An open world action-RPG. Shape shift into a highly customized character! Crush your foes, get loots, build your house and dungeon to challenge other players!
Recent Reviews:
Mixed (71) - 57% of the 71 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (1,533) - 77% of the 1,533 user reviews for this game are positive.
Release Date:
Mar 24, 2016
Developer:
Publisher:

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We plan to have a rich, dense and large game, including a lot of replayable content. It is important for us to test these features in a realistic environment, while receiving feedback. Wolcen is a project started a long time ago, driven by passion an we want to create the best gameplay experience possible. We are attached to our project, and are very experienced using the CRYENGINE technology.
The Early Access Alpha will also be a great way for us to remain a completely indie team. There is no private investor or publisher behind us, and we want to continue that way to keep a full control on the creative work we do. We want to take risks, bring some new features to the hack and slash genre and discuss with players about the best solution for our game.”

Approximately how long will this game be in Early Access?

“We expect the Early Access Alpha to last at least a year. During that time, we will add new features regularly, such as Character Customization, Craft, Dungeon Challenge and Coop, to make sure that there is new content for players to test, and it will give us the time to balance and debug the game.”

How is the full version planned to differ from the Early Access version?

“The final version of the game will be available on PC and Linux. It will include the following features :
  • Full Coop gameplay.
  • Apocalyptic Forms, allowing you to unlock mutations for your character according to your playstyle. Mix up to three of these mutation and shape-shift into that avatar of destruction to slay your foes!
  • Ability to create a dungeon thanks to our housing system, and include enemies captured in the open world for other player to challenge.
  • A lot of destroyable environments
  • Unlimited randomly generated dungeons, with increasing difficulty each steps !
  • Epic boss Fights
  • Large open world to explore
  • An epic and mysterious story to discover
  • Modding support
  • Gamepad support

Disclaimer: Character Wipes are likely to happen during the Early Access phase

What is the current state of the Early Access version?

“The current state of the game aims to test the very basics of the gameplay.
You will be able to test the first missions of the storyline, and then either chose to fight in randomly generated dungeons, with an increasing difficulty each time to clean a level, or in arenas to make challenges more or less difficult.
The Housing feature is implemented although this is still a work in progress.
More than 392 skills are available right now, including combos.
Elements from skills and environment interact with each other : Lightning spreads in water, a frozen target will unfreeze once hit by Fire, and physical attacks deals more damage against frozen enemies !
Beautiful visual effects are triggered by your attacks, bringing an epic feeling to the game!”

Will the game be priced differently during and after Early Access?

“We plan to gradually raise the price as we ship new content and features. The final price of the game should be about twice the current amount, so it is time to grab a copy now !”

How are you planning on involving the Community in your development process?

“The community will be involved thanks to a Trello and various polls on our forums as well as a Discord channel. Mostly you will be able to give your opinion about the which features need to come first, balance of the game and gameplay mechanics.
If you have any cool ideas new enemies, items or apocalyptic forms, we will gladly read about it!”
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Recent updates View all (100)

January 19

2018 Roadmap for Wolcen

Hello everyone !

The last year has been significantly important for the development and the evolution of Wolcen. From version 0.3.5 to 0.5.0.4a we released a dozen patches and pushes at least as many hotfixes.
2017 was about giving our players substance to start enjoying the content of the game and the core features of Wolcen and we worked hard to update the game twice every month.
2017 also was the one-year-anniversary of the Early Access of Wolcen:
https://www.youtube.com/watch?v=kH_DBnb4wyU
And our first trailer !
https://www.youtube.com/watch?v=zBuxRGmPPC0
Finally, 2017 was the year we also learned and grew.

Although we originally planned to release the game much faster, our ambition for Wolcen increased and we’re now moving forward with the idea of making an even Greater game. With a big G. We know that this will cause some delays, but in the end we want you to feel it was definitely worth waiting.

We learned a lot from our previous year thanks to the feedback of our Community and from the experience we gathered.

But for now, let’s go back a little bit on this 2017 year and remind what happened, before we move on to 2018’s plan.

