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 (13)

April 17

Game Update (0.9.84)

This update is primarily a usability focused one: text quality improvements, more tool tips, collapsible headers in the encyclopedia, the foundations of a tutorial, and more. There are also a few mechanics changes and some bug fixes. The full patch notes are below.

The next update is planned to focus on reworking the Research mechanics and user interface, which ties into the magic system as a whole.

User Interface

  • The settings window has a new "Info" section which shows the location of save game files and the log files. Each has a button which copies the path to the clipboard for pasting into a file explorer. This makes it easier to locate save and log files for error reporting.
  • Tutorial dialog, hint arrows, and a very basic tutorial flow. Focus has been on getting the framework in place for the tutorial, so the content is very rough.
  • The Next Turn button has been tidied up visually.
  • Equipment on the Military window now has tool tips.
  • Changed the colors of disabled buttons to make it more obvious that they are non-interactive.
  • Text colors changed to adhere better to WCAG 2.0 standards of sufficient contrast.
  • More blurry text has been fixed (but not all).
  • Encyclopedia now has expandable/collapsible groups with headers, making it more similar to an explorer or tree view style UI element.
  • Worker Skill Tooltips: Now have numerical values instead of descriptions and include effect when assigned to a Wizard Tower.
  • Saturation slider added to Color Picker to make it easier to pick unsaturated colors.
  • Worker production modifiers are now shown when assigning and removing workers, including the source of various modifiers (skill, culture, etc.)
  • Settings (volume, auto save, etc.) are now persisted across game sessions.
  • Trait Tool tips: Traits which affect the army bonus when the character is assigned as General now list the numerical mechanics, instead of a vague description. NYI traits are still vague.

Mechanics and AI
  • Armies can now be assigned a General and/or Scout Captain who is not adjacent to the army. It may take some time for the character to travel to the army, which is shown when making the selection. The tool tips on the Army Window show if an assigned character is en route and the number of turns left.
  • Wizard starting units now have a recruitment type (bind/recruit/create/raise/summon/etc) based on the default for that unit type. This will affect the upkeep cost for some units that were previously always treated as "recruited".
  • The "No Upkeep" effect applied to all starting units now lasts 40 turns instead of 10 turns.
  • The AI for rival Wizards will now consider building resource sites.
  • Faerie, Celestial and Undead 'cultures' added (similar to Elemental and Demon), for smoother mechanics involving these races.
  • Worker culture and race are now tracked, and certain traits of those can affect worker assignment effects. Not all worker units have a distinct culture or race. Existing save games will have existing workers treated this way on load.
  • Dungeon exploration awards 1 xp per combat and 2 xp on successful completion.

Bug Fixes
  • Bug Fix: Issue with tool tips on buy/sell buttons in the Economy window fixed.
  • Bug Fix: Button alignment on General pane fixed
  • Bug Fix: Diplomacy overview being full of buggy Gandalf factions has been fixed.
  • Bug Fix: Margin was missing in several text areas
  • Bug Fix: Tool tip not showing for entire area of General and Scout Captain portrait
  • Bug Fix: Worker window elements were drawn on top of each other
  • Bug Fix: Major and minor realms could sometimes get into a state where a war was declared, but the minor still kept a higher level of diplomatic relations open, allowing some nonsensical actions.
  • Bug Fix: Demonic infantry units would not load properly.
  • Bug Fix: Buttons which close the window they are in, no longer have "sticky" highlight state when the window is re-shown.
  • Bug Fix: Fixed animation related crash when restarting games multiple times in a row without progressing the turn.
  • Bug Fix: Minor realms will stop trying to declare war on factions which are not valid for diplomacy. They would sometimes try to declare war on all monsters and beasts in the world if a pack of wolves bothered their farmers.

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April 11

Game Update (0.9.83)

  • Reworked wizard templates to match point costs from customization
  • Dungeon expedition code almost completely rewritten to facilitate more interesting mechanics. Expeditions are now given a stance (methodical, cautious, balance, bold or daring) and an approach (stealthy, balanced, direct). These affect risk, speed of progress, event chances, etc. A dungeon expedition is now longer than the previous one-turn affair with several turns of recuperating afterwards. It will progress through various phases, events will occur, and loot is not collected until the expedition returns. More detail and better UI needs to be added, but this is a much better foundation than the previous system.
  • Made Overseers optional on all construction projects
  • Improved text quality in many parts of the user interface
  • General and Scout Captain assignments can now be cleared directly from the Army Window
  • When choosing a General, the tentative bonus to the army is shown
  • Tool tip added to the General showing the bonus give to the army
  • Hunter's Lodge now has resource production affected by terrain
  • New character traits have been added: Alchemy, Occult Lore. These currently only affect challenge resolution and dungeon mechanics.
  • Bugfix: Worker requirements for assignment to an active resource site were applied to construction assignment, which meant that laborers couldn't build Hunter Lodges, etc.
  • Bugfix: Text in the City Window panels no longer overflows, but has a scroll bar (if needed).
  • Bugfix: Dead characters are now removed from parties automatically.
  • Bugfix: Hero for Hire event no longer has extremely low gold cost

The next update is planned to contains additional improvements to text quality, the user interface, the beginnings of a tutorial and improvements to the new dungeon mechanics.

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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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