple (church), and a Trading Post. With some of these buildings, there's no rhyme or reason why you'd select them to do a certain thing. For example, the Training Grounds are used to create and modify your characters. I figured this is where you go to level up and manage your team, right? Nope... you need to go to the Inn to level up and to the Tavern to reorganize your party. (WTF?) The Inn is also where you go to rest and heal your characters, and the Tavern can also be used to recruit pre-built characters and delete existing ones. You visit the Temple to resurrect or de-poison your characters. And finally, the very lackluster Trading Post sells items that are ridiculously overpriced... a single healing potion (that only heals 1-8 hit points) costs 500 gold. A single trip into the Maze, early in the game may net you 150-200 gold... that is, if your characters don't die. More on that in a minute. You navigate the Maze, in old-school, Eye of the Beholder, dungeon-crawling fashion. I still love this aspect and it's kind of cool that a replica of the old pixel based version of the game is shown on screen, too. You'll maybe find an occasional secret door, sometimes a random chest, but mostly you'll open a door into a room and you're hit with an encounter. At least 1/2 the time, you're outnumbered. Combat is ultra simplistic: a single button click for each character, per turn. Fighters are boring as they only have a single attack. You can try to hide your thief, which fails 1/2 the time (and costs a turn). If you do succeed, and try an attack from a hidden position, it almost always misses. You absolutely, positively need a thief though. Almost every chest you discover is trapped, and they HIT HARD when you fail a trap check, or to disarm them. Your mage/bishop can cast a spell. You get to do this maybe twice, before their spell points run out, and the spells fail half the time. A mage/bishop can also attack, but if she's in the back line of your party, she can only defend every turn. You need to go back up to town and rest at the Inn to recover spell points. A priest (cleric) can dispel undead, but that's (obviously) situational, based on the encounter. He can attack like a fighter, or cast a spell... with the latter being the same as the mage/bishop. In combat, you're gonna get injured and *your characters are going to die*. There's a "Camp" feature when you're in the Maze, but all you can do is look at your inventory or move party members around. There's no resting with it. How is that camping?! So, as I pointed out earlier, you need to go back to town *a lot* to rest, regain spell points, and resurrect your party. The latter is free, the first time. (Temple, my backside... more like a street-level dealer, "Hey buddy... your first taste is free. But, YOU'LL BE BACK!") Add insult to injury, the price increases each time you resurrect the same character. I was always in the red, financially because any gold I made, I had to spend resurrecting 1/2 of my party after each trip down into the Maze! That's pretty much it with what you can do in this game. It's just a lot of "rinse and repeat." Maybe if the encounters didn't reset, or if you could actually rest in the dungeon, it'd be worth continuing. But, with the repetition and so little substance, it's just not worth my time.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 2: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese
| $34.99 |
| 341ratings |
| 54% |
| — |
| not modelled |
| $13.99−65% | 221ratings | 84% | — | not modelled |
| $39.99 | — | — | — | 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 96 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Old school, loved this game on my Apple ][+ back in the early 80s, D&D in a simple form doesn't come any better than this. I do like the fact you have "old school" settings. Much easier with the built in map, but none of the enjoyment of this game has been lost. I play it now, in honor of my father, who spent hours mapping dungeons.
way too grindy and utterly unforgiving. It lacks the main thing I need in a game - fun. I have no issues with failing in a game. I have issues when recovery is too painful. Thanks but no. Uninstalling now
Old school grind, grind, grind but with modern bugs! Nothing to see here, move along.
Very good remake all things considered. Couple things to note. 1. This is an old school dungeon grind that is very unforgiving. You will die, you will have to reroll, and you likely will have to start all over at least once. Take your time. Occasionally, it will freeze up while casting spells in camp but if you exit and reload it is all saved. A minor inconvenience for this trip down memory lane.
So far this game is frickin awesome! The tweaks really improve the game. It's important to note that it's based off the old game and if you're not familiar with old school names from the 80s and 90s then you may want to skip it but for us old timers this is gold.
It's the closest game I know of to being able to play OD&D or AD&D in a videogame format.
Despite what the sales material tells you, this is not an OG experience. If you're looking for that, because that's something you had, then this might not scratch that itch. For me it failed because there were two things about the original Apple II Wizardry experience that were core to my childhood that cannot be reproduced in this version. The main one is that the Bishop trick doesn't work. It simply can't be done. The UI blocks the attempt. The second is related: this was the game where my dad taught me how to hexidecimal to modify save files for a less time consuming start. Saves time doing tons of rerolls in hopes of getting really lucky so you can have a level 1 ninja. I don't even know if ninjas made it into this game. If either the save files were open for editing or (ideally) the bishop trick had worked, I would have kept the game. The QOL stuff looks like it would be genuinely helpful. Graphical facelift looks great. While I think the UI for the town is more obtuse than I remember--it was genuinely challenging to remove people from a party to get a single person party to attempt the bishop trick--I could have worked with that. But without both of those, for me, this is pretty much replaceable with other similar dungeon crawlers that won't have the personal baggage of not having that little bit of "secret" lore. It was my first taste of such knowledge, so it was the most important part to still have for the nostalgic romp I was hoping for. This is like re-releasing classic Doom without "idspispopd".
FINALLY! A way for me to play and enjoy Wizardry! It's beautiful, snappy, easier to understand while still willing to take your knees out if you don't pay attention. Its completely customizable so if you want the OGs difficulty its right there or if you want something easier it's there too. I absolutely recommend this for someone that wants to enjoy one of the most important games of all time but doesn't want to spend countless hours putting characters through a meat grinder just to get past the level 1 hump. Lovely job, 100/10, i'm never playing anything again, see you in the Maze, travelers
[h1]細かい不満はあるが、紛れもなくWizardry PGotMO[/h1] 我が家には亡き父の影響で幼少の頃からAppleIIがあった。初めて見たWizがそれだった。昔のゲームなのでボリュームはそんなにないのだが、レア狩りの楽しさは21世紀になっても変わらない。顔グラはバタ臭い感じだが、自分で用意したカスタムポートレートを使える。これだけでテンションがあがる。難点はキャラ自体にあ男女の区別がないため、男性の声と女性の声がごっちゃになっている。そんな事ならボイスはなくてよかったかも。 細かい不具合は色々あって、今のところゲーム進行が止まるみたいな不具合には遭遇していないが、ダンジョン内で中断するとマポーフィックが勝手にかかっている、たまに顔グラが表示されなくなる(ロードが入れば直る)等、既知のバグが放置されたままになっている。 音楽はとてもよい。FC版のBGMをベースにライセンスの問題で使えなくなったのか、一部オリジナルに挿し変わっている。オリジナル曲も雰囲気はあっていて出来はいいのだが、やっぱ故・羽田健太郎さんの曲でプレイしたかった。 元のゲームは結構シビアなバランスだったが、そこは令和リメイク。当時、厳しいと思っていたところはきちんと現代風になっている。もちろん、当時のバランスがよければ選択できる。セール時は1300円程度なのでぜひ遊んでほしい。自分は全実績クリアで100時間くらい遊んだよ。 [h1]8.5/10[/h1]
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.
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