2017, the year of Birth

Scenario
2017 saw the introduction of the universe of Wolcen with a new world map and new quests presenting the first area of the game and some elements of the lore. We didn’t add anything more so far to use this testing ground for the core gameplay content of the game. We had to choose between the lore and the core features and since we want players to enjoy the gameplay and experiment different game styles, it felt more important to focus on the implementation of the core elements of the game.

Gameplay
Focusing on the Gameplay allowed us to implement lots of new features, even some we didn’t originally planned for 2017 :
  • New map and quests
  • New quest system
  • The Online mode, first step to the multiplayer
  • The dungeon traps
  • The DoT system refactored
  • The Character Sheet revamped
  • We added more than 120 new skills
  • The daily dungeon
  • The bounties
  • The arenas
  • New enemies, bosses and AI behaviors (Skull Crusher, Bandits, Orc Warlock, Grave Keeper…)
  • The Fog of War
  • New weapons, armors and items including uniques
  • New potions and elemental poisons
  • Permanent effects on potions
  • Gems and the Jeweller
  • The active skill tree
  • The Archivist and active skill currency
  • New spells
  • The Signature Skills
  • Sigils (semi-passive spells)
  • Charged spells
  • Improved the targeting system
  • Revamped the Defense and Resistance mechanics
  • The cadaver mechanic (introducing the necromancer)

And last but not least, we made tons of balancing. That’s it for the major stuff on the Gameplay for 2017.

Localization
Thanks to our great Community, we were able to add and improve localization of the game for :
  • French (of course !)
  • German
  • Spanish
  • Chinese
  • Russian
  • Czech
  • Hungarian
  • Finnish
  • Korean
Wolcen is proudly expanding in the world today thanks to all your support and effort. We’re really really grateful about that.

Audio
The audio has also been improved. We added a lot of new sounds from inventory to PST to quest or enemies and some new musics as well. The game now has its theme, as well as some areas in the game. We didn’t implement as much music as we wanted but focused on the sounds to make the gameplay enjoyable.

Environments
2017 saw the growth of the team to improve the workflow, speed and quality. The whole world was updated with the 0.5.0, with a lot of new areas, assets, dungeons and more. It seems that everyone was happy with this update, but let me reassure you, a lot more is coming.
To give you a brief overview of what have been done:
  • We remade the main menu, it is now a bit more sexy than a black background
  • We remade the tutorial area
  • We reworked amarth, with higher quality models and textures, as well as a better space organisation to welcome our new NPCs
  • Dhur evolved from a small village to a big city
We added new areas:
  • Evergrave
  • Huntsman vale
  • Hailstone bay
  • Silvercrown
  • Ravengard
  • Ashenrock temple
  • Ashenrock bridge
  • Dungeons
  • Orcs architecture
  • Corruption architecture
  • Black old civilisation architecture
  • Necromancer architecture
  • Pithus architecture
  • House Caves
We also improved the existing ones.
With a new world and many improvements in our workflow, 2017 leads the path to a greater 2018 year.

VFX
The development of the particles continued, and many changes have been made to improve existing effects, create new ones for new spells, and optimize everything.
We also developed a new system to optimize all the environment particles.
Particles in 2017 were not made by a particular department, but this is about to change for 2018 ;)

Concept art
Regarding the art concept work, 2017 was about exploring and testing new designs for the foes and factions, a lot of time refining the UI and design the UI for the new features. There also was a lot of efforts made to improve the workflow for future productions such as environments, characters, weapons and mods. Alexandre did an amazing work and agreed to show some exclusive artwork made this past year.




Of course, there is not a single improvement we add without the implication of the animation team. All the various postures, the way your pistols make you look that cool, the characters and enemies movements, the specificities linked to your character looks, all goes through them and their hard work.

2018, the year of Rebirth

We’re putting a lot of hopes in 2018 and made the proper arrangement to make these hopes come true. We are still in the process of planning the additions to the game and calculating the time and efforts needed to achieve our goals, but we plan to sweat a great deal this year. And not only because we’re on the French Riviera.

