
Wizard of Legend
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 Wizard of Legend
Wizard of Legend is a fast-paced dungeon crawler with roguelike elements, built around precise movement and rapid spellcasting. Chain elemental spells into powerful attacks, collect spells and relics, and shape an arsenal around your playstyle. Procedurally generated levels bring changing challenges, and the Chaos Trials can also be tackled in local co-op. 91% of 17,344 Steam player reviews are positive. Interface languages include Simplified Chinese, English, Japanese, Korean, French, German, Russian, and Spanish-Latin America. Released May 15, 2018.
Credits
Lowest recorded in 36 months
$0.002024-12-22 · Epic Game StoreBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| English | Yes | Yes | — |
| Japanese | Yes | Yes | — |
Show 5 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Korean | Yes | Yes | — |
| French | Yes | Yes | — |
| German | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Spanish-Latin America | Yes | Yes | — |
Steam PC edition data · 2026-10-19
02Before you buy
Play modes
Steam PC supports single-player, multiplayer and co-op. Local co-op lets two players tackle the Chaos Trials together.
Controller support
The Steam PC version has full controller support.
Spells and relics
More than 100 spells and relics offer different combinations and playstyles.
03Frequently asked questions
Are dungeon runs identical?
Yes. Levels are procedurally generated, creating a new challenge each time.
Can a player return after being downed in co-op?
Yes. In local co-op, a downed player can rejoin after their partner defeats multiple enemies.
What are the Chaos Trials?
The Chaos Trials are magical challenges set by the Council of Magic; completing them is the path to becoming a Wizard of Legend.
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.
This game has the foundation to be absolutely amazing but ultimately squanders its potential in the most frustrating ways. Gameplay is incredibly repetetive, even for a roguelike, and you can burn through everything this game has to offer in a few hours. PROS Huge selection of spells, most of which are fun and interesting Although your dash arcana has a cooldown, you can always dash without it The music is pretty good, but after hour 2 or 3 you're probably going to shut it off just to get the looping soundtrack out of your head. Graphics look good, and for the most part attacks are appropriately telegraphed (except when theyre not) CONS Bare minimum content. -3 stages with 2 levels and a boss in each, with one final boss. Seems fairly vaired, until you realize that every. Single. Stage. is the ♥♥♥♥♥♥♥ same. Oh sure, the stage is red this time because you're in fire world, but it's the exact same as every stage you have and will ever see in this game. The procedural generation may as well not exist when it winds up creating basically the same thing every time. Once youve beaten the last boss, there's really nothing left to do but grind through the game over and over to get the gems to unlock everything. There are also a grand total of about 6 different kinds of enemy, which again come in the wildly different flavors of red blue or green. Total lack of any information -I get it, it's a rougelike and you learn by dying. But what purpose is served by this seemingly neurotic need to keep the player uninformed about how your game works? I thought the different colors of robes were cosmetic for the longest time. I had unlocked the second one and they didnt do anything so I thought "Why spend gems just for a color swap?". The robes gain passive bonuses after youve unlocked the right ones. Why wouldnt you tell the player that? Do you just assume that the player will stumble across it naturally? This is the least example too, the arcana and relics in the dungeon are 1000 times worse. "Phyyrnx's Hourglass" the vendor offers. What does it do? Who knows, spend your coin that you cant get back and find out its absolutely worthless to your build. The cursed relics are the worst offenders, offering nothing but a name for you to guess what the possible benefits and drawbacks could be, and the drawbacks almost always seem to be much worse than any benefit you get. I get that theyre free, but still theres like 3 that seem good and only if you get them early. For A Roguelike, the runs take forever. -Nothing is more frustrating that spending 40 minutes hunting down every enemy for all the coin you can get, and making it to the third or even last boss and dying. You're rewarded with three or four arcana and a pittance of gems to spend. Of all the roguelikes I've played, I have never felt like I am accomplishing as little as I did in this game. RNG -The arcana and relics sold to you are random. The same offerend in the dungeon are random. The drops are random. The order of the dungeon is random. Theres a vendor who takes a random arcana from you and lets you pick (blindly) a random one. Randomly a chest can spawn in the dungeon that you need a random chain or elements to open that you may not even have been offered. Are you sensing a theme here? If you can't make it good, make it random. It sucks having a build in mind and needing a one of a few arcana to start out with and never getting them offered in town. Or needing some kind of buff arcana to drop or be offered from vendors in the dungeon and getting bupkis. Stunlock -This one goes both ways. The only way to play seems to be to round enemys into a corner, or lead them around a turn, and just stun lock them to death. Spells on cooldown? Dash away until theyre back. This is hardly tactical gameplay here. But the enemy stunlock is just as bad. Get hit by one spell, and you can get chained into another, into a knockback that sends you into a pit, which places you back up in the area of another attack. You can lose maddening chunks of your health bar to a single mistake. And in the visual ♥♥♥♥♥♥♥♥♥♥♥ that this game often becomes, it can be hard to even see if something is going to hit you in some of the more infested rooms, a problem only made worse with multiplayer. Pits -These add nothing of value to gameplay. You can knock enemies into them for an easy kill, sure. But theyre scattered around the map just to make you dash over them. And some rooms will spawn with different spacing in the pits than you've ever seen before. Just feels needless and cheap. I really want to like this game, but in its current state, I wouldn't recommend it. The price point is too high for a game with so many flaws that can absolutely kill the fun for you.Show moreShow less
