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 (20) - 95% of the 20 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 (43)

June 11

Game Update (0.9.113)

Here's the latest round of fixes and improvements. Planar Invasions are in progress, and quite close to being ready for inclusion. I also haven't forgotten about the tutorial videos, which are in progress, but proving to be somewhat a nemesis of mine.

The somewhat meagre appearance of the patch notes is partly due to the new marauder/wandering monster settings. This was a very requested feature. It ended up taking more work tha initially planned, as I wanted the settings to be more than just a one-dimensional power slider. Instead, frequency, power and scaling can be customized. For example, you can have rare apperances of powerful forces, or the opposite, regular events spawning weak armies. You can even choose not to have any marauders at all or enable scaling to make the enemies stronger as the game progresses.

As this update was sadly delayed quite bit, I would like to state that when delays such as this happen, it is by no means because the game has been abandoned. Circumstances, challenges and impediments can conspire to make it more difficult to keep schedules than anticipated. Nevertheless, I will work hard to make the next update happen sooner, but still be full of good things.

Patch Notes

  • Manticore: Bite damage up from 2 to 7, Rake from 6 to 7, Tail Stinger now has cooldown: 2 with poison damage up from 5 to 9, Spines now usable in melee, Toughness increased from 7 to 10.
  • Quicken (Battle Spell) Implemented: +1 Discipline, +1 Movement, +1 Melee Skill. Reduces any pending cooldowns on target unit by 1.
  • Water Breathing (World Spell) Added: Unlocked at Mastery 3. Target unit gains Amphibious for 4 turns. Cannot target units with the Fire tag.
  • Added a few new faction greeting messages for added variety.
  • Cultures from randomly generated races with the "Near Constant Rage" trait will now have appropriate philosophical orientations: War or Conquest - and not be Peace, Equilibrium, etc.
  • Cultures from randomly generated races with the "Violent" trait are now very likely to have philosophical orientations: War or Conquest.
  • Fixed some UI elements being aligned incorrectly causing flickering when scrolling the map.
  • Fixed a crash bug related to destroying units with spells
  • Fixed a crash bug related to skirmishers
  • Fixed a crash bug related to emissaries sent to non-city sites
  • Fixed a bug related to the army window not displaying units in the correct section on opening
  • Fixed a bug related to province-related event chance
  • The Sanctuary hex condition now reduces the chance of negative events in a province
  • Improved the event army generation routines to be use a greater range of settings and world data when choosing units for the army.
  • Added a setting to change Marauder/Monster frequency.
  • Added a setting to change Marauder/Monster power.
  • Added a setting to enable Marauder/Monster power scaling.
  • New Unit Type: Barbed Horrors. Research requires Abyssal 1, Metal 1, Demonic Lore 4 and Demonic Summoning.
  • Tribal Tests of Mettle with a Martial Focus now uses a unique resolution path, which considers martial skill, has the appropriate risk of injury, etc. Experience gain is higher to compensate.
  • Fixed a bug related to save/load and some events/dungeons loading with default values for some character challenges used during resolution. This would make some events/challenge more or less likely to happen than intended.
  • Fixed a bug where most game settings set to Random didn't correctly pick a random value.
  • Numerous new unit types added of various extra-planar types. Most of these are not available for recruitment or added to all relevant tables apart from planar invasion army generation, but this will be done in the next patch.
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April 29

Game Update (0.9.112)

This patch fixes some serious issues with loading games and a number of issues in the battle system. I'll compile the full patch notes within the next day or so and update this post, but wanted to get the patch out asap to fix the unloadable save games some players had.

Edit: Patch Notes

  • Added more "Mark" upgrades: There are now all three levels of Marks for Air, Darkness, Death, Fire, Ice, Light, Nature, Shadow, Stone, Thunder, Water.
  • Tweaked the food mechanics for camps: All food from pops, upgrades and abilities are now added to a base production of 2 food. The first 50 mounts do not consume food. The threshold for high population penalties has been raised by 1.
  • Fixed incorrect display of population growth mechanics on the Camp window.
  • Fixed units not leaving the battlefield as intended when broken and retreating. If unpursued they now leave after 1 turn. If pursued they leave after 4 turns, but have a random chance to leave earlier unless any pursuer has the Relentless Pursuit ability.
  • Unit "hit point" display is now scaled according to unit max size and not size at the start of the battle. So a unit with 15 individuals but a max size of 100, will now have a 15% filled bar (previously it would be 100%).
  • Fixed a bug related to swapping reserves during deployment.
  • Fixed a crash bug related to casting spells during battles.
  • Fixed an issue where some save game files would not load.
  • Unit recruitment of type Raise can now do be done at any controlled city or Mana Node (of type Shadow, Death or Evil). The Wizard Tower remains a valid site.
  • Unit recruitment of type Summon can now do be done at any controlled fortress or Mana Node (of type Arcane or Chaos). (in addition to the Wizard Tower).
  • Unit recruitment of type Bind can now do be done at any controlled outpost or Mana Node (of type Arcane, Life, Light, Order or Primordial). The Wizard Tower remains a valid site.
  • Wizards now get a free amount of mana for unit upkeep equal to (10 x Tower Level). This amount, and the amount used is shown in the military window, the ledger and the economy log. Examples: A Wizard with a Level 1 Tower and units with a combined upkeep of 8 mana per turn will now pay 0 mana for them (but will not gain the 2 "unused"). A Wizard with a Level 2 Tower and units with a combined upkeep of 25 mana per turn will now pay 5 mana for them.
  • There is now a cap on the number of units of type Train which can be recruited in parallel at a Wizard Tower. This is equal to (1+Tower Level), +1 for Barracks upgrade, +2 for Training Grounds upgrade. This does not affect other types of recruitment.
  • New Tower Upgrade: Training Grounds. 500 gold. +2 Training cap. +25% recruitment speed if only one unit is being trained.
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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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