Wizards and Warlords is a turn-based strategy game in Early Access, where you play as a wizard in a randomly generated fantasy world, filled with rival wizards, warlords and hidden ancient evils. Create a customized sovereign or choose from one of many predefined templates.
All Reviews:
Positive (13) - 100% of the 13 user reviews for this game are positive.
Release Date:
Mar 16, 2017

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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?

“Early Access is a great opportunity to get players involved in shaping the game and giving key feedback. Waiting until the game is almost complete makes it very difficult to integrate player feedback beyond bug reports and balance tweaks. Wizards and Warlords is meant to offer a deep and engaging experience, more than just a game of conquest and warfare, but an engine to explore fantasy worlds and watch their stories unfold. Joining the Early Access is for those players who want to get involved in the iterative development and support this, admittedly, ambitious endeavor. It is not (yet) for players who expect a classic beta experience.”

Approximately how long will this game be in Early Access?

“The goal is to release in the first months of 2018, but as with all software development, there is a (significant) risk of delays. When doing iterative development it can be difficult to draw a line in the sand as to when the required level of polish is there, but a release will not happen until there is the requisite quality and polish.”

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

“Graphics will be improved. There will be additional content, features and game mechanics in order to deliver a Grand Strategy experience where the game world feels truly dynamic and interesting. This is an iterative process. The game is playable and every patch adds something new. There will be an effort to keep compatibility with old save games and scenarios.

As development progresses some features may end up being greatly reworked, or even completely replaced or removed. Focus is on delivering a great game, not on completing a check list and leaving early access as soon as possible. This does not mean the game will be abandoned after "release". On the contrary, there will be additional content updates, and long-term support of the game.”

What is the current state of the Early Access version?

“The game is playable from start to finish as a Wizard, with Warlords being AI-only at the moment. Many aspects of the game are raw - graphics, user interface and mechanics are continually being improved. As mentioned above, do not purchase Early Access expecting a classic beta experience.

If you are in doubt if this is of interest to you, I recommend taking a look at the game play videos on YouTube, the game forums or the community on Steam. The upside from being involved at this stage is that feedback and ideas can very quickly result in functional game code, and there are already examples of this in the game.”

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

“The price is expected to remain the same during Early Access. It is very likely that the game will have a higher price tag at the actual release.”

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

“By engaging with the players and actively integrating the feedback, ideas and criticism. This game is to be a vehicle for creating a great diversity of stories, worlds, and mods. In order to have the required breadth and depth to support this, the thoughts of players of various play styles is important. While there is a guiding design behind the game design - it is essential that the ideas and feedback of players are integrated into this vision, and that it is subjected to the reality of actual play. Rapid iteration and pushing out regular updates is a guiding principle.”
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Recent updates View all (36)

February 12

Game Update (0.9.106)

A belated patch focusing on Tribal Chiefs. The delay was due to a variety of unfortunate and unexpected circumstances, including illness. The plan is still to have weekly updates, so if there is a delay such as this one, by no means take it as indication of abandonment, loss of interest, critical development issues, or other such dire events. Even during delays, bug reports, feature requests and ideas are very welcome and will be looked at. Thanks to everyone who submitted feedback and crash logs for this update. Logs and save games are great tools in making bug fixing a much faster process.

The patch notes can be found below, and consist of a somewhat even mix of new features/content, bugfixes and usability improvements. The next update will also focus mostly on Warlords, but I will do my best to add some incremental updates to the Wizard experience as well. It would seem unwise to neglect the arcane overlords for too long.