Updates status
With the team growing and the development reaching a critical point for the future of the game, we plan to apply updates every 2-3 months with major and quality content addition.
The pace we had didn’t allow us to optimize the game and reduce significantly the amount of crashes as well as making the proper testing. We want to provide more quality to Wolcen, we heard the need for more optimization, content, and less crashes despite the Alpha status of the game and we want to improve on that. This will lead the next patch to be pushed in March.

Linux version status
Wolcen has proven to be a very challenging game to make and maintain, and we’re all highly motivated to lead it to its release and even more. Despite that passion, we’re facing the real problem of time required by all the corrections and additions we must make to make this game great. Knowing that, having a second version of the game for created content as well as maintenance would present a very high difficulty with our current staff, specially without penalizing the Windows version itself. As much as we would like to provide the Alpha and Beta version to Linux users, we must face the fact that this will be more time consuming than productive for the game. Therefore we have decided that the Alpha and Beta version will not be implemented on Linux.

Scenario
The last month was very productive and we anchored the core elements of the 5 acts storyline.
Regarding the way we’re going to tell the story, we want to innovate on the narrative style, and we hope that you will enjoy what we plan.
We will also use the social networks to introduce the main characters, villains, and areas, without spoiling too much of course ! Wolcen Studio now has a hero fully dedicated to that side of the development and we’re confident things will move forward much faster thanks to him.

Gameplay
There will be a lot of improvements in the Gameplay as well. Here is a non-exhaustive list of what we plan for this year:
  • Shrines
  • Crafting
  • Multiplayer
  • Minions
  • New PST sections
  • New skills in active skill tree
  • New spells
  • New monsters, bosses, and AI behaviors
  • New NPCs
  • New item types including weapons (bows!), armors and trinkets
  • More new music and sounds
  • Combo improvements
  • Apocalyptic form !
We will also internally work on the future content of the game’s scenario but so far we don’t plan to release it for the Alpha or the Beta to provide a testing environment for spoiler sensitive players.

Animation & FX
Addition to the team will allow us to improve the animations, characters and FX in the game to make it even more epic and enjoyable. We want to keep the same visual quality for Wolcen and even improve it if we can.
We also plan to work on the player's characters, both male and female, to improve their looks and behaviors, as well as providing cool options to personalize your experience of the game.

Environment
With the development of the scenario, we plan to create a lot of new environments that will support the story of the game and allow players to explore the world of Wolcen, including new areas for the Republic faction and new corrupted zones, as well as other new areas we prefer to keep silent at the moment to avoid spoiling.

Audio
We plan to add voices in the game to improve the game experience and the immersion. They will not be implemented until we’ve finalized the content, but they are planned. New musics are also in the pipes.

In conclusion
The 2018 calendar for Wolcen is very fraught with content. We will continue to focus on the gameplay content more than the scenario release. The gameplay elements need much more testing than the story, and we don't want players to refrain from testing because they're worried of being spoiled. We will then focus on the endgame content to allow player to have fun while testing the game and its features.
Patches applied less often will allow us to add more content in a more stable environment so our Community can enjoy the game while testing it.
Don't forget your feedbacks will always help us to make the game even better so do not hesitate to provide them to us, it’s really important for us to know how you feel when you play Wolcen: Lords of Mayhem.

Of course, we didn’t cover everything you should know regarding this year, but we will continue to update you on the status of our team, so you will know soon enough :)

Once more, thank you all for your support. This means a lot to all of us.

The Wolcen Team

Useful links :
Wolcen's Roadmap
Wolcen's Bug tracker
Wolcen's Community Suggestions
Wolcen's Official Website
Wolcen's Official Facebook Page
Wolcen's Twitter page
Wolcen's Instagram Page
Wolcen's Official Discord server
Wolcen's FAQ

Help us fix crashes here

Community websites:
German Fan Site : http://www.wolcen-game.de/
French Fan Site : Wolcen France
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December 22, 2017

Update 0.5.0.4a: Hotfixes and public release of update 0.5.0.4

Hello everyone !