can we get an online version where we can match with friends or randoms?Show moreShow less
I've bought this game on Switch as well and spend most of my time playing it there. It has only been 5 hours in total, however I already feel like I've seen everything and can give an honest opinion. First let's talk about the good. The combat is fast paced and feels great. Everything happens fast, is flashy, and the game does not pull any punches. Although it's also pretty forgiving because you have a generous health pool. The music also deserves a mention, it's not phenomenal but it fits the game very well and is enjoyable to listen even when not playing the game. Unfortunately, that's about all the positives I could find. Currently, the biggest downfall of the game is the lack of content and variety. I've only played it for 5 hours collectively (4 hours on Switch), and I've already experienced everything there is to experience in Wizard of Legend, at least that's how it feels like to me. I've already beaten the game once, and I thought maybe it would expand after that or progress through the story and take me into new places, but none of this happened. It was just... done. This wouldn't be a problem at all if it offered replayability like other games from the genre, but unfortunately there is little to no replayability here. The stages look the same, they only change the tileset which makes it feel like you're doing the same thing every time you go to the new floor. There are only a couple of enemy types, some of them have recoloured versions that have an extra ability, you see them repeating all the time. There are not enough unique rooms, on my second run I've already started seeing familliar formations everywhere, which is not a good sign. There are only 3 unique bosses at the end of each stage, and the final boss. But even those fights follow the same rules every time, you just evade their attacks, wait until they give you a window to stun, and then do your best combo, rinse and repeat until dead. And that's how it goes for every single boss, every single mini boss, and even the final boss. It's very disappointing that even the part of the game that should be the most fun part of every run gets old so quickly. The only area where there is legit varriety is the spells. There are indeed a lot of spells in the game, and I haven't found all of them yet. There's also a good amount of items that change your character, although most of them are uninspired unfortunately (increased armor, increased fire damage etc.). But that is not enough when the rest of your game does not share this variety, there's no fun using all those cool spells and finding all the cool synergies, if the rest of the game does not provide an equally varied playground for them. To summarize, Wizard of Legend is not a bag game by any means. However, there's not enough game there to have a good time, It almost feels like it was rushed, and they cut a lot of corners to make it happen. The result is unfortunately a game that has an incredible potential to be the next classic of rogue like genre, among the likes of Nuclear Throne or Enter the Gungeon, but does not realize that potential at all. It was wasted by not providing players enough content to enjoy it for longer than only a couple of hours. I hope the developers will continue to improve the game and make it into the great game it deserves to be, and that I can recommend one day, I would be very sad if they didn't becuase I want to play more of this!Show moreShow less
SHADOW WIZARD MONEY GANG, WE LOVE CASTING SPELLS 🗣️🗣️🗣️💯💯💯Show moreShow less
Very fun to try and mess around, but not so fun too fun play with a goal to beat. I expect most people to like it initially and get tired of it in 5-10 hours, which is why I don't recommend it. Great stuff Spell variety - You would struggle to name a modern game that has so many unique spells. Spells feel unique - With the amount of unique spells it's amazing how they actually feel different to use. Impactful action - This is not something I can convey in words. Try watching a spell showcase and see how enemies are being stunned and dragged by the spells. It feels powerful. Presentation. The game puts some focus on surroundings and characters, and a whole lot of focus on your spells. Enemies do not look too impressive, but they don't have to, when you're launching waves of cascading ice that covers them. Damage intake could be more controllable It's hard to react to about half of everything enemies throw at you in battle, either because animations are too quick or screen is too cluttered to identify threats. Then there are enemy attacks that can stunlock you, push you off platforms and finally there are some of your own attacks that make you dash, miss and get you to drop off the platform. This severely reduced the spell selection for me. Permanent progression is underwhelming While playing you