Wizard with a Gun on Steam - User reviews, Price & Information

Wizard with a Gun is an online sandbox survival game for 1 - 4 players set in a magical wilderness wrought with dangerous creatures and arcane mysteries. Embark on a journey alone or with a friend to collect, craft, and outfit your wizard however you see fit as you explore the unknown.

Wizard with a Gun is a action, adventure and sandbox game developed by Galvanic Games and published by Devolver Digital.
Released on October 17th 2023 is available only on Windows in 10 languages: English, French, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese and Traditional Chinese.

It has received 3,205 reviews of which 2,612 were positive and 593 were negative resulting in a rating of 7.9 out of 10. 😊

The game is currently priced at 24.50€ on Steam.


The Steam community has classified Wizard with a Gun into these genres:

Media & Screenshots

Get an in-depth look at Wizard with a Gun through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS *: Windows 7 x64
  • Processor: Intel Core i3-4160 / AMD FX-4300
  • Memory: 8 GB RAM
  • Graphics: GeForce GT 640 / Radeon HD 7750 / Intel UHD Graphics 620
  • DirectX: Version 11
  • Storage: 2 GB available space

User reviews & Ratings

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

Feb. 2025
The game was ok I guess. A lot of cool ideas that were never developed into an actual content. It started with the first chapter being pretty amazing to play with lots of interactions, really polished and smooth gameplay and just a simple fun loop. Sadly, everything from that point will be just shallow copy/paste. Next chapters won't introduce anything new to the game: there won't be any new mechanics nor interactions between elements. All the resources are pretty much the same thing, just the higher tier. Pretty much all you can unlock from this point is dmg upgrade. There are some new types of enemies but honestly, none of them require you to adapt or change your gameplay. You can just keep spamming the same ammo type the entire game and it will work. All of this makes the gameplay feel very repetitive after while. I kinda feel like Wizard with a Gun had some great potential to be a very successful and popular indie but the devs realised that they don't have any more resources to work on it and they just released what they have done so far, rushing all the remaining content just to have something playable for the release. It's still a decent experience with ~20h of gameplay to beat the game. And yeah, it's just better with friends.
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Feb. 2025
I bought this game at full price, but you shouldn't. Here's why. Wizard With A Gun, which I had been excited for since it's announcement, had a lot of potential and a promising start, but it was and in many ways still is an unfinished and half-baked game. And most unfortunately, Galvanic Games has shut down, meaning all development has since ceased. With the state of the game now, I simply cannot recommend buying the game at full price. Now, let's go over the specifics. We'll start with the negative stuff, to get it out of the way. Weaknesses: Bullets - Starting off with a big one, bullets in Wizard With A Gun lack depth. There are about 8 different bullet categories, but it's really easy to only stick to one or two throughout your entire playthrough, even on the hardest difficulty. With each weapon only having 2 slots for 1 specific bullet each, you're very limited in potential combos or synergies. To add to that, such synergies really cease to exist. There was a lot of potential for mixing and matching bullets of different types/elements, but each element seems very self-contained, with very few ways for them to bounce off one another in any meaningful way. Additionally, since only certain bounty enemies have elemental immunities, and fully upgrading any particular bullet is rather expensive. Combat - You'll find this is a recurring issue, but combat itself is pretty shallow too. This is, in part, because of the bullets issue, but also because of the enemy variety. There are quite a few enemies, but many of them fall into a particular repeating category and only are separated by their designs and stats. Take the bandits/outlaws for instance. Each biome has their own version of these guys, who like you wield guns. They can have one of four weapons ,and despite the fact that when they drop their weapon it will have both slots filled with particular elemental bullets, they only use basic damage-dealing element-lacking bullets in combat. As for the rest of the enemies, they generally only have 1-3 attacks, meaning encounters can get very repetitive very fast, and after a certain point you'll just start ignoring enemies altogether. Gameplay Loop - The loop of the game is serviceable, but again shallow and repetitive. Each run will typically have one of two purposes, with their own maps of how you can expect them to go. Need resources? Go out -> gather said resources (breaking stuff or killing) while ignoring enemies you don't need -> return. Going for a gear? Go out -> look for gear / use one of those handy little books that immediately pinpoint a gear's exact location, all while ignoring enemies you don't need -> Find gear -> kill thing for gear -> return. Should you die at any point in these, simply start back from square one. While not necessarily bad, these loops do not change at all, aside from what particular threats or resources you're looking for, up until you get to a boss gear. Add on to this that the resources themselves are often just iterations of themselves. If it's a metal, break the metal things. If it's a wood, break the wooden things. If it's a rock, break the rock things. Every environment has a different version of these resources, and they're the ones you need the most of. There are more niche resources as well, but generally to get them you either kill/break something with a specific element, or put a item in your element's specialized processor and wait. Again, not necessarily bad, but lackluster. The World - Not quite a weakness, not quite a strength. The environments are fairly plain past a certain point. A few areas have little decorative objects placed about with minimal purpose beyond aesthetics, which is lovely, but it's applied minimally. However, each area does have their own unique manner of generating the world and their own own colour-palettes, meaning the different environments are very visually distinct from one another. Strengths: Art - Wizard With A Gun has a very unique and appealing art style, and generally good designs. While, as