Rift Wizard 2

Rift Wizard 2 is a tough as nails traditional roguelike wizard simulator. You play as an immortal amnesiac wizard who must journey through the cosmos to defeat his nemesis. Each run, you'll build a unique repertoire of spells, passive skills, and magical artifacts.

Rift Wizard 2 is a traditional roguelike, magic and procedural generation game developed and published by Dylan White.
Released on March 24th 2024 is available in English only on Windows.

It has received 374 reviews of which 345 were positive and 29 were negative resulting in a rating of 8.5 out of 10. 😎

The game is currently priced at 13.11€ on Steam and has a 25% discount.


The Steam community has classified Rift Wizard 2 into these genres:

Media & Screenshots

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Requirements

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Windows
  • Graphics: 1360 x 768 display

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

May 2024
(Review written in EA Build 2.) Short version: It's good! But Rift Wizard 1 is far more interesting. RW2 is simpler, lets you force a build, and recover faster from mistakes. You heal after every level, progression is "named trinket" based, and (tragically) you can only pick one upgrade for each spell. RW1 on the other hand compels you to improvise, make every move count, and treat everything as a vital resource. Your spell combos can seemingly get more ridiculous. Trying to just force a build will frequently work out worse than running with the cards you're dealt. I think RW2 is "Rift Wizard Arcade". Which isn't a bad thing! But unfortunately, when I want Rift Wizard, I want the RW1 experience. I might be an outlier there though. Interestingly, I went back to look at RW1 news, where the developer describes the changes to RW2, and that description is almost the polar opposite of my experience. I certainly don't know more than the dev, and I'm far from a good RW player, so maybe I'm really off base. Who knows!
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April 2024
This is a game I'd give a cautious recommendation. Right now the balance isn't great, and while the idea of what RW2 is trying to do with the gear (make each run feel more unique) is something I like, right now it isn't really landing well. A lot of builds are so good they barely need the help from items, and on the flip side a lot of items are very boring big numerical bonuses that just make you end up doing 5x the damage you were in the first place but not really changing up how you play on a fundamental level. I think the game could use some big underlying changes if it really wants to play to its strengths - reduce the power of numerical item bonuses and enemy late-game huge HP accordingly so the power curve isn't quite as wild, and turn some skills into items to make build opportunities more dynamic and require players to adapt more. But honestly the core is still decent and if you're in the mood for a pretty quick to get into "watch a build come together and all the cool triggers go nuts murdering everything" roguelike it'll probably still be good either way. I just think it's trapped in limbo right now where it's trying to have everything RW1 did while adding on top of that, and that's undercutting some of what I think would be a great way to develop, which is to make runs feel more unique. Right now WAY too much of the unique content is in the always-equally-available spellbook rather than the different-every-run items, and that means apart from rare exceptions (like certain gear types that summon allies when you cast certain spell types or deal a certain damage type) there are pretty much no builds that are really made possible thanks to finding the right gear... they just tend to do more numbers, and "do bigger numbers" is the most boring part of every RPG ever.
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March 2024
At first, I was skeptical when I learned that the developer was working on a sequel to Rift Wizard (RW). It seemed to me at the time, that the best path forward would be to keep working on improving the original, but the developer explained that he wanted to do drastic changes that would heavily affect how the game plays and he did not want to alienate players that liked the way the original game works. I really like the original game, but its determinism always led me to try the same builds and after finishing a run I would usually end up trying something similar on the next one. This kind of led me to play the game only occasionally, and it never really pulled me in like some other roguelikes had in the pass. I am glad to say that the changes in RW2 dramatically improves the game. Among other things, the addition of items and limiting the number of spell upgrades to one really changes how the game plays, there is now a lot more run to run diversity and it is very hard to stop playing because each time it is something slightly different and you just want to try one more time. Overall, although the game is still in early access, I can definitely say that I enjoy RW2 a lot more than RW and hopefully it will only get better. In that sense, I think that the changes from the first one already show that the developer knows what he is doing and that the game is heading in the right direction. This game is basically (IMHO) a masterpiece already. I just want to finish this review with a heartfelt thank you to all indie developers for keeping on innovating, exploring new things, working on passion projects and ultimately for keeping the essence of gaming alive. In the time of live service games, microtransactions and other harmful practices you show the world that there is still hope.
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March 2024
Feeling lukewarm about shrines and spell circles in RW1? Imagine the fun and depth of RW1 but with the excitement of finding game breaking items like in STS. RW2 tapped into the tried & true roguelike traditions that made the classics fun as hell. What a glow up from rw1, which has almost no replay value when you've seen all the spell combos. Glad to see the game embrace the RNG powerup system, which puts this over the edge into my top 3 fav rogues of all time. Overall It seems a bit too easy so far with a few broken spells, but I'm having too much fun. Will be following closely for updates!
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March 2024
Which do I recommend, Rift Wizard or Rift Wizard 2? I honestly can't say, because they are both sufficiently different to be hard to compare. I can understand why the dev chose to make this a sequel instead of an update or a DLC. I prefer RW2. In RW1 the meta is to have a handful of extremely upgraded spells with multiple damage types. Once you discover a strategy that (sometimes) works, you can reliably execute that strategy most of the time. Because of how daunting and large the spell list is, there's very little incentive to branch out to new strategies or to invest in niche spells. In RW2 the meta is to have a wide variety of spells that synergize with your gear. You're heavily encouraged to invest lightly in a wide variety of niche spells. Because much of the power of spells comes from RNG items, not player chosen upgrades, it's very much up to RNG which strategies will work best (many strategies still work well enough even without items). Both games are very difficult. In both games the difficulty feels mostly fair - most of my deaths are due to misreading tooltips, being stingy on consumables, or losing track of how much damage I'm taking per turn. Between the helpful tooltips and the battle log, the only things I can blame are my inexperience and complacency. I got 100+ hours out of RW1, and I suspect I'll get another 100+ hours if not more out of RW2. That said, this is a game best played in SMALL doses.
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Last Updates

Steam data 21 November 2024 13:07
SteamSpy data 20 December 2024 15:24
Steam price 23 December 2024 12:50
Steam reviews 23 December 2024 17:57
Rift Wizard 2
8.5
345
29
Online players
25
Developer
Dylan White
Publisher
Dylan White
Release 24 Mar 2024
Platforms