Patch Notes:
  • Faction flag/sigil graphics have been updated from the old placeholders. There are still more to come, but this is a much better selection than the placeholders used so far, many of which were somewhat silly.
  • In addition to flag background color, the sigil color can now also be customized.
  • Religious Festivals and Tests of Mettle can now be held by Tribal Chiefs to gain new followers, Tribal Destiny, Divine Favor (a positive effect varying based on deity/religion traits) and improve diplomatic relations with other clans.
  • New Clan Trait: Poison Arrows. This adds a poison arrow modifier to archer infantry units recruited from this clan, giving +2 poison damage.
  • New Clan Trait: Ambushers. This gives the Ambush ability to all light infantry units recruited from this clan.
  • New Clan Trait: Berserkers. This allows recruitment of three tiers of special berserker units from camps of this clan.
  • Tribal Chiefs can now send emissaries to other clans to improve relations.
  • Plundering a province will now apply an effect to the province, preventing subsequent plunder for 4 turns and increasing city unrest by 10 for the duration.
  • Plundering a province will now anger factions with affected sites.
  • Plundering a province is no longer prevented by a fortress if it has been under siege for at least 1 turn.
  • Plundering a province will now damage any affected resource sites by 5.
  • Reduced the cost of the Weaponsmith camp upgrade. It is now required to recruit Tier 3 units.
  • Reduced the cost of the Tanner camp upgrade. It is now required to recruit Tier 2+ Heavy units.
  • Reduced the cost of the Fletcher camp upgrade. It is now required to recruit Tier 2+ Archer units.
  • Noble tribal units are not affected by upgrade requirements.
  • The Unrest modifier from Tribal Authority is now implemented (applies only to sites with same culture as the Tribal Chief).
  • The Camp window now displays accumulated progress towards population change (expected food production affecting next turn in tool tip), and turns since last migration.
  • Camp population can now change. Most of the food production is now used internally to determine the rate of population growth/decline. High population numbers will reduce food production per pop. Recent migration boosts food production, while remaining for 10 turns+ in the same place reduces it (at an increasing rate over time). If food is low, mount gain will cease, and if food is low for too long, available mounts will butchered for food. A high food surplus will increase the rate at which new mounts are gained. Faction stockpiles will be used to supply food to avoid population decline if available.
  • Camps can no longer settle in a hex adjacent to a previous location.
  • Clans will no longer accept marriage proposals if relations are too low.
  • Clan relations for Tribal Chiefs now include additional information on sources of positive/negative relations.
  • New unit option: Hardened Recruits. Available when recruiting units from cities with Martial 1+, Crime 1+ and at least one pop with the Rabble or Refugee trait. +250 gold to recruit, +1 courage, +1 melee skill.
  • Tribal Chiefs can now subjugate a Clan by conquering their last camp.
  • The "Ruler" tab in the Quests and Victory Window, is now named "Wizard" (for wizards) and "Faction" (others). Traits listed in this section are now highlighted to indicate that they have a tooltip.
  • The Wizard/Faction Tab now lists Faction effects from events, spells, traits, etc. Duration (if any) is also listed, and the name is color-coded green or red (if the effect is positive or negative, respectively). Mechanics are shown in a tooltip.
  • Improved consistency of camp names in various parts of the UI.
  • Characters displayed in the context panel now list information on culture (with details in tooltip). A tooltip has been added to the character type listing the relevant supertypes (ie Martial, Religion, Arcane, Rogue, Artisan, etc.)
  • Build actions not available due to player faction type will no longer be shown in "build" mode to avoid confusion.
  • When raided by nomads, city-states and minor realms will no longer send pleas for help to a tribal chief of the same culture as the raiders.
  • Two new Tribal Chief culture templates available to players: Leonids and Bugbears.
  • Tribal Chief cultures will now always have the Nomadic trait.
  • When selecting a new Warlord culture template during game setup the name fields will be randomized accordingly (removing an annoying click to get proper names for non-default cultures).
  • Increased the size of the context side panel used in some choice/option dialogs.
  • Increased the size of the floating message window. The font size for the text portion has been increased and a more crisp text rendition used.
  • Fixed a bug causing charge impact effects to be incorrectly calculated for some pairs of units of differing size/weight.
  • Fixed an issue with some non-standard sources of resource income/expenditure not being applied despite being shown in the UI.
  • Fixed the "Ruler" tab (now named "Faction") not listing information for Tribal Chiefs.
  • Fixed a crash bug triggered by several Army-related UI interactions.
  • Fixed an issue with units not generated correctly for some knightly orders fortresses.
  • Fixed an issue with loading equipment related data from < 0.9.105 versions. Unfortunately the fix will mess up loading these in a 0.9.105 save game. The effects are not too problematic, so no special code has been to fix save games form this particular version.
  • Fixed Low-Life Recruits increasing unit cost by 500 gold instead of the intended reduction.
  • Fixed redundant stockpile notifications appearing for tribal chiefs.
  • Fixed an issue with the tribal military window not correctly navigating between camps.
  • Fixed an issue with camp conquest.
  • Fixed an issue with tool tips being temporarily broken sometimes if a window is displayed on top of a tool-tip enabled element.
  • Fixed crash bug related to selection of a random unit type.
  • Fixed a combat crash bug related to attack secondary damage.
  • Fixed the Tribal Authority site effect description and resolution being that of Province Plundered, and Province Plundered not having the correct effect.
  • Fixed an issue with (culture/race/religion/faction/etc) Hatred being treated as Neutral when calculating the difficulty and risk when proselytizing.
  • Fixed an issue with some mechanics not correctly identifying religion/deity domains.
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January 8

