
Wildermyth
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About Wildermyth
Wildermyth spins procedurally generated fantasy stories around a band of heroes whose lives unfold across adventures. Tactical battles reward teamwork, positioning, and using the surroundings, while decisions shape relationships, abilities, and each character’s fate. On Steam PC, 94% of 16,368 player reviews are positive. Listed interface languages: Simplified Chinese, English, Portuguese-Brazil, German, Spanish-Latin America, French, and Russian. Release date: June 15, 2021.
Credits
Lowest recorded in 36 months
$9.812026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | — | — |
| English | Yes | — | — |
| Portuguese-Brazil | Yes | — | — |
Show 4 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| German | Yes | — | — |
| Spanish-Latin America | Yes | — | — |
| French | Yes | — | — |
| Russian | Yes | — | — |
Steam PC edition data · 2026-10-20
02Before you buy
Play modes
The Steam PC version offers single-player and cooperative multiplayer for up to five players, including Steam Remote Play.
Controls and languages
Full controller support is listed for Steam PC. Interface languages include English, Simplified Chinese, Traditional Chinese, German, French, Spanish, and Russian.
03Frequently asked questions
How do heroes develop?
Choices and events shape heroes’ relationships, abilities, and personal stories as they age and change.
Can heroes return in later adventures?
Yes. Favorite heroes can join a roster of legends and return in later playthroughs.
What is combat like?
Combat emphasizes teamwork, careful positioning, and creative use of the surroundings, with multiple difficulty levels.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
For its first ten hours, Wildermyth is charming and great. But, like the Wizard of Oz, once you've played enough to "see behind the curtains" into the game's narrative and gameplay systems, the magic and charm swiftly atrophy. Wildermyth is, ultimately, wildly overrated. I have a piece of advice I often tell my creative writing students: "If a detail is important enough to put in once, it's good enough to bring up again." If, when introducing a character, you spend several paragraphs describing the tattoos covering her body, then those tattoos should be a pivotal aspect of her character. They should be brought up again later by the character herself or others. You do this because it trains the reader to pay attention; it imbues even mundane observations with intrigue. This is, in fact, a form of Chekhov's Gun, from the famous playwright Anton Chekhov who said: "If in the first act you have hung a pistol on the wall, then in the following act it should be fired. Otherwise don't put it there." Wildermyth, however, repeatedly hangs pistols on walls, only to completely ignore them later. For example, one of my primary characters that I've used across all my campaigns is a warrior with a WOLF HEAD. You would think, perhaps, that this might constitute a rather conspicuous detail. You might think other characters that she recruits would ask, "Uh why in the world do you have a wolf head?" But you would be wrong. My character having a wolf head didn't change anything in the story whatsoever. Because Wildermyth's individual story hooks and vignettes are largely self-contained. So a given story arc might have multiple parts that span several chapters, but story arcs never (that I saw) interact with each other. So actual character and world development feels random and disconnected, and as a result I found Wildermyth's story-telling to be uninteresting and emotionless. Sure your characters can "fall in love" but all that really means is some tag in the UI, with minor gameplay and story effects. A sad definition of love, if you ask me. Which leaves us with the game itself, the mechanics. And what's there is decent... but there isn't much there. I have this term - "indie threadbare effect" - that I find myself using all the time, to describe indie games which push replayability far beyond the game's mechanical depth and breadth. That also describes Wildermyth quite well. There's 8 or so scripted campaigns, as well as the choice to pursue a procedural campaign. Your characters within these campaigns can become legacy heroes that can be re-used in other campaigns and even advanced to higher tiers. So it looks like there's a lot of replayability. But the game's mechanical content lasts about 2 campaigns. There are THREE classes, each with 10-15 abilities (passive and active) as well as a small pool of general abilities. There's also 10-15 spells total for the mage class. By the time you've completed your second, maybe third, campaign, you'll have seen and done it all. Of course every person's sense of novelty is different... but I was shocked at how quickly the gameplay grew stale. By the third campaign, it's fair to say that 99% of the battles were mechanically identical to ones I'd already fought before. And even the procedurally chosen mini-vignettes started frequently repeating. The game has an undeniable charm but at this stage, I'd say it's more of a platform than anything. It desperately needs more content. More classes, more abilities, more vignettes. But while all of that will improve the GAME part of Wildermyth, I'm not sure anything will fix its fundamentally flawed story-telling. In a good story, details need to matter. If my main character's head gets replaced with a WOLF SNOUT, that should matter. It should inform every future interaction that character has. But in Wildermyth details don't matter. In short, Wildermyth is just a very light game. Story-lite, gameplay-lite. It's quite breezy. Which may be just what some people want. But anyone interested in depth in their gameplay and story will want to look elsewhere.Show moreShow less
Let me tell you something about this game. It starts off slow. It seems simple. It seems like it dosnt have much to offer. But hold fast young adventurer. I have just finished the first campaign and I am honestly blown away. On the surface this game dosnt seem like much. But the character progression is amazing! It feels like you are playing and DM'ing your very own DnD story. Seriously, try this game. Play through, at least, the first campaign and try and tell me you dont want to continue and see where your adventurers end up. I have never heard of Worldwalker Games LLC but they are forever on my radar for any games they create. Great stuff guys and gals! This is a must play!Show moreShow less
