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 (123) - 65% of the 123 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (1,956) - 76% of the 1,956 user reviews for this game are positive.
Release Date:
Mar 24, 2016

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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 want the game to be properly tested in the field while we implement the core features. Wolcen: Lords of Mayhem is an ambitious project and we want to share its evolution with the Community, gather feedback, and improve the game accordingly. The game has a lot of replayable mechanics to test as well and we want to make sure that these mechanics are appreciated and polished.
An Early access is a perfect way to achieve these goals.”

Approximately how long will this game be in Early Access?

“It is important to us that Wolcen is properly polished before its release. We hope to move to Beta during 2018. We will keep the Community informed on important future dates for Wolcen with news on Steam, the Official website, and on the Social medias.”

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

“The Early Access version of the game will include the major gameplay features. The storyline, main quests, side quests, and other contents will only be available once the game is released.”

What is the current state of the Early Access version?

“The game presently allows you to visit an alpha quest zone for 3-5 hours, leading you to level 13-14.
You can then reach level 20 and explore the world, farm for equipment in the bounty’s infinite dungeon, make PVE challenges in the arena for exceptional rewards, or participate to the daily dungeon and compete with other players for the best time.
You can access around 400 skills in the Passive Skill Tree split in 11 archetypes so far (on 20 planned). Wolcen doesn’t force you to choose any class, so feel free to mix these archetypes for a customized experience of the game!
Around 20 spells are implemented (signature skills excluded) and more are coming. These spells can be improved as you use them and have various cool effects to increase their power and efficiency.
The environment will react to your actions and you can perform elemental combos to affect your enemies.”

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

“Yes. As the content gets implemented, the price of the game will increase progressively.”

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

“The community has various ways to communicate and share with us, on these last 2 years we have been able to improve the game a lot thanks to the community feedback and reports.
Official forums and Steam forums can be used to express issues, ideas, feedback in general, or even report bugs.
Trello is used for the Roadmap, Suggestions and the Bug tracker.
We also gather your reactions from various social medias (Facebook, Twitter, Instagram, Youtube, Twitch, streamers in general). If we can, we participate to streaming and provide answers to some questions.
Finally, all developers are on Wolcen’s official server on Discord.
All the useful links to communicate with us are available here:
We have a dedicated Community Manager to take care of our Community and ensure that while we develop the game we all stay connected to your needs, your opinions, and what you expect from us so our great game will also be your great game.”
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Recent updates View all (106)

March 16

New global roadmap and ETA on patch

Hello everyone!

[German translation]
[French translation]

We’ve been pretty busy this week but here is a little update on the ongoing work.

Wolcen global roadmap

I’ve made a new informative Roadmap about the progression of the team on the final content for Wolcen: Lords of Mayhem. It’s more specific about the skills and gameplay features you can currently test in game, those we’re currently working on, and the planned ones.

Wolcen Global Roadmap - 2018 Edition

The elements you will find in this Roadmap are here to reflect the overall advancement of Wolcen: Lords of Mayhem so you can keep track of the progress separating the actual version from the release version.

These features are not related to the planned updates during the Early Access Alpha or the Beta and are still subject to changes during the development of the game. Meaning that even if some elements are “in progress”, it will not mean that it’s planned for the next update. For instance, Act II, III, IV and V are not supposed to be accessed during the Alpha or the Beta version of the game, only at the release, but you will know when we’ll be working on them.

I’ve used some tags on the different elements so you’ll be well informed, here is a little explanation about them:

Red - Important Read me Really: Means you really should read
Green - Completed: Just means it's done
Orange - In Alpha testing: Currently available in the EA Alpha of Wolcen: Lords of Mayhem but still in testing so still subject to changes
Purple - In progress: Means we're currently working on it
Dark Blue - Pending refactor: Means we're currently revamping it
Light Blue - Planned: Means we will be working on it later

We hope that this new Roadmap will give you a better global vision on the actual status of the game and its progression.

When is patch day?

The patch is planned for release on March 27th. It will include a lot of bug and crash fixes, some optimization, UX improvements, bows and new spells. We’ve focused a lot on the feedback we received to solve the current issues in game and allow a more enjoyable test environment for our community.

If you feel like you’ll be nostalgic about some of these issues in the future, enjoy it while you can and take pictures, because it will be fixed in the next update:
  • Lightning issues
  • Dodgeroll issues
  • You will no longer get stuck in water
  • The invisible walls in random dungeons should not occur anymore
  • The game will update quest objectives even if the inventory is full
  • Issues with duplicate/crashes/infinite gold/incapacity to use items
  • The items will no longer risk being downgraded after a logout
  • Items will no longer disappear when you remove gems with a full inventory
  • “Machine gun” attack speed exploit with pistols will not be possible
  • You won’t be able to keep templar weapons when leaving the training area
  • Overheating will no longer kill the character
We’re also changing the time in game and replace it with the system time. And last but not least, the gems will have their own color on the ground so you won’t miss them anymore.

And that’s all for this week!

As always thank you all for your support and see you next week with a nice screenshot of the month presenting you exclusively one of our latest enemy and environment 😊

Useful links :
Wolcen's Global Roadmap: 2018 Edition
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 :
French Fan Site : Wolcen France
50 comments Read more

March 2

Wolcen Team interview: Atropos, Game Writer

[German version]
[French version]

Hello everyone !