Game Update (

The first playable Warlord archetype is ready: Tribal Chief. Some of the work took a bit longer than expected, hence the delay. There's a nice variety of new mechanics defining this archetype and some relevant content, but there is also more to come. Especially in the area of diplomacy and interactions with other clans.

In addition, there are new spells, units, characters, bug fixes and miscellaneous improvements. Full patch notes below.

As always any bug reports are much appreciated, and I will try to get a fix out asap for any issues. Otherwise the next patch is expected in a week or so, and will be a mix of incremental improvements to Wizard and Warlord mechanics. As mentioned diplomacy and non-player factions is the next general focus area.

  • Spells have been added to gain (additional) special workers. Some wizards would start with undead, faerie or demonic workers, but these were not available after the game has started.
  • Spell Summon Demonic Wretches added. Summons special workers unit. Must be researched (requires: Demonic Summoning).
  • Spell Raise Skeleton Laborers added. Summons special workers unit. Must be researched (requires: Necromancy 3 or Necromancy 2/Enchantment 1 or Necromancy 2/Artifice 1).
  • Spell Fay Binding of Beasts added. Summons special workers unit. Must be researched (requires: Beasts 2, Binding 1 and Fay Lore 2).
  • Some research projects now have a Lore requirement, in addition to existing requirements. Draugar (all) require Ancient History 1. Greater Elemental Summoning (all) require Elemental Lore 3.
  • The Charismatic wizard trait now grants +1 Courage to all units which do not have trait/tag: Mindless, Limited Mind, Non-Living, Beasts and/or Monsters.
  • New Battle Spell: Acid Spray (Water 4). Deals 12 Corrosive damage to up to 10 members of the target unit. Secondary mastery is Destruction.
  • New Battle Spell: Poison Cloud (Darkness 3). Deals 3 Poison damage to 75% of the members of the target unit. Secondary mastery is Water.
  • Uhlebeasts default unit size changed from 20 to 40.
  • New World Spell: Lesser Planar Seal (Warding 8). Increases cost to summon extra planar units by +50% and increases mishap chance by 25%. Duration 4 turns. Secondary mastery: Order. Cooldown 20 turns.
  • New World Spell: Greater Planar Seal (Warding 10). Prevents summoning of extra planar units completely. Duration 4 turns. Secondary mastery: Order. Cooldown 20 turns.
  • Uhlebeasts can now be researched with requirements (Beasts 5, Blood 2), (Beasts 5, Darkness 2) or (Beasts 8).