collect gems, which can be used to buy relics, capes and arcanas (spells). You can equip a cape (2 bonuses) and a relic (1 bonus) before a run, and then you can get relics within a run. Problem here is 40 max hp will not save you, much like 0.5 second cooldown reduction. In theory it makes a difference, but I never felt it. The other half of progression is access to spells which might be okay, but balancing issues made me use the same spell layout from the moment I got access to that setup. Spell balance could be better There are 4 spells that can you can setup manually before each run - no randomness, just use anything you unlocked. Basic attack (no cooldown), a dash and 2 proper spells (shares selection, but 1 is upgraded). Basic attack and dashes are chosen from their own category and a smaller selection. Those are fairly evenly matched, so no complaints for those. When it comes to the 2 spells, something like 10% of all spells are considerably better than the rest, while the other 90% is a 50:50 split between average (better than nothing) and outright bad(no useful effects or will likely get you killed, by placing you in melee range and/or obstructing view with little to no advantages to balance the risk). These spells have 3 main uses: damage, hit count (keeps smaller enemies stunned during hits and stuns larger enemies at certain hit thresholds) and direct stuns/knockbacks (both for damage mitigation and to insta-kill weaker enemies by knocking them off platforms). The first spell I got had all 3, and every upgrade I bought in about 6 upcoming hours was objectively inferior to that one. About 2 hours into the game my build was fixed and nothing changed for next 4 hours, despite me unlocking a whole bunch of spells. That should tell you where the balance in this game stands. I would love to have more reason to switch to other spells.Show moreShow less
my only complaint is that there is no online multiplayerShow moreShow less
First off I'll say that I wish steam had an option for a neutral opinion, not a simple positive or negative. Because neutral is my real opinion. Second I'll say I actually have a lot more hours with this than my profile attests to. I played it originally on xbox one and then bought it here. So my biggest problem here is that the game lacks variety. And I know people are gonna call me crazy, because this game has tons of spells and items and cloaks and ♥♥♥♥ but...Its not enough. There are lots of spells, yes, but many of them are just different versions of the same thing. The basic attacks for each element are all very similar to other basic spells of other elements. Perforating jet is ice dagger is bolt rail is flame cross. Sure they have little intricacies and deal different damage depending on enemy element but they're extremely similar. The other arcana are generally a bit more varied but there are a lot of cross overs and minor differences even there. Similarly, the items (Relics) you can get do not cause major changes to the game most of the time. These are not binding of Issac items. Some do add things like a chance to fire an extra projectile (which does minor damage) but most of them seem to be something like the Nerite shell that "Adds a 10% chance to slow foes by 37.5% for 1.5 seconds." Quite subdued and as such do not generally majorly effect the game. Then we get to the actual dungeon itself. The levels are based on the elements so you might expect some really different stuff between levels but...no. Sure they're different pallets, but they're all just winding mazes with the same tiles and elements. The enemies are pretty identical too. Lots of knights, rogues, wizards, zombie like critters, and blobs. Sure, sometimes they have an elemental infusion and thus throw fire or shield themselves with stone or whatever but they're still just the same knights in a different colored set of armor with one or two new attacks. Worse still, there are relatively few possible sub bosses. I think I've counted like...6 or so? Two kinds of wizards, two kinds of knights, a rogue and an archer. Combine with with the 4 possible end stage bosses and things get pretty predictable pretty fast. I think at first this isn't so bad. When you die early and runs are fast it doesn't matter. But when you can consistently make it to the end or near it, then restarting becomes far more of a drag. Because you know you won't be seeing anything new; you won't be getting a truly different experience from the last one. Sure, maybe you'll find a new relic or a new spell, but chances are they won't really effect much. You'll be grinding through the levels fighting the same enemies in the same rooms over and over, probably with the same arcana that you're familiar with and know work well. There just isn't enough new or different between runs, and you really don't get much in terms of player progression. You can't upgrade your arcana to enhanced or carry more or anything; you can just buy new spells or new relics, or new cloaks. After a while its just not enough. Is it a bad game? No. Is it worth playing? I'd say so. Does it live up to what it could be or reach the heights of variation some other roguelites reach? No.Show moreShow less