Following the experimental version of patch 0.5.0.4, and thanks to the great help of our Community and the hard work of our developers, we are now ready to release the update for everyone. The update 0.5.0.4a brings lots of hotfixes in order to improve your experience on our latest additions to the game.

In addition to this update, we inform you that Wolcen is 20% off on Steam during the Steam Winter Sale, setting the cost to 15,99€.

http://store.steampowered.com/app/424370/Wolcen_Lords_of_Mayhem/

You can find the global presentation of the update on Steam, where we introduced the Jeweler, the Archivist, Pistols, the Maleficient and all the new features added in this update. The changelog we're providing you now merges the old changelog with the hotfix, and some additions to clarify certain features we added.

Once again, thank you all for supporting us. All the Wolcen Team joins to wish you all very happy holidays !

CHANGELOG

GENERAL:
  • All characters and stashes have been reset in order to avoid conflict between the old and the new content.
  • Monster density has been overhauled, with less monsters on screen at the same time and more space between packs in most areas. This should help with both performance and balance for melee-oriented characters.
  • Monsters have slightly reduced detection range, which should help players engage enemies on their own terms, and reduce the feeling of being overwhelmed by monsters that you can’t see.
  • Inventory and item sizes have been revamped. The inventory size is now 10 columns, 6 rows. Items now take either 1 cell, or 2 cells (vertically).
  • Gems and corresponding gem sockets have been added to the game.
  • The Game should properly handle inverted Left and Right mouse buttons.
  • Fixed the invisible corrupted enemies issue
  • Fixed the gem required level mechanic
  • Fixed various game crashes
  • You can now hit Corrupted Hearts with Pistols
  • Fixed gems gold value
  • Fixed belt items unlocking
  • The bandit camp has been opened. You’ll find two new enemies to fight there.

VISUALS:
  • The visuals of the PST links, rings and nodes have been reworked to improve readability at both close and far zoom level.
  • Frenzy and Fear particles have been reworked.
  • The game now starts at night time.
  • Fixed “replace me” textures in corrupted area

UI:
  • The whole character sheet UI has been revamped and many displayed values have been tweaked.
  • The UI icon for customizing a spell when it levels up is now only displayed when the spell reaches a step where it can unlock a new variant.
  • Top-screen Health bars are now shown for Corrupted Nodes and Hearts.

TECHNICAL:
  • Fixed a memory leak related to the merchant items
  • Improved performances for item instantiation

AUDIO:
  • We’ve added a New Housing music !

ENVIRONMENT:
  • Various small improvements and optimizations.

CHARACTERS:
  • Weapons are now 10% smaller on the female player character.
  • The female character’s idle position has been slightly improved. More improvements will come later regarding her global animations.
  • An Archivist NPC is now available in Amarth and other locations. You can sell Spellbooks to him and earn Knowledge, which you can use to increase the experience level of your other spells.
  • A Jeweler NPC is now available in Amarth and other locations, and will remove the socketed gems from your favorite items for a reasonable fee!

LOCALIZATION:
  • A global unification pass has been done over the Character Sheet, Passive Skills, Active Skills and all gameplay strings of the game. In particular, Poison Damage is now called Toxic, while Poison designates the Status Ailments inflicted by this Damage type. The same goes with Rend Damage which inflicts Bleeding.