  • Warlords are now playable. The Tribal Chief archetype is first available. This is a first iteration of the mechanics, and they will be expanded/improved.
  • Tribal Chiefs have lower unit costs and upkeep, and immediate recruitment. However, base income is much lower.
  • Some Tribal Warlord units have the "Noble" trait. The number of these is restricted by the number of Noble pops.
  • A base military capacity is calculated for Tribal Warlords based on pops and camp upgrades. Going above this capacity will increase unit upkeep and recruitment costs.
  • Tribal Warlords have a "Veteran Warriors" attribute which acts a pseudo-resource. It increases automatically over time, and from certain actions and events. The recruitment of most higher-tier units reduces this pool by the unit size.
  • Tribal Warlords have a "Mounts" attribute which acts a pseudo-resource. It increases automatically over time, and from certain actions and events. The recruitment of most cavalry units reduces this pool by the unit size.
  • Camp pops now belong to Clans, which affects various Tribal Chief mechanics and diplomacy.
  • Camps can now migrate. After a period time dependent on labor needed to disassemble upgrades and available labor, this replaces the camp with a special army with very low movement. The army has a special action to settle and re-create the Camp. Some upgrades have a cost to reassemble, which if it cannot be paid will result in a downgrade. Some upgrades (e.g. fortifications) cannot be moved.
  • The "Magic" button is removed for Warlords. Tribal Chiefs have a "Tribe" button instead.
  • Tribal Chiefs have a Tribal Destiny mechanic which allows the purchase of various upgrades and abilities from 6 different paths.
  • Clan Diplomacy allows Tribal Chiefs to take control of other clans. Clans have traits which impact diplomacy and can give abilities/bonuses if they
    are controlled. Gaining control of their camps is not yet implemented, but will be added very soon.
  • Tribal Chiefs cannot build resource sites (Farms, Mines, etc.) Tribal Destiny can unlock the ability to build Trade Posts.
  • Tribal armies can Plunder the country-side and minor sites of a province (unless a Fortress is guarding it). This will give a small amount of Spoils.
  • Tribal armies cannot conquer sites, but will gain Spoils from sacking them.
  • New resource, Spoils. Gained by Warlords by raiding, pillaging, battles, etc. Can be converted into Gold or used as "currency" for certain actions.