mentioned, the environments can be a bit plain at times, the enemies' visual designs are just really neat, and the different comsetics you unlock by scanning certain things are all interesting, with fun ways to mix-and-match for your desired character. Music - I love Wizard With A Gun's soundtrack. Like the game's art, the soundtrack has it's own unique style, and the atmospheric tracks fit the environments well, especially in The Tower. When needed, the music really does well to set a sense of urgency, and the boss themes are just incredible. Speaking of bosses... The Boss Fights - Unlike most enemies, the bosses of Wizard With A Gun have a decent variety in their attacks, and are fairly unique in many ways. They have stand-out designs, interesting albeit fairly simple personalities, and great themes. I always looked forward to these fights, though my only complaint is that they're still fairly simple, and overall pretty easy even on Outlaw difficulty. That, and there's one "boss" that just kinda sucks. They're the second-to-last, and while it's fairly unique from the other bosses in where it takes place, it's not really unique in much else. The Base-Building/Decorations: I've never been all too big on sandbox elements in games, so I can't comment too much on this particular aspect of the game. But I think the decorations look neat, they're just a touch pricey if you're looking to overhaul The Tower, especially the floors. For what it's worth, I really enjoyed my time with Wizard With A Gun, and I'd like to get a group together for a multiplayer playthrough at some point, but it's hard for me to recommend it at full price knowing that the game feels unfinished and half-baked. It's a great game, but maybe it would be more worthwhile to get it around $15-20 rather than $25. Overall a solid 7.5 out of 10, I just wish they had more time and resources to perfect the game that much more.
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Oct. 2024
I really wish steam allowed for more neutral ratings. So, my boyfriend and I played this game together and after we finished, we decided this game was pretty good, but somewhat of a mixed bag. I'm grateful I decided to play this game with him for a lot of reasons, but regardless, there were flaws that became more apparent to both of us as we went on. I understand the initial mixed rating now because this game would've been nearly impossible to finish alone. To communicate my thoughts more clearly, I’ll be listing my thoughts in a list of pros and cons. Pros: -The art and animations are lovely. The world is really well crafted, and you can tell there was a lot of passion poured into the look and feel of this game. The way your character moves feels really satisfying, with the pace being particularly noteworthy. While the lore of the world is a little inconsistent and requires a lot of reading, I found everything we discovered to be fascinating and enjoyed crafting theories on everything. -The general mechanics are pretty fun, albeit a little repetitive (more on that in the cons section). This game, outside of a few parts, also felt like a fair challenge and it did feel like upgrades stuck. - The enemy diversity really helps elevate this game. While a lot of the characters were reskins and had similar attacks, it didn’t feel that way because of the unique designs and animations. The sound design of character reactions and attacks were really satisfying too. You could feel the anticipation and the attack of many characters movements, and it made dodging and focusing feel very rewarding. -The time loop function was honestly pretty fun. I’ve played a few time loop games at this point and I liked how that feature wasn't very frustrating outside of making explorations have a time limit of like 7 minutes in game. While it did make some of the dialogue pretty repetitive and made the characters a bit underdeveloped (which is disappointing when you’re trying to make your audience feel connected to certain characters) it’s not like the game forces you to interact with the characters and sit through the same dialogue over and over again, which is often an issue I have with time loop games (even the ones I like). I also enjoy how the actions you do over the course of the game feel like they matter, especially at the end when you fight the final boss. It was a game that successfully used time looping without making you loose progress or developments, which is something that I really like and appreciate. -I liked how, if you so desire, you can change the look of your character to different outfits. While the only options are the skins that you were presented at the beginning of the game, I was very appreciative of the fact that you were given the option to diversify your clothing after building a clothing station. -I liked the ground laying gun! While you need a lot of resources for it and it can be a little slow moving, setting down more places to move felt satisfying to me. -I enjoyed the music of this game. Cons: -The gameplay gets really repetitive over time. The fact that there are no spell casting options, nor any minigames to spice up the gameplay makes the lack of getting new abilities all the more apparent. While the actual gameplay loop is pretty fun, it gets old pretty fast when there’s nothing else to do outside of shooting and scanning stuff. The scanning was kinda a chore, given how interruptible it is. There isn’t really even a leveling up system outside of clothe charming and bullet crafting and even then, those have their own flaws. There wasn’t any sort of signal to show that you were really progressing outside of character dialogue. While I understand that adding certain mechanics is much harder to implement than people make it out to be, it still would have been nice to have. -There were multiple sessions my boyfriend and I would have to stop what we were doing to resource hunt. Resource hunting was such a grind because there was a 50/50 chance that the resources we needed would even drop. The crafting process also was not very fun. You often would have to just wait around with no other options for an item to finish being refined at a table so you could craft some bullets you needed. -A lot of the bullets were not useful. While there were a few that were effective in certain areas (i.e. the frost bullets in the desert) the majority of bullets were not useful. The only truly effective bullets were the fire bullets, making our only incentive to research the fire bullets as much as possible so we could realistically fight the enemies. The only reason any other bullets were researched was because I decided