Reviews from

in the past


great game! good example of procedural generation!

dnd for ppl with no friends which is 90% of yall LMAOOOOO

The fantasy kinda breaks when you get the same event in the subsequent campaign, especially if is multiple times

other than that it's pretty great

É muito mágico no começo mas depois de algumas campanhas a magia vai se perdendo

A brilliant mix of strategy, crpg, roguelike and more. Wildermyth to me is one of the few games that stood out for it's paper-like design and really delivered fully on it's gameplay. The game functions as a bunch of mini-campaigns, of which you play over the course of many characters, each time finishing a campaign immortalizing your characters to use later. Plus with a fairly competent multiplayer system and mods galore, it's hard to dislike, a very good experience for those interested in a simpler form of ttrpg or crpg.


What a great game. Each of the main campaigns are great and varied thanks to different enemy focuses as well as different narratives that are all intriguing with different themes. The stories that get told within a campaign are brilliant too with so many different outcomes that can occur based on a characters relationships, equipment and actions. The combat is simple but never tedious, with it being similar to something like XCOM which allows for a good level of strategy to be employed with your different classes who can all use any weapon. Plus, once you've finished a campaign, you can choose to keep some of your heroes to your legacy to bring into other campaigns which is such a wonderful feature, especially with some of the campaigns wanting you to bring in a legacy hero. It isn't perfect, it does repeat some of the events, the overworld can be a bit boring to do as theres not much to do on it and finally the legacy characters being introduced doesn't feel the most interesting and feels more like any other character being introduced but honestly yeah this was fantastic and one I fully recommend people play.

A lot of very unique mechanics that pour a lot of personality over these literal cardboard characters.

I adore what this game tries (and mostly manages) to achieve but it is hindered by the long winded, obtuse writing.

Storytelling aside, the game is pretty lean - the tactical combat remains simple and the classes build all end up feeling similar.

Mystics are very unique!

I played through the first campaign and feel that the rest are functionally very similar.

final fantasy tactics but with the compelling character development moved from the cast of named heroes to the charming generic mooks you roll up at the beginning of each game.
xcom, but if the the narratives for each procedurally generated missions were tense, well-written and clever.
fire emblem, but if the two heroes you play matchmaker for in order to play as their child were a skeleton woman with giant crow wings and someone's awful fursona they came up with in ninth grade.

Everything about this game is quite competently put together. I'm sure for a lot of people, the repeated use of maps and returning characters adds to the familiarity and enjoyment of the tactical battle system. For me, I just got worn out. The battles kept me engaged for a while, but the overworld sections just didn't.

10/10 world building and story telling. Felt like I was playing through a novel. Would be a 5/5 if the battle system was a little more complex but it’s still really enjoyable.

Played through two campaigns on single player and I feel as though I've seen enough of it. Maybe it shines a bit more as a multiplayer game, but as a single player experience it's lacking. That said it's a very interesting and seamlessly executed concept regarding the content generation for the campaigns.

The combat is not very well executed. Which is not to say that it's bad, it's just too easy even on harder modes and though there are occasions to expand what your character can do, it never feels very robust or all that rewarding.

The storytelling is fine enough, but so many interactions with the characters end up with them all have the same Joss Whedon dialogue quip-per-minute personalities.

I hope to revisit this one day and get more out of it, as of now I don't regret buying it but I also am glad I got it at a steep discount.

Quizás no lo haya cogido en el momento adecuado, pero cosas como su estética, su randomización, el diseño de escenarios o la UI me han impedido avanzar lo suficiente como para ver el potencial del juego.

Bar some repeatable events cropping up multiple times, Wildermyth scratched an itch I've had for a long time. I played through the first campaign with a group of friends, each incharge of their own characters, and just had an absolute blast. I then continued the next two by myself at my own pace.

Nothing too complicated about this one, but some of the emergent narratives that are created are brilliant. Writing this review 3 months since I shelved the game and I can still recall specific characters & their children's stories. Absolutely fantastic.

This game was so so good in my opinion and has unlimited, extremely unlimited potential! It is like playing D&D or any fantasy ttrpg by yourself on a computer but the best part is you can play with people too if you have friends to do so!

I personally like the art and think it's very unique but I know it's definitely a taste thing and not for everyone. I love the replayability of this game and how much hours you can out into it. I love the way we can save characters to our legacy and keep track of our very best characters. The stories can be funny but also feel like they are told with the depth and detail of a D&D campaign. However they don't grasp me too much, I mostly like this game for the combat and customization and stories between characters rather than overarching goal. It is hard to remember the monster names

I'm glad someone asked the question what if D&D was a video game but nope, not like the computer versions of the module but what D&D is actually about wherein you have these random blank slate dudes that form together to stop evil.

It does get repetitive at times, especially after you've done a couple of the events but I truly love the generation system in this game.

"Emergent storytelling," the game. Absolute blast to play. Well-written and infinitely replayable.

super cool narrative framework, surprisingly successful semi-procedural character/relationship writing. gameplay is not that interesting and i dont really like the art conceit

Only completed one campaign, but a cool concept. Just a bit clunky in parts.

La idea de un juego que sea capaz de crear historias procedurales es muy interesante y este juego lo aprovecha hasta cierto punto. Sin embargo, lo que al principio parecen un sinfín de opciones acaba haciéndose repetitivo a más no poder por la falta de variedad. Una pena.

An absolute treat of a game, this little gem is seemingly underappreciated in gaming.

It's the closest I've felt to a game matching what I loved about XCOM but with it's own thing going for it. The stories are investing and sometimes the most unexpected things can happen.

Wonderful game that I can see myself coming back to once I have made more of a dent in the backlog

This game is so good. The characters that stick with me stick with me so hard, despite me knowing they're not that deep, they're all scripted, I could randomly generate a new character who talks and acts the exact same way. But it doesn't matter to me, this game does a great job at making you love the heroes. Also, it's like fantasy XCom, that's pretty fun right off the bat. Play the "Eluna and the Moth" and "All the Bones of Summer" campaigns

After the first campaign, I thought very highly of this game. Seeing your character develop over the course of the game is fun, the combat is interesting (especially mystics are very cool) and while the overarching story is fairly bad, the individual events are well written.

Then I started the second campaign and my opinion plummeted.
I was really excited for the "legacy" stuff I heard about, with previous campaigns influencing future ones. Turns out that influence essentially boils down to "you can recruit former characters" which feels less like seeing a story pass into myth and more like that one player in your DND group who just keeps wanting to play their one OC.
The much more significant issue for me was difficulty. My first campaign was on the second lowest difficulty, the “recommended” one. It was a bit too easy for me but alright for getting used to the game. So, for the second campaign I decided to go one difficulty higher. I immediately struggled way too much, to a degree where the game became unfun for me.

I still like this game and would recommend it to you if you like the xcom/fire emblem style of strategic combat, but I wouldn’t recommend the game just for its storytelling potential

This game was a very pleasant surprise and is worth the attention of tactical and strategy RPG players.

The game takes its tabletop RPG influences and creates a very unique package that combines gameplay elements ranging from RPG turn-based tactical battles similar to XCOM games, to micromanagement of your party members dividing teams to scout different world areas and obtain materials, resources, and even new party members. The story is somewhat procedural generated thanks to the different traits and personalities each party members have giving each campaign its own customized feel. There is even a card deck element after each mission that requires some thought in order to avoid enemy forces gaining strength.

Overall, this game has a unique combination of mechanics that are put together very well...highly recommended!


Have only played singleplayer.

super cute and was fun to play through, but it lacked the deep mechanics in both combat and the overworld to keep me truly engaged

I played this once and Jesus already died