Other and Bug Fixes
  • The world generator will now try to avoid placing players on landmasses with a low number of provinces.
  • A specialized unit type generator is used for (Tribal Warlord) player cultures, to make sure a suitable spread of tiers and types are present.
  • Unit effects are now color-coded in the Army Window, positive effects are green, negative effects are red, neutral/ambiguous effects are orange.
  • City and camp production modifiers due to Unrest expanded to cover high and low values, and to have better granularity.
  • City leaders now give a +5% production for each of the following traits they have: Civic, Artisan, Mercantile.
  • Reduced installation size on windows by 30%-40%.
  • Events which spawn monsters, undead and dire beasts are now more or less likely depending on the Magic game setting. Base chance modifier: Pervasive x300%, Common x200%, Rare x50%, VeryRare x50%-5%
  • Events which spawn undead are now more likely if Wilderness game setting is Sinister: (base+5%)x200%.
  • Events which spawn dire beasts now more likely if Wilderness game setting is Sinister: +5% or Primeval: (base+5%)x150%.
  • Events which spawn bandits, marauders, monsters, etc. are now more or less likely depending on the Wilderness game setting. Tranquil x25%,Dangerous x150%, Deadly x150%+5%, Sinister +10%.
  • Events which spawn bandits, marauders, monsters, etc. are now less likely in provinces with outposts, fortresses, and/or armies. The impact depends on fortress size, (civilized) army sizes, scout captain presence and whether any armies are patrolling the province.
  • New Unit: Gargoyles (Darkness 4, Earth 1). Flying, tough, unsettling unit with high scout stat, but limited damage potential. Requires Aviarium to research.
  • New Unit: Air Elementals (Air 5). Requires Lesser Air Elementals.
  • New Unit: Earth Elementals (Earth 5). Requires Lesser Earth Elementals.
  • New Unit: Fire Elementals (Fire 5). Requires Lesser Fire Elementals.
  • New Unit: Water Elementals (Water 5). Requires Lesser Water Elementals.
  • New Unit: Greater Air Elementals (Air 8). Requires Air Elementals.
  • New Unit: Greater Earth Elementals (Earth 8). Requires Earth Elementals.
  • New Unit: Greater Fire Elementals (Fire 8). Requires Fire Elementals.
  • New Unit: Greater Water Elementals (Water 8). Requires Water Elementals.
  • New Unit: Angels of Hope (Celestial 3, Light 3). Stronger, flying version of Lesser Angels of Hope.
  • New Unit: Angels of War (Celestial 4, War 3). Versatile flying unit with strong defensive and ranged stats, decent offensive stats.
  • New Unit: Angels of Justice (Celestial 5, Order 3). Powerful flying melee unit, but lacking somewhat in staying power and defensive stats.
  • New Unit: Eshim. Celestial fire/frost based infantry unit with good magical damage and morale, but low survivability. Cannot be summoned or recruited, but implemented for events, city defenders, etc.
  • The Patrol Province action now displays in the tooltip why is not usable if it is not.
  • Exhausted armies can no longer use the Patrol Province action.
  • When merging an army into another, the Scout Captain of the source army will now be assigned to a target army with no Scout Captain.
  • Emissaries can now be sent to Camps.
  • A number of upgrades are now available for Camps.
  • Camps can now be inspected in the same way as Cities.
  • Camps now use the same Pop system as Cities.
  • Tweaked text alignment in the outliner to make it more readable.
  • Added color to additional instances of tool tip-enabled text parts (e.g. cultures).
  • Celestial and Faerie characters are now correctly matched with culture and faction attitudes when sending emissaries.
  • Fixed incorrect culture adjectives for many randomly generated culture names.
  • Fixed site defenders not being properly assigned a faction controller.
  • Fixed some of randomly generated cultural unit types missing Cavalry and Infantry tags, and thus not always being included in when they should.
  • Fixed the Emissary Duel event having an incorrectly positive influence reward for one of the negative outcomes (failed ambush with martial honor culture host) and an incorrectly negative reward for one of the positive outcomes (successful negotiation).
  • Added a Log to the Economy Window Ledger. It shows all transactions for the current turn (ie turn processing + those taking effect during user interaction).
  • Optimized performance of map drag and zoom.
  • Optimized battle engine performance.
  • Greatly optimized the "Reveal Map" cheat.
  • Did a general graphics performance pass.
  • Dungeons with Construct and Demon themes are now generated.
  • Added a few character type templates (Seraph, Eshim, Illuminant and Heavenly Knight) for Celestial characters.
  • Exceptions and errors now result in a dialog and the game being closed, in cases where it would previously cause a hang/freeze/broken gamestate.
  • Changed the Military Window to always show the Trainer section. If no valid characters are available the reasons can be seen in the character selection window.
  • When choosing participants for a Dungeon Expedition, ineligible characters are now included in the list, but are unselectable and have a note describing why.
  • When no characters are available for a Dungeon Expedition, the button is no longer missing. Instead a tooltip hints that there are no valid characters, and the selection window has the details on each character.
  • Changed damage calculations for attacks with secondary damage to merge secondary damage of the same damage type.
  • Optimized calculation of site resource output during turn processing. For games with large maps / many sites, this will have a significant positive impact on turn processing waiting time.
  • Fixed some instances of wizards not being given the correct starting armies due to not being able to find unit types similar enough to a specified template. Search criteria will be widened if nothing is found to avoid this.
  • Fixed an issue with fortresses not being assigned to correct factions/realms during world generation.
  • Fixed a bug causing some city production multipliers to apply to maintenance costs. E.g. a +10% modifier could raise the maintenance of a building from 100 to 110 gold.
  • Fixed a bug causing "Sell All" to enabled in the Economy window for invalid resouces. Clicking would "sell" all applicable resources for a price of 0.
  • Fixed the expected recruitment modifiers not being available for all units on the military screen.
  • Fixed the display of recruitment modifier being incorrect for non-equipment affecting modifiers for stats other than cost.
  • Fixed a bug where melee damage modifier buffs were not included during damage calculations.
  • Fixed a bug which doubled secondary damage from attacks during some calculations.
  • Fixed a bug where UI updates could be blocked by moving an army. This would persist until another army moved. In the meantime the resource summary, map icons, outliner and many other UI elements, would not correctly update.
  • Fixed a bug allowing armies to assault camps when exhausted.
  • Fixed a bug causing visual battle resolution issues if the player was attacking and had no battle spells.
  • Fixed a bug causing the Patrol Province army action to be available when it shouldn't be.
  • Fixed a (rare-ish) world generation crash bug.
  • Fixed some inconsistencies with the Jade resource and Quarries/Mines. It is now a Mine resource. Tooltips and UI have been fixed to enforce this.
  • Fixed Call For Heroes cooldown being decremented whenever the UI was updated. Also made the action always visible, but disabled with tooltip when on cooldown.
  • Fixed Demonic characters sometimes being generated from an incorrect template, resulting in odd traits.
  • Fixed several check boxes not toggling when clicking the associated text (only the 'box' registered clicks for these).
  • Fixed a few incorrect worker tool tips relating to skills.
  • Worker skills now impact Fae Garden production.
  • Fixed the Domestic worker skill not impacting Farm production as expected.
  • The volume slider has be de-linearized to make the volume changes more smooth to humans.