Atropos joined the Wolcen team in December 2017 and worked since then on the lore and storyline for Wolcen: Lords of Mayhem. Today, I would like to introduce him and his work so you can know a little more about him and have a little preview of what's coming for the storyline of the game.

Hello Atropos! What can you tell us about yourself ?

My name is Eric, 30, and I’m the Game Writer for Wolcen: Lords of Mayhem. I previously worked on video games, and I’ve also tried book writing and cinema which allowed me to learn the specificity of each media. The video game media is my favourite, especially in a small structure where you can truly find creative freedom: big enough to be ambitious, and small enough to be free from the shackles of big structures. The fact that we are a human-sized studio also allows me to exploit my game and level design skills to coordinate with the different developers.
Also, I love cheese. Very very much. Except in my stories 😊

Why “Atropos” ?

Atropos is one of the three Moirai, in charge of cutting the thread of life. Since I have to choose the characters fates, it seemed to fit well!

How did you come to work for Wolcen Studio ?

I worked in Lille for a cool 2D MMO called Dead Maze, but I needed to explore new horizons, start a new adventure, so I applied at Wolcen Studio. I passed a test and voilà ! Here I am. I’m glad I was able to join this project to shape a very promising new Intellectual Property.

What is a classic day for you at Wolcen Studio ?

“Hello” to everyone of course! Then I alternate between my stationary and my mobile work. My stationary work starts with choosing the emotional/epic/movie music that will stimulate my imagination. Then I check what lore aspects I have to provide to each department, I work on the staging, the dialogues, and the quest design. My mobile work consists on ensuring the global understanding of the narrative content by other production aspects throughout the company.

What are the tasks you’re focused on for Wolcen: Lords of Mayhem ?

Presently I’m working on the lore to provide material for the Concept department including the environments, characters, factions. I’m also working on the dialogues’ tone.

What has been determined on the storyline so far ?

All 5 acts are defined, all environments, the story, the creatures, the characters and the cutscenes. All we have to do now is bring all these elements to life and fill the boxes.

Aiming low wasn’t part of the instructions I was given. And boy, what a ride it’s going to be. It’s action packed, unforgiving, brutal and in its own special way : heartwarming. It’s both familiar to what you may have experienced in other hack’n’slash, and way more character-centric than what this game-genre have explored so far. The story is carried by and for the characters and they will not be soulless quest givers waiting for you to do the job. You will succeed together or fail together: but you will rely on them as much as they rely on you. No messiah syndrome in Wolcen.

What was the most challenging or unforeseen difficulty you had to face during your time at Wolcen Studio?

Actually, it’s more of a global problematic whenever you’re working on lore and scenarios. The challenge is always the same: establish rules and “no-noes” then convince artistic minds to follow them and conceptualize inside that perimeter rather than in free space. When a cool idea is shared, I have to ensure that it fits in the Wolcen universe, if not, I try to find a way to make this possible and “lore friendly”.

Do you have a special pride on something you’ve worked on for Wolcen: Lords of Mayhem ?

The emotional climax around the story of Wolcen. I’m really eager to see the feedback of the community about this.

Can you give some advice to people who would want to follow your path ?

Be curious about everything, anything can be a source of inspiration. Don’t be afraid of criticism, write dialogs and make them read by other people. If you face your own shortcomings and learn from them, you will do better and better until one day, you can tell yourself “I know how to write dialogues”. Same applies for every skill : Game design ? You will make boring games and learn why. Narrative design ? You will make a story structure without flow and pacing, and learn as well. Always get back on the battlefield until you win the war for your skills!

Also be prepared to explain and share your vision with other people around a project. This requires quite a good knowledge of the human nature and training in public-speaking and presentation.
Oh and portfolio guys. Your first breakthrough in the industry will almost entirely rely on that. Make it short, to the point, and professional looking.

Do you play any games ?

I do! I play on a Neverwinter Nights RP server called “Arelith”. It’s an English server so I can practice the language, it’s a very immersive community and… it’s cool! I also play Heroes of the Storm, Hearthstone, Witcher 3, Fallout, Dead Maze, and many more.
In a game I’m globally looking for challenge, I like the rewarding feeling when you overcome a difficulty.

Finally, can you give our community some preview on what's to come in the scenario ?

I can share some of my intentions.
One thing I regret is that some recent licenses and movies define heroism as having a big sword, be ‘the boss’ from the get go, and slash big creatures easy-peasy. To me, it doesn’t work that way. Heroism is earned, not given. Felt, not told. I see heroism as continuing the right fight despite suffering, despair or defeat.
I also regret when major adversaries and creatures seem trivial and I want to ensure a certain respect for them. Take demons for instance. Slaying huge packs of demons reduces their individual value and weakens the idea that a demon should be a scary foe. To avoid this, even in a hack’n’slash, steps can be taken to make sure the player respects the greater foes thrown at him.
Finally, Wolcen: Lords of Mayhem will provide an experience allowing the player to live a unique adventure with his companions, with quality interactions between the characters.

To resume, there will be inspirations from Lord of the Rings exotic journey feeling, Constantine's characters and overall treatment/themes, Madmax:fury road's chase, action and epicness, The Witcher 3 character depths and relations (or at least trying), and Dunkirk's tension and harassment.


And that's all folks :) Thank you for reading this interview. I know you all wait for the next update as well so I'll give you some ETA: we're finalizing it and it will be applied in the second half of the month.

As always, thank you all for your support !

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 :
French Fan Site : Wolcen France
22 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

    • 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
    • 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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