GAMEPLAY:
  • Attributes calculation and effects on gameplay have been completely refactored, changing the whole dynamic of the gameplay. Balancing this may take a little time, but we’re sure you’ll find investing in attributes more useful than ever.
  • A true Damage Conversion feature has been added to the game. Conversion is applied very early in the Damage calculation process, meaning that you will benefit from the Damage bonus modifier and the Status Ailments of the converted type, not the original type. You’ll begin to find Damage Conversion in the game from time to time, starting with PST skills for now.
  • Corpses have been added to the game: when killing an enemy, it has a chance to leave one or more corpses bits on the grounds, which are used as Resource for Spells and passives. This will be a very important mechanic for Necromancers, and Maleficients already make a small use of them.
  • The Pistols weapon class is now available. Pistols can be used single-handedly, in pair or mixed with a Melee weapon (and soon with a Shield). Shift-clicking while holding a hybrid gear will force the use of the equipped Ranged weapon instead of moving into Melee. In the future, they will work with everything that affect Crossbows (Ammunitions, bouncing, splitting, etc.) but right now they only take Ammunitions into account.
  • Several modification have been brought to Corrupted nodes and hearts regarding spells compatibility and targeting, with the exception of Arrows Rain which will be fixed in the future.
  • Just like other Damage types inflict their own Status Ailments, all Physical Damage sources now have a chance to Stun enemies.
  • Insta-kill mechanic (PST) has been fixed and should not trigger Overkills of all types anymore.
  • The blown away mechanic has been improved. Characters do not fall to the ground anymore, resulting in smoother gameplay.

MONSTERS:
  • New monster: the Corrupted Cerebellum
  • New monster: Brigand Trapper
  • New monster: Brigand
  • New monster: Blazing undead
  • New monster: Frozen undead
  • New monster: Shocking undead
  • The Ogre has a new attack.
  • A variety of ghosts variants of monsters will now appear at night.

ITEMS
  • New gems types: Topaz, Lapis-Lazuli, Diamond, Amber, Silverstone, Sapphire, Emerald, Ruby, Copperstone, Goldstone, Beryl, Cyanite, Amethyst and Alexandrite.
  • New weapon models: Chronos, Ice Shard, Hydra, and a Templar set.
  • New armor model: Redeemer armor. It can be won at the arena.
  • Using Rage Potions will now trigger your Rage Conservation.

AFFIXES:
  • The affixes generation system has been reworked.
  • Several new magic effects have been added to the game, such as Damage or Damage Reduction against special kinds of foes (Undeads, Orcs, etc.) or Combo hits modifiers.

PASSIVE SKILLS:
  • New section: Maleficient! Unleash the wild forces of Shadow, Poison and Fear to curse and incapacitate your enemies while inflicting them heavy Damage over time. This new section feature two unique Signature skills and 43 new passive skills!
  • All the “Masteries” skills have been refactored, and now bear a bonus that triggers on Critical hits with a specific weapon in addition to a flat Damage bonus when wielding that weapon (stackable between both hands). They also regroup One-Handed and Two-Handed variants of weapons under the same Mastery (ex: the Sword Mastery will work for Swords and Broadswords). More weapon-specific skills are likely to come in the future.
  • All flat Attributes modifiers have been streamlined and you will now find them on every node of the PST, depending on the skill’s rarity: at least 1 Attribute point for a Bronze skill, 2 for a Silver, 3 for a Gold and 4 for a Signature one, with the possibility to have higher values for specific nodes. This way, we make sure you earn part of you Attributes points through the PST and always have minimal requirements when you play a specific archetype. In addition to that, most passive skills related to attributes have been rebalanced and harmonized.

    Legionary:
    • The whole section layout has been shuffled, for a more coherent progression and a more generic central path.
    • New skills: Weapon Expertise (Shields, Swords, Axes, Hammers, Daggers, Crossbows, Light & Heavy), Steady Heartbeat, Obdurate, Soldier, Self-Defense.
    • Time Warp and Melee Lunge have been removed from the game since they were based on obsolete mechanics.
    • Hard Punch trigger chance is now 15% instead of 4%.
    • Enraged bonus is now 3% instead of 1%.

    Arcanist:
    • New Skill: Weapon Mastery (Staves).

    Guardian:
    • New Skill: Drum Shield, replacing Provocation (which has been moved to Gladiator).
    • Inner Shield displaying bug has been fixed.

    Thief:
    • Quickness description has been changed and its effect increased.

    Hunter:
    • Since the Crossbow Mastery now bears a different effect, the old effect has been moved into a new skill called Twin Bolts.
    • Vulnerabilities chance to trigger went up from 5% to 10%.
    • Precise Shot has been rebalanced to reach higher bonus while taking longer to stack. It’s resetting condition has been fixed.

