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 (22) - 95% of the 22 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 (47)

August 28

Game Update (0.9.117)

  • More than 50 new follower portraits, bringing the total number to about 155. Elves, Orcs and Dwarves in particular have much more variety now. Note that a side-effect of the increased variety is that races without custom portraits yet (e.g. Celestials) may have slightly odd portraits (Celestial which look like Ratmen, Gnolls which look like undead) - instead of always looking like humans. This will be fixed as more portraits are added.
  • Two new events for Mysterious Sites, one of which has special options for Demon, Undead and Warlock Wizards.
  • New Mechanic: Recruitment Pools. Wizards have a recruitment pool for each culture, from which they can recruit units. New units are taken from these pools, which replenish over time up to a target size. This target is increased by having fortresses and cities from the culture in question.
  • Wizards with Good/Evil alignment can no longer recruit from cultures which have an opposing alignment, unless special circumstances apply. This is implemented via the recruitment pool mechanism.
  • New Follower Task: Recruitment. Will increase the recruitment pool from a chosen culture. Characters of Martial types get a +50% bonus, and matching character and target culture will usually result in fewer recruits gained.
  • New Follower Task: Conversion. This will allow Good/Evil/Demonic/Celestial wizards to attempt the redemption/corruption of cultures otherwise unavailable for recruitment. This is the first iteration of a somewhat complex mechanic, so it probably has some undiscovered bugs and needs a better UI to expose some options currently always set to default values.
  • New unit type: Mitalovivo. Chaos-imbued bio-metallic humanoids. Research to unlock requires Chaos 3, Metal 2, Life 1.
  • Planar Portal closing mechanics are partially implemented, and some options work as expected. Bugs are to be expected, so make to sure to only use this feature if you're curious about what direction it is going. Please wait with feedback until the next update.
  • Sites (Cities, Fortresses, etc.) have been added as a category on the Outliner. Like the other categories, it can be toggled on/off in the settings.
  • Claim Tribal Rulership now displays the cost calculation mechanics in the tooltip.
  • Improved the variety of lizard/serpentine-themed names.
  • Enchantment Mastery 6 now allows putting 2 Marks on units.
  • Enchantment Mastery 1 is now required for Lesser Marks (unlocked by other masteries).
  • Enchantment Mastery 2 is now required for (regular) Marks (unlocked by other masteries).
  • Enchantment Mastery 4 is now required for Greater Marks (unlocked by other masteries).
  • Added generator for a new language themed to suit Ogres and similar.
  • Added text color in the City window to highlight that the Income and Religion text has tooltips showing the mechanics.
  • Added tooltips for City Leader and Notables.
  • Fixed the Wild Herd event having a blank description, making it rather confusing which option to choose.
  • Fixed unrest-based modifiers not always being applied to City production/income.
  • Fixed many site effects not ending on ownership changes when they are predicated on ownership.
  • Fixed Cloak of Shadows not being able to target friendly units.
  • Non-Living units are now immune to Poison and Disease damage.
  • Rebalanced Rain of Fire. Large creatures are now much less likely to be "one-shot" and the overall damage is also significantly lower. However, cavalry take extra damage (still a bit less than the previous average, but twice as much as infantry).
  • Fixed lore progress not saving correctly.
  • Fixed a number of battle spells not having continous effects applied correctly.
  • Fixed a memory leak which was triggered by battles occuring.
  • The worker assignment window during construction will now shown all workers, even those without required traits or similar. This allows the player to see why workers are not available and fixes the issue where window is entirely empty.
  • Hypnotism now has Illusion as secondary mastery.
  • For battle spells all tooltip/spellbook references to seconds have been changed to turns, and the durations have been reworked to align properly with turns.
  • During battles, Enter/Return is now a shortcut key for the Next/Turn button.
  • The Military Window now has an improved tooltip when inspecting the recruitment queue making explicit which unit the refund details refer to, and that other units can be selected (if relevant).
  • Fixed a bug making the Cancel button in the Military WIndow (Queue mode) always affect the first item in the list and not the selected.
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July 25

Game Update (

Some bug fixes and various odds and ends, including the requested improvement to dungeon exploration rewards. I have not abandoned the work on Planar Portal events mentioned in the previous update, but the bug fixes in this update meant I wanted it out sooner rather than later, and not delay it until the Planar Portal events were completed.

