Reviews from

in the past


Lots of good story lines in here. Unfortunately, given that they're randomly generated, they seem to repeat fairly easily. That being said, it's a very cool way to see different stories play out and affect each other in varying ways

DnD inspired is an attribute that can be given to many games, but I feel that most of the time this is just referring to the way combat is designed or the setting. Rarely does it mean the way the party grows and develops throughout the adventure. Characterization of randomly generated characters is rarely done, especially when the entire party is like that. Most of the time they presented as a hive mind, that does and goes through the same things. You can imagine my surprise when Wildermyth does exactly the opposite. That is the main selling point of the game - the randomly generated character arc your party goes through. I highly recommend it to people who enjoy turn-based combat and DnD.

Story
Before you even begin playing Wildermyth you have to choose which campaign to play. This determines the overarching storyline that will be followed in the next 10+ hours of gameplay. They are okay, but if it was just them, then my rating wouldn't be so high.
If you've read the description, you would have seen it described as “character driven”, this couldn't be more true. At the beginning of the campaign, you pick your party of heroes. Unlike most games, these characters aren't just weapons like fighter, tank, healer. The game gives them as much personality as possible, through banter, backstory and interparty relationships. This could even lead to doing an entire sidequest with just one character that serves as their character development. All of this turns the usual lifeless party into an actual group of “people”.
After a campaign is done, starting another gives the player the choice to include some of their previous party members in their new adventure.

Mechanics and gameplay
It DnD kinda.
There is generally an objective that has to be completed. This is represented by a far-off place you have to get to in the overworld. The overworld is split into many plots of land, all of which have different random encounters. Liberating an area by completing the encounter allows you to use that area for recruiting, craft and so on.
Sometimes these encounters can be done without combat, but that's rare. Combat is turn based and yeah it's practically DnD. I won't go into the details because there is nothing groundbreaking, and it does get boring after a while. It's the main reason why I stopped playing. It was after completing two campaigns, so I have sunk a good amount of time into Wildermyth.

Graphics and artstyle
It's alright. Nothing too fancy as this is an indie game, I believe. Much of it is heavily stylized and thus quite distinctive. Although some NPCs did start to blend in after a while.

Atmosphere/Immersion
Hardly anything I can say about the immersion and atmosphere. However, I did get quite attached to some of my characters by the end.

Soundtrack
It's enough, I can't give it any compliments, though. For most of it sounds the same. My favourite part is “a quest” (I don't know if that's the real name, that's just what I found on YouTube).

Final Thoughts
I've always wanted to be a …. crow

do like two campaigns and there's nothing more to be gained from this game but it's fun enough for those two. really cool magic system actually

Played all the main campaigns plus the mod one. I’m still actively playing through the procedural ones, plus have plans to go through the main campaigns again, and to go achievement hunting. This game just never gets old. From the aesthetic to the tone to the themes, there’s never been a game for me that’s felt more like a fable, a legend. Playing it with someone dear to me has resulted in so many fond and dear memories. The gameplay is simple and sweet, surprisingly thoughtful and addictive, and rewarding when you win the most grueling and brutal battles. But it’s the characters we infused with life, and the sublime writing and stories given to them, that will stick with me forever. I think I’ll be coming back to this game my whole life.

Fantastic execution. Deceptively crunchy mechanics for an ad lib choose your own adventure game.


Sights & Sounds
- The paper cutout/storybook visuals are pleasant to look at, and the cartoony animations match nicely
- The monster designs aren't all that unique, but still have a certain charm to them like the rest of the game's visual design
- The music and sound effects are serviceable, if not anything particularly special

Story & Vibes
- The game has two types of game modes: either a curated story (with some random elements) or randomly generated stories with different objectives and goals. Both are fun depending on what you're in the mood for
- Most of the game's appeal lies in the random encounters and the outcomes of the choices you make during them. These can have game-changing effects on your characters' abilities and appearances
- The curated campaigns are a slight step down from the randomly generated ones, but still fun in their own right. Some of them even give you unique transformations that aren't available in the random campaigns

Playability & Replayabiity
- It's a fairly standard turn-based grid-system tactics game. You move your characters in range to attack or out of range to prevent being attacked.
- Cover is interesting in this game, particularly for mages. Since all magic in Wildermyth is focused on telekinetically using scenery to attack, you sometimes have to choose between offense and defense
- The transformation system adds a ton of depth and variety to an otherwise standard three-class system (melee/ranged/magic). The skills and abilities from these transformations can even blend well with a character's class-based abilities to open up new combat strategies and tactics