  • Fixed an issue with non-quick start games ignoring warlord selection.

  • Fixed an issue with tribal units disappearing from the recruitment window when saving games. Code has been added which repairs games saved with this issue, so the fix should work retroactievly.
  • The Wizard Project tab has an option to show unavailable projects. This will also display the requirements, making it easier to plan research and masteries.
  • Added color to many text parts which had no indication of tooltips previously.
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About This Game

Please note that the game is currently in Early Access. Please familiarize yourself with the current state of development, and make sure it matches your expectations, before making a purchase.

Wizards and Warlords is a turn-based strategy game, where you play as a wizard in a randomly generated fantasy world, filled with rival wizards and warlords. Create a customized sovereign or choose from one of many predefined templates.

Blending grand strategy with aspects of the 4X genre, the game offers a plethora of settings and randomly generated cultures and races. It is up to you if you want to fight great wars, crushing powerful rivals in the pursuit of world conquest - the challenge of survival in a grim and dangerous world, perhaps even beset by planar invaders and ancient evils - or a balanced game, where you control but one of many realms in the world, immersing yourself in an emergent story driven by random events and the interactions of AI personalities.

Manage your cities and fortresses, increase your power through research and industry, design arcane constructs, recruit armies and heroes, explore and exploit dungeons and ruins, and experience random events and event chains. You can mod several aspects of the game and create your own world maps.

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows XP SP2, Windows 7, Windows 8.1, Windows 10
    • Processor: SSE2 instruction set support
    • Memory: 1024 MB RAM
    • Graphics: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • DirectX: Version 9.0
    • Storage: 512 MB available space
    • OS: Windows 7, Windows 8.1, Windows 10
    • Processor: SSE2 instruction set support
    • Memory: 2048 MB RAM
    • Graphics: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • DirectX: Version 9.0
    • Storage: 512 MB available space
    • OS: Mac OS X 10.8+
    • Processor: SSE2 instruction set support
    • Memory: 1024 MB RAM
    • Graphics: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • Storage: 512 MB available space
    • OS: Ubuntu 12.04+ or SteamOS+
    • Processor: SSE2 instruction set support
    • Memory: 1024 MB RAM
    • Graphics: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • Storage: 512 MB available space
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