    Elementalist:
    • Umbra Reshaping has been modified to use the new Damage Conversion mechanic, and has been rebalanced to still allow hybrid gameplays (only 50% of Elemental Damage are converted to their matching type).
    • Master of Elements has been reworked to cut only 50% of your Physical Damage.

    Assassin:
    • The whole section layout has been shuffled, for a more coherent progression and a more generic central path, with more specialized and flavoured sub-trees.
    • New skills: Havoc, Coated Blade, So Taught Sarisel, Shade, Nocturnal, Overkill: Agility, Born Killer, Decapitation, Grim Reaper, Genocide, Deficiency, Death Sentence, Punisher, Infected Wound and Hammer of Doom.
    • Confusion Serum trigger chance is now 5% instead of 1%.
    • Practical Weapons has been reworked and now works for Daggers, Swords (1H & 2H), Axes (1H & 2H) and Crossbows and is stackable between both hands.
    • Critical Dash is now called Aggression.
    • Venom and Fracture have been reworked ton inflict Weakness stacks instead of flat resistance reduction.

    Gladiator:
    • The whole section has been revamped, with a brand new layout and plenty of new skills. We believe you will find progressing into Gladiator more coherent and rewarding, with a Battle-orientated flavour that was kind of missing until now.
    • New Skills: Unyielding, Eminent, Dismember, Provocation, Galvanized, Battle Cry, Bolt Cutter, Overkill: Ferocity, Overkill: Toughness, Everlasting Ire and Breathing Control.
    • Wide Reach and All Against One have been removed from the game since they were based on obsolete mechanics.
    • Trained Eye Armor piercing value has been doubled.
    • Butchery Critical Chance bonus went up from +3 to +8.
    • Heavy Strike Critical Damage bonus went up from +1 to +6.
    • Brutality now increases all the direct Damage you do, not just of the Physical type.
    • Healing Dash computation has been fixed.

ACTIVE SKILLS:
  • New skill: Contagion.
  • New skill: Nightcrawler.
  • New skill: Killer Instinct.
  • New skill: Searing Chain.
  • New skill: Gaze of Ot-Mah.
  • Skills Combos have been revamped and a new system has been set up. We can now make a combo out of every kind of skills, with loopable parts and sequences, and use your true active spells (with their AST level and variants) inside combo trees. This is used only for weapon combos for now but will allow us to densify spells and weapons interactions in the future. This should also fix several issues induced by the old system: inconsistent attack speed or skills chaining, displaying errors, stances and ammo bugs, etc.
  • To avoid incompatibility issues, Stances or Ammo skills are now reset when you modify them through the PST or unique items (they instantly jump to the first state of the skill).

    Hunting Ground:
    • The base Damage has been increased to fit the new difficulty curve.

    Impairing Ammunition:
    • The Poison Shot is now properly working.

    Whirlwind:
    • When wielding a Pistol and a Melee weapon, Whirlwind’s range is now calculated through Melee weapon only.
    • Now with a melee weapon in each hand, the mean between their range is used for the range of the skill.

MISC:
  • The sound and VFX delay when teleporting on Waypoints have been tweaked.
  • Old magic effects have been removed from the game, lowering the probability of having display errors in affixes and tooltips.
  • It is now impossible to open the Passive Skills Tree during a locked sequence.

Useful links :
Wolcen's Roadmap
Wolcen's Bug tracker
Wolcen's Official Website
Wolcen's Official Facebook Page
Wolcen's Twitter page
Wolcen’s Instagram Page
Wolcen's Official Discord server
Wolcen's FAQ
Help us us fix crashes here

Community websites:
German Fan Site : http://www.wolcen-game.de/
French Fan Site : Wolcen France
59 comments Read more
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About This Game

An Open World action-RPG in a corrupted world falling apart, beautifully rendered thanks to CryEngine technology.

Wolcen: Lords of Mayhem features a dynamic, fast-paced combat system with weapon-based combos and charged attacks. Dodge, Dash, Hack, Slash and unleash devastating spells on your enemies !
The game has no class restriction and uses a Resource Opposition System that adapts to any play-style.