Overall Impressions
- The game runs well and is quite well-polished. I haven't encountered any crashes or bugs so far, but will update this review if I find any
- I don't even typically like this style of gameplay; in fact, the only other games in this same vein that I've enjoyed are the Final Fantasy Tactics games. Because of that, I can heartily recommend Wildermyth

Final Verdict
- 8.5/10. Enjoyable combat, a progression system that leads to unique and varied characters, and fun storybook visuals make for an all-around great experience either alone or with friends

For some reason only gave good randomly generated stories to my lesbians

I could say a lot of deeply unkind things about this game, but none of them are as potent as saying that Wildermyth simply washed over me without leaving much of a mark.

Wildermyth's core is comprised of procedurally generated storytelling, using very basic character tags (i.e "headstrong" or "cautious") to decide which of its myriad random events and dialogues will play out. More tags are added as random events keep playing out, with some events potentially altering a character's fate. I was fond of an early one wherein attempted graverobbing caused a character to receive a crystal embedded in their skull, altering their eventual fate so that they would begin to crystallize over time.

It's a neat concept. It unfortunately fails at the first stop because a lot of the prose on display here simply isn't very engaging. The numerous writers on board are very clearly constrained by both the text box size/event length, and also the lead writer's own defined writing style. The end result is a game where much of the writing, no matter the context, feels uncomfortably robotic and unnatural.
It reminds me of fiction (original or fan) written by those who are either particularly young or not particularly well-read: There are certainly ideas and concepts here, but they're delivered in a very brusque and unsatisying manner.

Ostensibly, the idea is to recreate the XCOM effect and give the player an attachment to their randomly generated mooks that influences how they play. I'm sure for some it'd work, but every time I sat through another boring event that followed the exact same premise of "Weird thing in the wild, dick around, profound revelation, roll melancholy music" I actually found myself wishing I could be free of these people.

And the combat is... Fine, I suppose? If you've ever played a grid-based turn-based tactics game in your life there really isn't anything magical or new on display here, and for how much combat takes up the runtime it's actually rather alarming how barebones it all is.

Everything else doesn't really get much better than 'fine', which I'm sure makes for boring reading.

The art is fine. Hits the storybook style they're going for well, I guess. Music is passable, though for the life of me I couldn't recall a single song.

Looping back to my first point, this game is so Nothing to me that most of the above is just copied from my notes. My actual memory doesn't return anything when I ask it about Wildermyth.

Fun, unique game. Feels like a DnD campaign, but as you play more you realize that none of the choices matter all that much.

I like that there's two layers of strategy, but the game just isn't that fun after a while. Biggest issue is that there's too much reading irrelevant story.

Great game, much better with friends though. Get two or three other people together and tell a story, its worth the price

the closest thing to dnd I've experienced in a video game so far. fun combat, cool approach to storytelling.

DUROOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

pretty fun rogue like dnd game. A great way to start if you're unsure if you'd like DND

A game that seems amazing... For exactly one playthrough. Wildermyth is entirely predicated on the idea of your group of randoms developing into unique heroes over the course of a campaign, basically emergent storytelling but mechanically enforced rather than headcanon-based. The problem is that this promise does not match up with the game's mechanics.

First and foremost, combat is not particularly interesting, with few classes and options within combat that are pretty clearly better than others. Now, this would be excusable if the emergent storytelling aspect had meaningful implications for gameplay. It doesn't. One character could have their arm replaced with a spray of fire, permanently. What does this give them? A melee attack that almost certainly does less damage than your other options. You might say, who cares if these aspects integrate into combat, most people don't play TTRPGS solely for the combat gameplay, anyway. The problem is that, for most character variances, combat is the sole place where they have any bearing, outside of appearance, since future events very rarely reference changes that your characters have endured, unless they're explicitly seeded by main story events. What this means is that your ultra-badass 70-year old character ultimately boils down to being "strong mage #2" rather than someone with unique strengths, weaknesses, or utilities. This issue is only made worse by the fact that the game is designed for multiple playthroughs, and even by your second, you'll likely be seeing multiple duplicate events in every run past the first. This would be fine for events like "Party gets stuck in a storm," or something, but in most runs you'll have the option to have some member of your group transform his arm into stone or her head into that of a wolf, things that should be memorable, but become stock standard after 2-3 campaigns. I wouldn't be harping on this fact if the game didn't explicitly want you to play more than one campaign. As a final note, while I understand the need for artistic simplicity in making these procedurally-generated characters, the player characters in Wildermyth look really bad. The creatures, backgrounds, and overworld generally look fine though.