I love this game, the art is beautiful and the gameplay is amazing. If you're into other roguelikes I would definitely recommend this game! ---{Graphics}--- ☐ You forget what reality is ☑ Beautiful ☐ Good ☐ Decent ☐ Bad ☐ Don‘t look too long at it ☐ Paint.exe ---{Gameplay}--- ☑ Very good ☐ Good ☐ It‘s just gameplay ☐ Mehh ☐ Starring at walls is better ☐ Just don‘t ---{Audio}--- ☐ Eargasm ☑ Very good ☐ Good ☐ Not too bad ☐ Bad ☐ Earrape ---{Audience}--- ☐ Kids ☐ Teens ☐ Adults ☑ Human ---{PC Requirements}--- ☐ Check if you can run paint ☑ Potato ☐ Decent ☐ Fast ☐ Rich boiiiiii ☐ Ask NASA if they have a spare computer ---{Difficulity}--- ☐ Just press ‚A‘ ☐ Easy ☐ Significant brain usage ☑ Easy to learn / Hard to master ☐ Difficult ☐ Dark Souls ---{Grind}--- ☐ Nothing to grind ☐ Only if u care about leaderboards/ranks ☑ Isnt necessary to progress ☐ Average grind level ☐ Too much grind ☐ You‘ll need a second live for grinding ---{Story}--- ☐ Story? ☑ Text or Audio floating around ☐ Average ☐ Good ☐ Lovley ☐ It‘ll replace your life ---{Game Time}--- ☐ Long enough for a cup of coffee ☐ Short ☑ Average ☐ Long ☐ To infinity and beyond ---{Price}--- ☐ It’s free! ☑ Worth the price ☐ If u have some spare money left ☐ Not recommended ☐ You could also just burn your money ---{Bugs}--- ☑ Never heard of ☐ Minor bugs ☐ Can get annoying ☐ ARK: Survival Evolved ☐ The game itself is a big terrarium for bugsShow moreShow less
The trailer looks incredible and really sold me. Yes, the game looks fantastic, yes the magic combos are cool, but unfortunately this game falls short. With the exception of the spells, everything else is painfully repetitive. As much as I wanted to love this game, I cannot recommend Wizard of Legend in its current state. Played with PlayStation 4 controller; two player co-op and single player Positive: The museum as a tutorial was very cool. The most fun element of the game is obviously the grand arsenal of spells you (eventually) have access to. Wizard of Legend offers more spell combinations than I could ever try in a lifetime. Blasting enemies with elemental combos is just so darn cool. Cooldowns are also well balanced: the basic spell is essentially a weaker and spammable attack, you have a dash with an approximately 0.5s cooldown, and two (to four) stronger spells with 4s+ cooldowns. Cooldown management will distinguish great players from good players. The small optimisations to reduce downtime are great. Two examples come to mind: [1] if you run uninterrupted for some time (maybe 2 seconds), your wizard starts to sprint at a faster pace; [2] when reaching a NPC or boss room, a teleport spawns which can return you to the beginning of the map (boss room gives you access to all discovered teleports per map). These allow the game to flow better with less backtracking. One small detail I particularly liked is that you get a small notification when one of your spells come off cooldown. Basically the spell icon briefly pops up on your character, which indicates the spell is ready for use. This saves you from having to look down at the HUD and is especially helpful in tense situations. Negative: This game is much more repetitive than the trailer would make it seem. For those who don’t know, Wizards of Legend is a roguelike where you equip your wizard with spells of your liking. You set out on a randomly generated adventure, die, spend money to unlock more spells and items, rinse and repeat. Some titles such as the Binding of Isaac and Rogue Legacy do this very well, but somehow Wizard of Legend seems to have missed the mark. Maps are randomly generated but there is so little variation that it feels like you’ve experienced everything the game has to offer within 2 hours; except you haven’t unlocked all the items and spells yet. Each randomly generated adventure has the same layout: 3 worlds (fire, ice, earth) [now updated to 4, with the addition of air] with 3 levels each (2 randomly generated levels, each with a mini boss at the end, and the final level is the elemental boss fight), and a final mega boss fight at the end. As far as I could tell, there are only about 5 different mini bosses, and the elemental bosses are always exactly the same. Every randomly generated level also follows a template. You start at a center and can go left, up, right, or down. Then you simply explore until you find the boss room (you can also find different vendors on the way). There is simply not enough variation in room type, enemy type, and general game formula to keep this game interesting for very long. This game punishes you VERY hard. As far as I could tell, there are no invincibility frames, which means enemies can stun-lock and combo you to shreds. If you get unlucky you can lose 200 hp (base health of 500) in 2 seconds, essentially ruining a run. I also find that the damage taken from falling or spikes is also very high. Sure there are some healing options: you can buy 1 potion (+200hp) per level, there are specific situations where you are guaranteed a heal (+25-75hp), and there are random heal drops, albeit very scarce. Regardless, the damage you receive can feel unfair and be extremely frustrating. Not well optimized for co-op, even though it is advertised as a fun co-op experience. The camera tries to account for both players, so it is often not centered, and very little can be seen around the characters. As a result enemies often jump at you from beyond the screen and damage you before you have a chance to react. Taking into account how much damage you can take and how scarce heals are, this is frustrating. Regardless of how well you are coordinated with your partner, there will be situations where you are both fighting blind because you are at opposite corners of the screen. Conclusion: ★★★☆☆ There are better roguelikes I can’t stress how much I wanted to love this game. A beautiful looking roguelike with countless elemental combos? Sign me up! Sadly Wizard of Legend did not live up to my expectations. Too punishing. Too repetitive. Truly a shame. I really hope Contingent99 addresses some of these issues in future updates. If you enjoyed this review please give it a thumbs up. You can find my other reviews here, and follow me on my curator page and group. Thank you for your support!Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.