This game is praised by other for its randomly-generated storytelling, but the problem is you can’t tell a GOOD story with procedurally-generated sentences that are randomly strung together. A good story involves continuity. If a theme or element is introduced, it should be reinforced and expanded upon later. For example, if a character is a talented musician, it’s a part of their backstory; it’s part of how they cope with adventuring; it affects how other people see them. And over the course of the story, there should be times where that unique trait can be used to solve problems or get them into trouble. That’s DnD roleplaying 101. (I only bring this other because other people praise Wildermyth for being like DnD roleplaying.) Instead, the game generates random elements and then forgets them. In the epilogue, one of my characters “helped So-and-so design cloaks reminiscent of Cape Hook.” This character at no point in the entire game was ever shown to have an interest in fashion, have any connection to random location “Cape Hook”, or have any connection to the person she was helping. It was just madlib where three random nouns were inserted into a pre-written sentence. Unfortunately, that’s how all the story events play out. There are character parameters that guide the madlib selection—a “brash” character will pull madlibs from the “brash” bucket—but they still end up with a series of unrelated scenes. There’s no sense of continuity or climactic progression. On the gameplay front, the tactics-style battles are simple but enjoyable. After 5 hours, they’re starting to feel repetitive, but people have different tastes in terms of complexity. The overworld map gameplay, on the other hand, is paper-thin. There’s just…nothing there. Because of the way “work” towards scouting/building is calculated, the best strategy is simply to group your main squad together and march to the goal, scouting, building, and fighting as a group everything in your path.Show moreShow less
Wildermyth is just so good. I'm devoted to trying to get 100% achievements so I've been reading the wiki and planning my party compositions more, and normally that kind of kills the mystique of a game but I'm just stunned by the amount of content I'm still finding, as well as how well all the game's systems overlap to create something far greater than the sum of its parts. Fundamentally the gameplay loop is extremely well designed, you start with a party of heroes who grow older through the campaign. Campaigns last between 30 and 65 years, and are split between a campaign map and individual missions, a lot like XCOM. Your heroes collect gear, experience, and learn new abilities, but they also grow older and become weaker as a result of their age. Unlike in XCOM or a more traditional CRPG where you tend to get a few good dudes that are indispensable to the party and carry you through a campaign Wildermyth has your heroes gradually become slower and less capable until grandpa finally decides to lay down the giant magic ice sword and retire. Progressing through a campaign lets you try lots of different mechanics, recruit lots of different heroes, you can have highs and lows and the economic systems in the game are just complicated enough that you have good reason to use all the tools at your disposal without any one playstyle becoming overly dominant. It stays fun on multiple playthroughs because the combat is very well made and creates interesting situations, and the overworld is the same. The story told by the mechanics alone is good, but the game is also extremely well written. The sense of lineage and personality that these heroes get throughout their lives is really incredible, there's more than a dozen personality types which each hero has varying amounts of, and the types of people your heroes are determine both what kinds of events and situations you get, as well as what outcomes are feasible in these events. On top of this each hero gets 3 "hooks" which are literal story hooks for a wide variety of personal quests or "opportunities' as the game calls them, these events are everything from simple whimsical asides that offer slight buffs, to characters making peace with their inner demon and becoming part shadow creature. I'm on my 12th campaign at this point and I'm still finding new outcomes or even events I've never seen before. There's certainly repetition, but because there's multiple (sometimes extremely different) outcomes for most of these events it keeps it fresh, and sometimes it is nice when you get an event you know and you know the outcome you want as well, you can just hit F to skip all the way to the choice and if you don’t remember they’ve embedded links to the wiki in the game so you can read all the possible outcomes and pick the one you want. This is a REALLY nice feature if you’ve got a completionist mindset. If you’re like me you probably don’t customize characters at the start of a game in something like XCOM, you wait until someone makes a name for themselves and maybe you give them a cheeky nickname or some cooler looking armour. I had a character I wasn’t very fond of, a ♥♥♥♥♥♥ wizard who I didn’t use much so he was permanently underleveled, and his name was Bolo. I renamed him Bozo, and then Bozo had a warrior kid who I named Bozo Jr. Jr has been extremely useful ever since and more than made up for their father. Jr is a high mobility warrior with good action economy who’s head was transformed into a crow’s head after they insulted a weird bird lady they met in a barn. I love that. Wildermyth is good at making these narrative arcs, and since you can import characters from other campaigns as legacy characters into new campaigns they end up with this sort of mythic lore that follows them around, the last time I recruited Bozo Jr they got an introduction as a local badass who managed to 1v1 a gorgon and save their town, which is a special introduction that only legacy heroes get. It really is the little things that add up. I’d like to ramble about the characters I’ve made while playing, but that just brings me back to how good the writing is overall. Theres 5 enemy types; mechanoids, cultists, magic bugs, lizard men, and sea/forest monsters. Each of them get their own campaigns, all of which are pretty good. The first two campaigns are simple and light stories, decently told with mechanics that tie the narrative into the gameplay, but the third campaign takes it up a notch by gradually giving you procedurally generated characters who are related to the characters in the narrative, building up