Wildermyth ultimately feels like it takes a lot of the worst elements of procedurally-generated games and puts them front and center, hoping that you'll be charmed enough by the stories you invent for your characters to excuse the lack of legwork the game itself does in making said characters feel interesting or unique.

I didn't find the randomly-generated story and characters to be compelling.

The presentation is lackluster at best. The bland and samey-looking characters, flat environments, and stilted animations (that movement hop looks like something straight out of a 2004 Flash game) make Wildermyth feel cheap. I think it would've been better to go with a different art style if there were budget concerns.

I encountered a screen flickering issue when playing with an uncapped framerate, which is disappointing. I should be able to play at 165hz without the risk of a seizure.

The tactical gameplay appears to have a lot of depth at first glance, but I didn't play for long because of the aforementioned problems.

Interesting idea, but didn't feel compelled to play more after the first campaign.

Feels like a game I should've liked more and maybe I'll revisit. It's ability to tell a non-linear story without the typical videogame "you're making a decision" tree structure was really impressive and the art style grew on me overtime.

One of the most popular ways of telling stories through gameplay is the RPG, whether it's the tabletop games that started the genre, or the video games that have been inspired by them. One of the advantages that tabletop RPGs have, though, is their malleability. Those who have played games such as Dungeons & Dragons will invariably be able to tell you about their whacky and chaotic adventures, consistently derailing the planned narrative; presumably, much to the DM's dismay. These experiences are, by their very nature, incredibly unique; the game's path is governed predominantly by the players, so no two campaigns will ever really be the same. Chasing this feeling as a video game developer is, of course, difficult. The game will only do what it's programmed to, so there's really no such thing as a truly unintended outcome-there's no possibility for a real unique-to-each-player experience. So what do you do? Well, if you are Worldwaker Games, you create Wildermyth.

Wildermyth's gameplay is a tactical RPG, but its true calling is to tell stories, and to get as close to that "unique to each player" feeling as it can, it relies on an innovative feature; procedurally-generated storytelling. The game has 5 built-in scenarios (plus 1 tutorial), and each begins with you randomly generating characters, encountering random events all while working towards the campaign's goal. The game's strengths are especially on display throughout the tutorial-it's slightly shorter than the other campaigns, but it introduces all the concepts nicely and sets you up with some legacy characters for further campaigns, which can be recruited later on. It's a thoughtful inclusion, and it makes sense, especially as many players will go through the tutorial meticulously, taking note of every event and developing a bond with their party. Completing the tutorial is experiencing Wildermyth at its freshest, and would no doubt spur players on to try out one of the longer campaigns, excited to see what is in store for them and their new-and old-companions.

Unfortunately, the game never improves on what it displays in its opening few hours. Wildermyth is, for all its variety, a game that is disappointingly shallow in both mechanics and story. There are only 3 classes in this game, and there's a staggeringly low amount of variety for each one. You'll get familiar with each class's abilities pretty swiftly, and with a maximum of 5 characters in combat at once, repetition will set in much sooner than you wish. The overworld gameplay is barely relevant enough to mention-which, admittedly, was probably not the focus-but you'll be doing a lot of combat, and except for a few unique bosses and maps per campaign, you've basically seen everything the actual gameplay has to offer by the time you've finished the first proper campaign. Still, it's threadbare, but it's fine-it would be engaging enough if carried by a well-delivered story.

Wildermyth is all about stories, which is a shame, because it doesn't really have one to tell. The scenarios are extremely light on substance-there's an intro and a conclusion regarding the story at the bookends of each chapter, but they don't impact beyond that. More importantly, though, is that the game is not really able to tell a meaningful and engaging character-driven story, and certainly not more than once. There are random events that happen before and after each combat, and these are the moments where you're intended to really bond with your characters. And while starry-eyed players may buy in during the tutorial, it doesn't take long to see behind the curtain. These events usually have choices which, you'd think, will shape your character over the course of the campaign. And they do; but only cosmetically, or in the stat column. There is rarely any connection between one event and another; each is a self-contained anecdote that is at first charming or endearing, but after enough time, feels more like reading exercises with flowery prose. And when you see an event repeat in a different campaign-and you will-the illusion shatters completely.

