Reviews from

in the past


Wildermyth is basically a more customizable and interactable take on the Banner Saga kind of game. the narrative changes over time and will evolve according to the choices you make, the combat is a pseudo-XCOM style kind of thing with a Paper Mario aesthetic. it's a pretty weird game but it's really cool. there are various different storylines to playthrough, or you can just do a multi-chapter generated story.

your ultimate goal is to complete the objective of whichever storyline you're doing and turn your characters into legendary folk heroes. there is permadeath and multiple difficulty settings, so you can and will lose some people on the way. you can induct your survived heroes into something called your 'Legacy' which will allow you carry them over to other stories if it interests you to do so. it's not the most in-depth thing ever, but every playthrough feels distinct, as do your characters.

the coolest thing I'd say is just how much can change about your character short-term. I had a guy that was a dedicated bowman, but he got his arm caught in a trap and had to amputate. he could only use one hand well after that and replaced the other with a hook, so he started using a one-handed crossbow in his good hand. later on in the game he got charged by this magic mutant boar thing which ripped apart his other good hand, leaving him with two hook hands now, and as a result the characters actually remarked that he wouldn't be able to open doors as efficiently.
so, like I said it's not just oozing with depth but all the things in the game come together to make it pretty interesting and entertaining.

Aunque quizá es demasiado simple en sus mecánicas jugables, puedo decir que su idea de narrativa procedural, cientos de eventos y héroes personalizables da para unas buenas horas.

Takes you on a grand RPG adventure where you encounter memorable events & choices that enriches the experience.

+ Achieves the feel of going on a grand adventure
+ Procedurally generated events & content kept things fresh (i.e. Writing was well done)
+ Combat was easy to be pick up and fairly straight forward
+ Love the choice/flexibility of multiple transformation for your adventures (made for some interesting combinations)

- Retirement at times felt like it came too soon, would have been nice for an option to "keep" your adventures or not have retirement enabled
- Ability to swap weapons with adventures would have been nice
- Not many options for Armor compared to Weapons (i.e. No elemental/artifact based for Armor)
- Looking for more content (Procedurally generated content started to repeat)

Un generador de aventuras fantástico que, utilizando sistemas bastante sencillitos, consigue que cada campaña tenga su propia personalidad y te deje anécdotas curiosas constantemente.

Peca un poco de falta de contenido en algunos aspectos (poca variedad de armaduras, solo tres clases jugables, eventos que se repiten demasiado...), pero conseguir que un juego que se genera proceduralmente te dé aventuras tan sólidas con el simple hecho de que recuerda TODO lo que has hecho hasta ese punto no es tarea fácil y merece todo mi respeto.

Las cinco campañas, así como la gran mayoría de eventos, están muy bien escritos y da gusto ver cómo se va desenvolviendo cada historia.

Una joyita. Si siguen actualizándolo y añadiendo más cosas me plantearé volver.

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A fantastic adventures generator which, using very simple systems, manages to give each campaign its own personality and constantly leaves you with peculiar anecdotes.

It lacks a bit of content in some aspects (not a lot of armor variety, only three playable classes, events that repeat too often...), but managing to make a procedurally generated game that pops out solid adventures just because it remembers EVERYTHING you've done up until that point is no easy task and it deserves all my respect.

All five campaigns, as well as most of the events, are very well written and it's a joy to see how each adventure develops.

A gem. If they keep updating it and adding stuff, I'll consider jumping back in.

I've never experienced a tactical RPG (with very good mechanics) with emergent characters that grow, learn, suffer as you play them. I'm looking forward to see what other surprises this game is hiding.

One thing that took me by surprising is how actually punishing the "Hard" difficulty is.

EDIT: Played a few more campaign and it definitely doesn't seem as magical as it did on that first campaign. I definitely started getting scenarios repeating itself and the same music playing across campaigns got pretty repetitive. I still think it's pretty great game with excellent tactics though!


the procedurally generated story mechanic completely exceeded my expectations. there are some really emotional and beautiful moments in these campaigns

This game made me a salty little baby

procedural story telling along with the myriad of characterization possibilities make this a very cool experience. 4 stars if it holds up over multiple campaigns. really enjoyed my first run through,

Truly a wild time with my raven-headed fella

The first full campaign but enough for me to make a rating.

Wildermyth is a cool idea and shows the potential of procedural storytelling. It has a couple of shortcomings that prevented me from really clicking with it, but there is still a lot of interesting stuff here.