  • Added two new outcomes when exploring Mysterious Sites (goody huts). One of these has multiple options for resolution.
  • Fomorians have been added to the tables for generating random "Monstrous Humanoid" armies. They are very rare and tend to be found in Blight and Darkened regions.
  • New Spellcraft: Fomorian Sorcery. Research unlocked by Mastery: Chaos 3 + Lore: Ancient History 2. Gives +5 Mana per turn and unlocks research of Fomorian unit types.
  • New Unit: Fomorian Degenerates. Basic, relatively weak Fomorian infantry unit, which is very cheap and fast to research. Research to unlock requiresFomorian Sorcery and at least one of Mastery: Binding 2, Mastery: Beasts 1, Mastery: Blood 1.
  • New Unit: Fomorian Brutes. Durable medium infantry. Research to unlock requiresFomorian Sorcery and Mastery: War 2.
  • New Unit: Fomorian Nobles. Durable elite heavy infantry with strong melee attacks and decent short-range javelin attacks. Research to unlock requiresFomorian Sorcery, Lore: Ancient History 4 and either A) Mastery: Binding 5 or B) Mastery: Binding 3 + Mastery: Order 3.
  • New Unit: Fomorian Elders. Durable elite medium infantry with powerful magic attacks. Research to unlock requires Fomorian Sorcery, Mastery: Darkess 3, Mastery: Time 2 and Lore: Ancient History 5.
  • New Unit: Fomorian Blight Lords. Durable light infantry with very powerful magic attacks dealing combined Disease+Corrosive+Dark damage. Research to unlock requires Fomorian Sorcery, Mastery: Darkness 3, Mastery: Pestilence 3, Lore: Ancient History 5 and Lore: Ancient Evil 2.
  • Research of Lore: Ancient Evil is now unlocked by one of the following A) Mastery: Darkness 4 + Mastery: Divination 2, B) Mastery: Abyssal 6 + Mastery: Divination 2, C) Lore: Ancient History 5 + Darkness 2, D) Lore: Ancient History 8.
  • The Exotic Races game setting now has a greater impact, with Classic races/cultures being much less likely, Exotic being more likely. Any non-Exotic will also have a high amount of variety changes applied to the template.
  • Dungeon Exploration can now gives better rewards more in line with risk posed to the expedition. The new special rewards have a small chance of occuring during exploration turns and a medium to very high chance (depending on dungeon size) to be awarded after clearing the dungeon. The possible rewards are Unit (with no upkeep for 20 turns), Map Reveal+influence, Wizard Research (random fully researched project) and Tribal Destiny.
  • Greatly reduced the cost to research Lore.
  • Lore research now shows the next level in the project name and the current level in the description.
  • Fixed a bug where initial Lore levels from Wizard traits were not being set correctly.
  • Fixed a bug causing Lore research to be unavailable after Level 1+ was reached.
  • Fixed a bug where could abandoned sieges could cause issues when the site was sieged later.
  • Fixed a crash bug related to assaulting after a siege.
  • Fixed a bug causing Trade Posts to be under construction permanently. They also no longer generate income until after construction finishes.
  • Fixed a crash bug related to conquering a site with units under recruitment.
  • Fixed a corrupted save game crash bug. Saved games already suffering from this issue can now be loaded (the issue will be detected and fixed on load), and the corruption will no longer occur for new saves.
  • Removing the Mercantile character from a Trade Post under construction will now give the player a notification that construction has been halted.
2 comments Read more
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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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