Wildermyth is, ironically, a game that gets worse the longer you play it, which seems to be the exact opposite of what the developers were going for. It truly is charming upon first play, but it's interesting how so much of what was supposed to make it an infinitely replayable sandbox ends up doing the opposite. The paper art is aesthetically pleasing, the music is thematic, but they're both used without enough variation. Beyond its average gameplay, Wildermyth disappoints because it relies far too much on the player to fill in the gaps. It doesn't feel like a story, it feels like a series of events, waiting for you to add the ever-so-important context. And while especially imaginative players might relish that chance, the fact that it has to be done at all means that any well-told story that results from Wildermyth is more of an achievement for the player than it is the game.

I finished one campaign, but the combat system was so basic as to be boring. I did not feel compelled to keep going to experience the legacy system and see how the first campaign impacted the next, so this is a somewhat incomplete review. Cool random events, felt true to a ttrpg experience in the storytelling aspects, but the loop of scouting and securing new tile pieces combined with basic combat made it feel like a disconnected experience.

Splendid little game. Love character creation and building a group and narrative around them.

Loved it, especially the legacy aspects. Finished all the proper campaigns (there is also user created content available), and will keep an eye out for more story DLC. Graphics are only servicable, but on the other hand I really appreciate how equipment and transformations are visible on the character models.

Some of the scenarios can drag out, but the thrill of seeing my party grow, age, and develop deep bonds with each other before fading into myth ensures that I will come back to this game at some point.

Wildermyth has a pretty cool concept on paper. It fits perfectly into the D&D rave that has impacted the internet for many years, even more so now with the likes of Critical Role and Baldur’s Gate being as popular as ever. So, a game that feeds into the roleplaying aspect of having a party of characters that grow and evolve in a way similar to the tabletop RPG definitely sounds cool, but it is lacking in the fun and replayability department.

I stumbled into this game completely randomly and had a sort of love at first sight feeling when I was reading up on it. One of my favorite parts of these games is always to bring life into these characters and make them evolve and adapt to what happens around them. It may be corny, but making up relationships between your characters and seeing them kind of grow and regress in consequence to your gameplay and choices has always been super cool to me.

One of my favorite parts of XCOM has always been making up overcomplicated backstories for my soldiers and letting them evolve in natural but somewhat realistic ways as their bonds and the stakes progress. That aspect paired with turn based strategy gameplay just seemed like a perfect match with the procedurally generated element.

My experience playing was a bit different though. There’s a really endearing level of customization to personalities, traits and skills, but it just falls flat in the gameplay department when all it really revolves around is moving pawns across a board with a few random text events happening every once in a while. The only real strategy in this game outside of the combat is allocating where you want to send your party and how long it’ll take them to get there.

It’s definitely cool at first, but there’s a real lack of variety in what to do and how to do it. There’s a few campaigns here to choose from, all of them with a premade story that you kind of tailor your way, but I could barely get past the first before I was filled with disappointing boredom.

The game engine itself is also a bit wonky, I encountered quite a lot of texture bugs which is weird considering the low graphical fidelity and the paper tabletop inspired style.

Luckily, there’s great modding support that can really elevate the experience and fix some of this lack of variety, but for a game that prides itself on an element of procedurally generated surprise to keep your campaigns and characters fresh, it felt very stale.

I’ll definitely give it a second shot one day, because this feels like a nice mix of elements that usually keep me going for multiple hours in other games, but for now I’ll stick to Matthew Mercer and BG3 sessions.

I forgot how great this game is. I had gone on quite the bender probably a year ago, then stopped for whatever reason. I just picked it back up as a podcast game and lost several hours to it--I only stopped because of a family obligation lol. Such charm, such GOOD strategy!! I love the arc of developing the crew, watching how the world plays out, and then seeing old faces return. Great great great time.


The closest I've ever been to playing DnD on my own. Really cool little game, but after a few playthroughs the loop got kind of stale.

Cara. QUE JOGUINHO FODA.
Um RPGzinho com várias companhas prontas, que os seus personagens literalmente envelhecem e cresce, criam laços, ganham personalidade baseado nas coisas que viveram, ganham melhorias permanentes que impactam na aparencia deles. O seu personagem começa solteiro, com 21 anos e usando uma panela de arma, termina aposentado aos 60 e poucos, sem um braço e com asas de corvo. INCRIVEL.
Voce realmente cria afeto pelos personagens, fica feliz com as interações e triste com as perdas (tem permadeath). FODA PRA CARALHO.

kinda like solo D&D with great combat mechanics, I just wish there were more variety to the stories as they can all end up feeling pretty similar.

great game! good example of procedural generation!