Co-op will be added, and players will be able to combine spells to create chain reactions, in order to overcome greater challenges.

There is a unique mechanic called Apocalyptic Form that allows players to shape shift into a highly customized character! You’re free to mold your character thanks to a deep and rich customization system. And thanks to our complex crafting mini-game and our housing module you will be able to make your adventure feel as YOUR adventure!

You are a former officer of army of the Human Republic, forced to flee the death penalty because of the magic powers you have unwillingly developed. Being tracked down by humans and hunted by the monsters of the Wild, you are recruited by a mysterious group of Templars. And thus an epic adventure begins in which you will wander the world to fight inhuman, mutated monsters and discover the terrible secret of the extinguishing mankind.


Key features:

* Under development and will be added to the game during the early access

  • Dynamic combat system: fast-paced combat system with weapon-based combos and charged attacks. Dodge, Dash, Hack, Slash and unleash devastating spells on your enemies !
  • Open World: Discover the world and enjoy it at your own convenience
  • Exploration and experimentation is rewarded with new powers, attributed according to your play style!
  • Free character development - No class limitation. You have three resources: Rage and Umbra interact with each other, thanks to the Resource Opposition System, in order to balance gameplay.
  • Rotating Passive Skills Tree: A deep and innovative way to taylor your play style !
  • Custom player: choose your gender and customize your player, skin color, hair, beard, eyes etc.
  • Randomly Generated Dungeons for infinite replayability
  • Element-based spells will react to the environment and to other active elements in the area. For example, lightning will spread in water and stun targets; Fire will spread unless water or frost gets in the way, ect.
  • Multiplayer mode*: Dungeon Challenge and Co-Op
  • Apocalyptic Form*: According to your play style, you will develop special powers for your character, changing their abilities and look. Fierce melee warriors may gain a third arm to equip with a new weapon; a fire caster will have their skin turn into lava, healing from fire. Even wings and horns might appear depending on your actions!
  • Tons of Loot: Weapons, Armor, Potions and randomly generated magic effects for more gameplay diversity!
  • Asymetric Armor System: We love asymmetric armor, and we want you to be able to customize your gear down to the finest details! You will be able to equip different shoulders and arm protection on the left and right side of your character, bringing a great number of personalization options!
  • Housing: Create your own house and proudly showcase your special gear!
  • Rotatable and customizable Camera: Have a new point of view, choose the best angle and discover hidden details.
  • Dungeon challenge*: Transform a special part of your house into a dungeon and challenge other players to survive the onslaught!
  • Time of day cycle with dynamic weather: You must adapt to the time of day. Some quests will only be achievable a certain hours, while the night is full of dangers. The rain will make your electrical powers more efficient.
  • Mature story full of secrets to discover exploring the world.
  • Kythera AI system: The automatic real time navigation adaptation of Kythera adapts to any change in the physics of the world, allowing us to create exciting scenes including large portion of levels collapsing or moving and fighting on the back of giant creature*, creating never seen before gameplay situations!
  • Semi procedural Weaponry*: Blades, pommel and guard details can be randomized for more unique gear in the game!
  • Advanced Crafting mini-game*: Build your own weapons and armors thanks to a complex and challenging module in Wolcen: Lords of Mayhem

System Requirements

    Minimum:
    • OS: Windows 7 64-Bit SP1, Windows 8.1 64-Bit, Windows 10 64-Bit
    • Processor: Intel Core i5-4570T 2.9 GHz / AMD FX-6100 3.3 GHz
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 560 Ti / AMD Radeon HD 6850
    • DirectX: Version 11
    • Storage: 6 GB available space
    Recommended:
    • OS: Windows 7 64-Bit SP1, Windows 8.1 64-Bit, Windows 10 64-Bit
    • Processor: Intel Core i7-4770S 3.1 GHz / AMD FX-8320 3.5 GHz
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 770 / AMD Radeon HD 7970
    • DirectX: Version 11
    • Storage: 6 GB available space
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