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.
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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 (23)

August 15

Game Update (0.9.94)

  • Changed City population to use a model where population is represented by so called "Pops" of various types (laborers, warriors, scholars, farmers, merchants, etc.). Each pop is equivalent to 1/4 of a populace level in the previous model. Currently the Pops are merely shown as a text line, but a future update will add proper visualization of pops, and make it possible to inspect their culture and traits.
  • Reworked City mechanics. Martial/Crime/Learning/Spiritual/etc. no longer have levels, progress, growth levels and growth level modifiers, but are simply a numerical stat (which can have modifiers from spells and effects). These govern the transformation of pops into different types or gaining/losing traits, the chance of random events, etc. Combined with the pops this should be much easier to understand, manage and facilitate greater levels of player agency.
  • The Populace stat has been replaced by a Growth stat, which needs to be positive for the city to grow in size. If growth is negative population levels will eventually decline.
  • Implemented Stockpiles: You can now set a threshold for how many to keep of each resource type. The surplus is sold. You can also choose to stockpile all of a resource type. This is the first step towards making the economic/resource model more suited to having multiple layers of complexity and levels of micro-management, including having sub-variants of resources and a greater variety of resources without cluttering the UI.
  • Bandits and Marauders are now named based on culture and/or relevant toponyms (e.g. 'Darkwood Marauders', "The Grim Despoilers", "Arakhul's Band").
  • Friendly relations with a minor realm is now enough for basic recruitment from the unit pool of their culture (was previously Ally).
  • Darkness and Demonic Taint can now spread from (active) dungeons with relevant themes.
  • Disease and Blight can now spread from dungeons with the Vermin theme.
  • Blight can now spread from (active) dungeons with the Pestilence theme.
  • Disease can no longer spread to Hallowed hexes.
  • Hex condition events no longer spread into ocean hexes.
  • Captured and incapacitated characters can no longer function as 'watchers' in relation to notifications and events.
  • Having a 'watcher' (army, character, site) in an hex bordering a province now provides information on events in the province in all cases.
  • Cleansing Light: New spell which removes 1 level of Blight, Darkened or Demonic Taint from the target hex.
  • Optimized the AI path finding code to speed up turn processing.
  • Fixed an issue where inactive Pestilence-theme dungeons were spawning disease events.
  • Fixed an issue where inactive Undead and Pestilence-themed dungeons were spawning Blight spread.
  • Fixed an issue where Blight spread was orders of magnitude more likely than intended.
  • Fixed an issue where players were not notified of all relevant events.
  • Fixed an issue with hex tool tips being full of incorrect movement cost messages.
  • Fixed an issue where some spells and events targeted at/happening in Arctic Forest would cause a crash/hang.
  • Fixed an issue where the AI would consider too many options very thoroughly when choosing which hex to send an otherwise untasked army for exploration, causing turn processing to slow down.
  • Fixed a bug where emissary events would cause turns to not process.
  • Fixed a bug with high mastery values causing the game to hang.
  • Fixed a bug where challenges with multiple tags did not handle correctly sources with the multiple applicable modifiers. E.g. a challenge with tags Magic and Combat being attempted by a character with a trait giving +5 to Magic and +10 Combat. In this case a +10 modifier should be applied, but previously the first modifier would always be applied (so either +5 or +10, depending on arbitrary circumstances). If contradictory modifiers exist, the strongest malus and strongest bonus will both be applied.
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August 5

Game Update (0.9.93)

A stability-focused patch, but with a few new features: time speed slider for battles, faction greeting messages and the humble beginnings of a unique Soul mechanic/resource for Wizards using Dark and Demon magic. Also a few other minor odds and ends (full notes below).

  • New Battle Spell: Drain Life. Deals 12 Dark damage hits on up to 8 targets in a unit. Each kill gives the caster 1 Soul resource.
  • New Resources: Souls and Greater Souls. Have no effects yet, but will be part of Demon and Dark magic mechanics.
  • Market can now handle resources which are not tradeable, either permanently or due to lack of prerequisites.
  • If Rebels conquer a city, a leader will now be generated from the relevant culture and faction.
  • Added greeting messages from newly encountered factions. These are phrased based on the attitude/traits/alignment of the player and non-player faction and give some hints as to the initial disposition in regards to diplomacy. Factions with a leader also show the name, portrait and (public) stats of the relevant character.
  • Some character stats are now hidden when dealing with non-player characters (level, favored status, possibly others later).
  • Added more tool tips to the City Window.
  • Adjusted the hit points of Ogre (10), Ettin (14) and Cyclops (12) units to be more in line with their size. Previously they had basic humanoid hit point values.
  • Added a time speed slider to the Battle Window, which lets the player speed up or slow down relative passage of time during the battle.
  • Added tooltips to the spell ui in the Battle Window.
  • When a battle starts, text will be shown indicating player/opposing forces, fading after some time. The color code legend is still permanent and lists colors and sides/faction.
  • During game setup, events and traits related to romance and sexuality can now be enabled/disabled.
  • A custom map without (or just one) defined provinces is now usable. The world generator will generate provinces as for random maps.
  • Fixed a bug related to tooltip formatting which could cause instability and hangs.
  • Fixed the mana display on the Battle Window to not show decimals.
  • Fixed map labels not always being cleared without reloading when destroying sites.
  • Fixed Mine construction requiring Earth mastery 3 and not 2 as shown in the tooltip.
  • Fixed Quarry construction requiring Enchantment mastery instead of Earth mastery, as shown and intended.
  • Fixed the Special Tax on cities giving way too much gold in some cases.
  • Fixed City leaders not belonging to the correct faction for independent cities.
  • Fixed glitch with road graphics at hex transitions.
  • Fixed issue with text formatting for some random events.
  • Fixed issue with battle log timestamp not being relative to the battle.
  • Fixed a number of possible crash/hang scenarios during turn processing (ie world simulation and AI).
  • Fixed Baleful Strength not being castable during battles.
  • Fixed a world generation crash bug related to province analysis.
  • Fixed a bug on the victory conditions tracking display where incorrect text would be appended.
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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

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • 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
    Recommended:
    • 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
    Minimum:
    • 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
    Minimum:
    • 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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