The game is mostly about the storytelling and the systems in place to make things play out dynamically are impressive. It seems to use a fairly simple tagging system and a ton of writing to give a convincing mix of events that can play out in compelling ways. There are a lot of cool mutations, magical effects, and items to explore while playing.
Unfortunately, the writer who contributed the most events to the game writes in a very stilted way which makes it hard to understand and tedious to read. It is difficult to describe the style, but it reads like someone trying to write in an overly stylistic or academic way to me.
Luckily the game calls out writers for each event, so you can skip them if you want. This almost breaks the game for me.

The gameplay is fairly standard turn based strategy. The infusion ability is unique and introduces some interesting situations, but everything else you have probably seen elsewhere. The characters do have a lot of different abilities and mutations can make them all play fairly differently from each other.
The equipment system in the game is pretty stripped down. There are a lot of options without a way to tell clearly what the benefits of them are. The game suffers from stats overload.
It is also tuned to swing quite a bit. I find that I am either winning with no trouble or being destroyed without much chance.

I honestly don't like the look of Wildermyth very much at all. They definitely went for a specific style and hit it, but it just doesn't work for me.

Wildermyth is worth checking out for the procedural narrative or if you have some friends to play with in multiplayer, but XCom, Phoenix Point, or any Tactics game are better games over all.

Wildermyth is extremely cool and shows how a game can use procedural generation to craft strong stories and characters. I care more about some of these randomly assembled characters that I do the vast majority of other games. I love Hetty the witch who only says the weirdest things at the most serious times. And Marennen the warrior who constantly jumped into the midst of enemies to defend her wife. Or Pamelle, the human chimera who ended up with a wolf's head and arms, a raven's wings and legs, and a scorpion's tail.

But by the third campaign (out of five), I did start to see a handful of events start to repeat which is when the mechanical structure of the game started to be easier to see. The artifice fell away and I saw how functional each choice can be. And when I started to make each of the three classes largely the same because, even with the levelup skill selections being randomized, you can only make one warrior so different from another. But also, that was after something like 20 hours so maybe it's not so bad.

I also need to mention that I played this in co-op and while that was a really cool thing to get to do, it is extremely janky. Latency causes things to desync fairly regularly, sometimes events get skipped for one person but not the other, the text chat is borderline unusable because of how often it refreshes or clears what you were typing.

This game is so so so cool. I like it a lot. I don't have many issues with it but the issues I have feel pretty glaring. But despite that I still will hold this game dearly in my heart because the moments its produced have been so special.

Wildermyth schafft es wirklich schöne, organische Fantasy-Geschichten zu spinnen, wie man sie aus Pen & Paper Runden mit dem schwarzen Auge oder Dungeons & Dragons kennt. Was das Spiel für mich wirklich auf die nächste Stufe gehoben hat ist der umfangreiche Charakter Editor mit dem ich nicht nur das Aussehen und die Fähigkeiten eines Charakters bearbeiten kann, sondern auch seine Gewohnheiten und sein Wesen. So habe ich probiert meine echten Freunde so originalgetreu wie möglich im Spiel zu erstellen, wodurch die Geschichten von Wildermyth nochmal eine ganz neue persönliche Note bekommen haben. Nicht nur ich sondern auch meine Freunde verfolgten somit gespannt ihre Abenteuer, die wirklich hervorragend die Illusion unbegrenzter Möglichkeiten und einer lebendigen Welt beschwören.

Diese erzählerische Komponente von Wildermyth ist wirklich genial. Das tatsächliche Gameplay in Form eines rundenbasierten Kampfsystems ist hingegen maximal "in Ordnung". Es gibt 3 Klassen, die schon recht verschieden sind, aber innerhalb dieser Klassen unterscheiden sich die Fähigkeiten kaum. Dadurch kann die Vielfalt des Kampfsystems nicht mit der Vielfalt des Story-Systems mithalten. Spannend werden die Gefechte trotzdem dadurch, dass einige Story-Entscheidungen sich auf die Kampffähigkeiten eines Charakters auswirken und auch dadurch, dass die Gefahr des Todes der liebgewonnen Charaktere über jeder Auseinandersetzung schwebt. Der Tod kann nämlich wirklich schnell und unerwartet kommen, was sich allerdings in Wildermyth nicht wirklich wie eine Niederlage anfühlt, sondern eher wie ein weiterer Teil der Geschichte, deren Autor und Leser man gleichermaßen ist.

I played this once and Jesus already died

I really love the way this game weaves individual stories for your characters. Even though I got kinda tired of it after a few days, particularly I think the combat could be a lot better, I still think what it does that's good is just awesome.

