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 (31)

October 4

Game Update (0.9.102)

A bit of a small update, as it's only been a few days since the last one. But some players encountered a serious load/save game bug, so pushing it early to get that fixed asap. Thanks to everyone who has chipped in with ideas and bug reports. I hope you can recognize some of your suggestions and feedback in this and the coming updates. (Note that the MacOS build is slightly delayed, and may not go up until tomorrow).

  • Fixed a bug causing some save games to not load.
  • The space bar key can now pause/unpause during battles.
  • Casting spells will no longer unpause if the player has paused during battles.
  • Zooming out will now switch on Province names. Zooming back in will turn them off again (unless they were toggled explicitly by the player).
  • Province borders have been changed from pure black to a slightly thicker black line with an inner white line.
  • Bonus damage when charging is now slightly higher in general.
  • Bonus damage when charging was previously (Melee Shock)*(Movement Factor)*(Weight Factor)*(Defensive Factor). Weight was based on armor, and Defensive factor on Shield Wall and a fixed amount offset by the attacker's Break Defense stat. The calculation now also considers size difference, Attacker: (Courage, Frenzy), Defender: (Discipline, Unsettling, Terror). Mindless and Limited Mind play a role in offsetting the psychological effects as they do in general.
  • Added more (cult/organization/martial order) titles to the world generator.
  • Rain of Fire is now learned at Fire 5 (was 8), deals more damage, gives the caster feedback on how many casualties were inflicted, and also hits garrisons.
  • Reaper's Due (Death 3) now also hits garrison armies. It also gives feedback when no undead could be affected or no damage was inflicted, instead of failing silently. When it does deal damage the information is now less specific about the damage dealt (making it less useful to spy on enemy armies).
  • Wizard Tower expansions which give XP or trigger special events for followers no longer consider those sent on missions away from the tower or recuperating.
  • Roaming Undead armies now have slightly better names.
  • Fixed a bug where many unit types did not list attacks from equipment in the Military Window.
  • Fixed a bug sometimes causing unit types to be generated without a name.
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September 30

Game Update (

(A small incremental update was added today, Oct 1st, with bug fixes, see list at the end).