to what feels like a important conflict with history and consequences for the randomly generated party you’ve created. It is an excellent integration of narrative and gameplay, and the world it builds feels genuinely magical. Another campaign sees you making choices for and occasionally playing as the primary antagonist, who is themselves a tragic figure that the player is brought into conflict with through realistic and dare I say gripping narrative. The lizard people want to build their own nation and that demands conquering human lands, the player has no choice but to oppose this as the other option would be subjugation. Its a surprisingly deep story about generational conflict. The characters who start that campaign will likely age out by the 5th act, by the end of that campaign everyone is fighting everyone else’s children for the same reason their parents fought. A bittersweet end to a tragic tale, in a game that doesn’t even have animation. I really cannot recommend this game enough. Each campaign takes 4-8 hours to beat but can be played in bite sized increments, the combat is challenging and complex if you want it to be, it is one of the best gaming experiences I’ve had in terms of emergent narrative while also scratching that itch for a tricky turn based squad combat strategy game. Its like fantasy XCOM with more personality.Show moreShow less
A bit harsh voting Thumbs Down but I will be refunding this one. Game seems ok EXCEPT the big elephant in the room : A timer! Every action in the game takes time & this just makes everything harder - every battle you win makes the next enemy stronger, searching a location makes the next monster stronger, etc. Some people like this juggling act between a "doom clock" and completionism, however I am not one of them. Personally I feel a timer does not belong with a TBS title. I also found the writing style a little odd & it didnt particularly flow well while reading, but maybe you get used to it in time? In conclusion: Not a bad game but not for me - I have exactly the same issue with x-com so feel free to ignore this as I accept that x-com is good but just not for me.Show moreShow less
Mom and I play together. It is fun with us together. I really like my herosShow moreShow less
My first run through the first (tutorial) campaign was a blast. I enjoyed the cheeky writing and the sometimes heartfelt moments. It felt like I was reading some of the old web-comics I used to enjoy. I had moments of sorrow and loss, and moments of triumph. I felt things, and this was good. I also enjoyed the combat mechanics at first which seem to heavily favor mindful positioning and well... not much else. Yes, after about ten hours everything seems to blur into one homogeneous, dull shade. Combat loops are essentially the same for every battle and every class (of which there are three). Classes do not change hardly at all from play-through to play-through because there are only a small handful of potential abilities to choose from on level up. So maybe three main archetypes per class (and that is being very generous). Dialogue and banter remains recycled through every campaign. I expected to discover new story arcs on subsequent campaigns but I found maybe three I hadn't experienced in the first 8 hours later on. (Mainly pet and transformation arcs.) Every character is essentially the same personality. The Legacy system ultimately therefore adds nothing of import to the game. Every character can be boiled down to a handful of dice rolls. So, no, I do not recommend this game at it's current asking price. I have spent 16 hours in game at the moment and I feel I have played it to absolute death. The heart is there but the guts just ain't.Show moreShow less
Started a campaign. I had 4 people in a company together. over 10 years. Two were romantic and the other two were only friends. At the end of the first chapter, the final battle saw the two who were romantic killed in battle. 20 Year Timeskip happens at the end of the chapter thanks to a mod put out by the developers that allow large jumps. At the start of the next chapter, I suddenly have 2 new people in my group. I was confused, but assumed it was the game just automatically balancing things back so I didn't have only 2 people in my company. I was wrong. I checked their histories first, saw nothing special. I checked their relationships after. They both were in their early twenties. They had listed parents. They were the orphaned twins of my two dead company members, having been only 3 years old when they died. The game wasn't 'balancing' to fit the style. It was throwing me a curveball that made me happy I built two shrines after that bloody battle. And now I have two orphaned fighters who were most likely raised by the other 2 people in the company due to their comrades dying. This game is unreal.Show moreShow less
Wildermyth is an OK game, but it's not the in-depth narrative-driven RPG experience that you would expect from the glowing reviews. Rather Wildermyth is a light and breezy fun DND-lite romp through a charming pastoral landscape that that trades heavily on randomised events to propel a sense of meaningful progression but offers very little actual depth outside of them. Your first playthrough will be amazing, your second, less so, but still enjoyable, and by your third this is when you start to realise you've already seen everything the game has to offer and begin to understand that nothing that happens outside of a character’s death matters. Did you trigger an ancient magical artefact and begin transforming into a lightning spirit? That's cool but don't expect the game (or your character) to bring it up again. Did you uncover an ancient sword of unparalleled power? Awesome - expect the game to forget about it on the next page. Are you turning into a bird? Great! it doesn't impact a single thing in regard to the actual narrative. There in is the main issue with Wildemyth - on one hand the procedural generation is extremely impressive, but also a massively disappointing when you realise that is doesn't go any further in shaping the narrative around the events that unfold. Nothing that happens to your characters outside of dying has any real impact on the game world or your characters relationships with each other. It's all superficially engaging but not much else. Of course your mileage may vary based on your experience with RPG's and DND but I just ended up feeling frustrated by the lack of depth and the repetitive combat.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.