Had a lot of fun with this game. Great intro to mechanics, lots of things to discover while living your characters lives. Also a good modding community with extra goodies when you feel like you've seen it all.

Good writing plus emergent systems, turns out that makes for a really good game. Tactical combat is fun to boot! Type of game crpg should refer to.

I just completed one campaign but can already tell this game is something special, my rating may even go up as I uncover new mechanics with time

Based on one campaign - INCREDIBLE. The tactics are so much fun to work through. I absolutely love the magic system of infusion. The way in which the game is able to craft your story as you go is almost unreal. And recruiting a small village girl and building her into a powerful mystic with a face that was cursed by a gorgon, a small pet familiar, and an arm made of fire that casts a cone of flames is something you just simply don't get to do in many games. It truly does feel like playing through a solo D&D campaign with the game AI as the DM. I had a blast and could not step away until I finished. If the systems I've been exposed to are even slightly enhanced in future campaigns, this will be a serious GOTY contender for me. The legacy aspect of it with the characters, too... it's just so immersive. I will cry when I lose this character one day. That's a special game.

I can only imagine I will come back to this game again and again. Each new campaign serves up a different experience and characters I grow way too attached to. Incredibly strong writing backed by procedurally generated gameplay that is nothing short of magical.

It took me until early December to start playing this, but by putting off picking it up the only thing that got played was myself. I knew I would adore this game, but I didn't really realise just how thoroughly and completely it would consume me. For a week-long stretch it was literally all I wanted to play.

This game learns the best lessons from tabletop games and then presents them in a phenomenal, economical way. Every time I started a new campaign, I was worried that I wouldn't love my new characters as much as I loved the last one. However within the first dozen encounters, events and opportunities, each group and individual had such a unique combination of flavours that I was never once bored with them. It's a really special thing that this game has achieved!

My only gripes are small, but they keep this game from getting a perfect score from me: firstly, I really don't love the way the game looks, and in fact the handdrawn handcrafted style was one of the reasons I put off playing the game in the first place. The initial pitch was ALWAYS exciting to me, but when I saw footage I faltered. Now, after having played it for many hours I can say that the aesthetic grew on me, but every now and then I felt a little slighted that my party members all felt like they were ripped straight from a budget fantasy webcomic circa 2004, perma-smirking their way through a world otherwise gloriously written.

Secondly (and this might be greedy of me, but) the repetition of certain events over multiple questlines took me out of the experience somewhat. I know there's only so much the devs can prepare, and that inevitably you're going to see the same things happen multiple times. I just feel that there should have been some more care put into making sure you don't see the same event 3 times in 3 consecutive stories, because that specifically was a little jarring to me. This is ESPECIALLY considering how few times the repetitions have happened for me in my first 20 or so hours, it seems really unlucky that the same one or two events and quest opportunities have happened so frequently in completely separate stories so early on in my experience.

Those things aside, I adore this game. Considering there are only three unit types and the combat is relatively simple, there's enough nuance and differentiation between abilities that fights can be handled in a really respectable number of ways. Obviously the main thrust of the game isn't the combat, so the fact that they put this much effort into it at all is honestly nice.

I'll continue playing this game as long as they keep putting out new content for it. I can't wait to see what story I write next.

Phenomenal. Wildermyth is a turn based, fantasy RPG with a focus on characters and storytelling. Each campaign spans many years and the heroes you control will grow and age and as they do your attachment to them will only become stronger. Wildermyth tells stories through wonderful comic book style vignettes that develop your characters and give them relationships and personalities that define them as individuals. And it's an unavoidable part of Wildermyth that some of these great heroes will die.. but their legends, their myths, will live on.

Charming artstyle. As of this review I have finished 3/5 of the narratives provided by the game. Really solid stuff. Characters evolve and change over the course of a story - in one experience, a cowardly character became braver throughout due to choices that were made.

Characters develop relationships with one another & for those who are interested in inclusivity, you're able to set your character's gender (male/female/nonbinary) separately from their body (masculine/feminine), which rules imo.

The enemies in Wildermyth are unique and I don't want to speak too much to them to avoid spoilers (even tho I could, and just warn for it), but even the more familiar flavors of enemy (Drauven and Gorgons) have very interesting twists: the Drauven are heavily tied to avians from what I've seen of them and Gorgons are portrayed as rock-disease carriers.

Haven't put too much time into it, but have been enjoying the time I've had. The narratives are simple but compelling nonetheless, especially with a bit of roleplaying.


This got an amazing write up from some friends and reviewers. I played the first campaign and it never really took off for me. Kinda want to revisit it to see if I can get what they got out of it.

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.

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.