  • The city window now has a tooltip for production which shows how the result was calculated (ie how much from pops, buildings, characters, etc.)
  • Training and Summoning now gives followers xp equal to 1 + (base recruitment time / 4) ( + 2 if Summon).
  • When summoning a unit, one Arcane class follower can be assigned (using the Trainer interface) giving a +10% summon progress bonus and a -5% risk of summoning mishaps.
  • When recruiting a unit, having a trainer with a culture matching that of the unit now gives a +25% bonus to recruitment progress.
  • When casting world spells of target type Unit or Army, the global message dialog will now display the reason if an army is not valid and the unit selection list dialog will do the same.
  • The AI will now use spells during battles.
  • Arcane Apocalypse (World Spell, Destruction Mastery 8) added. It costs 100 mana and destroys a mana node, any armies in the same hex and changes the terrain of the hex to Rocky Badlands. There is a 40 turn cooldown to cast it.
  • Deconstruct (World Spell, Destruction Mastery 3) added. It costs 50 mana and destroys a city building.
  • Durability (World Spell, Artifice Mastery 1) added. It reduces the Gold upkeep of a recruited or created unit by 25% for 10 turns.
  • Hailstorm (Battle Spell, Frost Mastery 4) added. Deals up to 20 hits for 5 physical damage and up to 20 hits for 3 cold damage. Damaged units without cold resistance or the Hardy ability suffer -2 Movement and -2 Toughness for 6 seconds. Secondary mastery is Air.
  • Fear (Battle Spell, Shadow Mastery 2) now implemented. Target suffers -3 Courage, -1 Discipline, disable Inspire for 5 seconds. Cannot target Mindless or Fearless targets.
  • New Unit Type: Draugar. Hulking zombie warriors, which can be unlocked through research requiring Necromancy 3, War 4.
  • New Unit Type: Draugar Berserkers. Unlocked through research requiring Necromancy 4, Beasts 3, War 2.
  • New Unit Type: Banshees. Spell-casting, ranged ambushers. Unlocked through research requiring Necromancy 2, Arcane 1, Death 1.
  • New Unit Type: Greater Banshees. Powerful magic/ranged unit. Unlocked through research requiring Necromancy 5, Arcane 1, Death 2, Darkness 2.
  • Equipment mechanics reworked to fix various bugs and inconsistencies - as well as enable equipment materials, variants, etc.
  • Bind Mana Node is no longer shown as an action if not researched yet.
  • Drain Mana Node is no longer shown as an action if not researched yet.
  • Improved the formatting of the tool tips and context panel text for armies.
  • The "generic" Espionage task has been disabled as it had no effect.
  • Garden (City upgrade) construction time reduced from 64 to 16 turns.
  • All active recruitment in a site is now cancelled if it is conquered. If the owner is the player, a notification will be generated listing which units were cancelled.
  • If the player is unable to change the leader of a site, the button is no longer missing, but disabled and has a tooltip indicating why.
  • Changed the range on the Fireblast attack of Skeleton mages from 35 to 150.
  • Province search tasks which end without finding a site now trigger a notification.
  • All parties and characters searching a province now end their task on the same turn.
  • Fixed an issue with Dark Rituals making it uncastable.
  • Fixed a bug where the Rain of Blood event was healing relevant (sanguine, vampiric, etc.) units by an amount unaffected by unit size and max size values. Healing is now relative to unit sizes.
  • Fixed a bug where the unit buff from the Rain of Blood event (granted to some units) was permanent instead of the intended duration of 3 turns.
  • Fixed a bug where saving the game when an active Scarecrow event choice had been made would let the player duplicate the Scarecrow.
  • Fixed a number of bugs related to event choices and corrupt game state
  • Fixed a bug where the culture/race state of special/event followers led to corrupt games and crashes.
  • Fixed a bug where the pause button would disappear from the battle window.
  • Fixed a bug where units at 0 strength were making a very large number of attacks, effectively deadlocking combat.
  • Added a hard battle end timer. If no attacks have been made for 120 seconds (affected by time speed and pause), the battle ends. This is primarily to avoid various bugs causing battles not to end, forcing the player to terminate the game process from the operating system, but it also provides a way to end battles where all units are immobilized or unable to attack (due to magic or other effects).
  • Fixed a bug where destroyed units sometimes remained active during battles.
  • Fixed empty space sometimes being added to the bottom of world map tool tips.
  • Fixed a bug where monsters were counted as infantry for some mechanics.
  • Fixed a bug where the display of remaining time on pending units recruitment/summoning/creation was incorrect.
  • Fixed the Shardstorm debuff lasting for double the listed duration.
  • Fixed a bug where the army transfer window was not updating buttons, making it possible to merge un-mergeable armies and/or crash the window.
  • Fixed a bug where garrison armies would get a corrupt state during some merge operations.
  • Fixed a bug causing unit movement modifiers applied during a battle to not take effect until the unit changed direction.
  • Fixed a bug causing unit movement speed to be inconsistently calculated for some combinations of direction and behavior.
  • Fixed a bug where stat display was incorrect (until a modifier was added/removed/changed) when loading a game if the stat had modifiers.
  • Fixed a lot of scroll views where the scroll bar was "sticky" when changing content.
  • Fixed a bug causing battle engine game hangs.
  • Fixed a bug causing characters overseeing construction projects to be assigned to be sites with no valid leader assignment.
  • Fixed destroyed buildings not removing city stat modifiers.
  • Fixed sabotage missions and random events not properly destroying buildings, but just removing them from the city.
  • Fixed opponent count selector being locked for quick start games
  • Fixed wrong text color in some game setting drop downs making it look disabled
  • Fixed the recruitment unit descriptions not including stat and ability modifiers from equipment. (they were correctly applied on recruitment)
  • Major power faction garrison units are no longer protected from negative effects due to not paying upkeep.
  • Garrisoned units now have a 25% reduction to gold and food upkeep costs.
  • Fixed Limited Regeneration being granted by Personal Guard
  • Fixed Limited Regeneration not being granted by Rain of Blood
  • Fixed the "humans-only" game setting not being used correctly, leading to a lot of non-human races in the generated world.
  • The personal guard action no longer lingers even when not usable.
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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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