to try them. - I wanted to charm my clothes with different abilities, but you can only charm an item with one charm and the majority of the charms were not useful, leaving me to stick to health charms because they were the only useful charms for me. -There were several areas that were straight up unfun/unfair. The desert immediately comes to mind for me. The enemies are insanely unbalanced and there are a million of them. A single hit from a lot of enemies in the desert area would half your health, making the sheer number of them impossible to fight. There were several times that there were so many enemies the game would lag, causing your characters to barely move and get hit. We started taking long routes to avoid enemies so we could survive/finish on time. The desert almost felt tacked on, like the devs felt like the game was too short/not hard enough so they made this unbalanced area that is unavoidable because it requires resources you need. -If it wasn’t for multiplayer, I would have easily been soft locked in multiple areas causing me to have to restart the game. Chaos enemies completely destroy and erase the ground around you when you fight them. You need a lot of resources for your ground layer gun to build your way to places, and I wasn’t aware of this at the beginning of the game. There were several points my boyfriend or I were stuck on a single block and either had to hope the enemy would come back to hopefully destroy the block and respawn us back onto the map, or wait until your partner could come and save you. -The final boss and ending were both anticlimactic in many ways. The fight that directly proceeded it was incredibly difficult. Considering we finished the final boss in less than 10 minutes, whereas the previous one required a lot of stopping to resource grind and try again, it made it easy to notice. Which sucks because the actual design and phases of the level were the most satisfying at that level, and yet it was so easy to defeat in comparison to basic enemies. -There are 2 endings, and the first one was disappointing. It’s not clear what you’re supposed to do to get the good ending when not doing a wiki search (you have to golden bounty hunt then charm former bosses). I wish that the history between your character and the other characters was explored. It was a little disappointing to not see, but ultimately not a deal breaker. I know I’ve listed a lot of lengthy cons here, but I really do have a lot of respect for this game. The reason I listed the flaws was because I really enjoyed the game overall and would love to see it improve. Unfortunately, I don’t think that’s an option now that the company that made it went under. I was lucky I got to spend my time playing it with my boyfriend and it was a really good bonding experience. I think it really helped us spend quality time to get to know each other. I’m really grateful Galvanic Games was able to add the better together feature before their untimely disbandment. While this game absolutely could have been fixed with a few more patches and I would have loved to see a local co-op option, I think everyone can agree that for what this game is, it’s pretty solid and the studio did not deserve to go out in the way that it did. Best of luck out there team!
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June 2024
As of today, June 14th, 2024, Galvanic Games are officially disbanding, and Wizard with a Gun will no longer receive official content updates. This is quite the difficult pill to swallow for many, myself included. I was really hoping that WWaG could be a huge success akin to Don't Starve or Terraria, but it looks like things got cut short. To be completely honest, I'm not entirely surprised by this announcement though. The game had so much potential, but it always seemed to be struggling to live up to all of it. I knew launch week was rough, with the game still feeling like Early Access and opening a day early, but I didn't think it would come to this so soon... While the content the game had was by and large quite phenomenal, it was simply over too quickly for most people at it's price point. Perhaps paid DLC could've kept it afloat a while longer, but there were simply too many issues with the base game on launch (lack of unique guns, no concrete ending, too few bullet types, missing multiplayer) that a paid DLC had to be delayed in order to fix. If the game had simply initially released in Early Access I believe many of these issues could've been prevented, and this ultimately fate be avoided entirely. But what's done is done, and I'm sad to see it go regardless. I hope that all of the developers whose passion was so apparent can find work and remain in the industry, even if not part of Galvanic. I'd like to think that someday WWaG will return, but it's a small hope. If a good modding scene could be established perhaps the game could be revived in some sort of community-guided state similar to Starbound. Perhaps some years down the line WWaG may receive some form of spiritual successor, and at least keep the concept alive. But as it stands, it seems unlikely that WWaG will receive official content anymore. I know this fate is one that befalls many indie games, but it's nonetheless hard to see happen to such a passionate and unique title. All of that said, I still would recommend the game to any potential buyers. While the initial launch was indeed rather rough, Galvanic made great strides in fixing the original issues with the game, and I can now confidently say that while the game never reached the heights of games like Terraria or Don't Starve, it is nonetheless an excellent product as it is. The music and art direction are both phenomenal, and the gameplay loop of killing, crafting, and arming yourself with new weapons and spells is indeed very fun. While it is a tragedy in itself that we will never receive the highly anticipated Breath and Bone update, the game itself is fun and engaging, and I'd highly recommend it to anyone. Farewell, Galvanic. While I wish things had turned out differently, please know that you've created something quite special to a great many people. Good luck in your future endeavors, and may you always look back fondly on your time with us within the Shatter.
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May 2024
A bit grind-y, but overall a fun roguelike. And some of the resources - particularly thorny nettle - are too well camouflaged, which is an accessibility issue I'd like to see an option added to make these resources stand out more
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Last Updates
Steam data 29 March 2025 23:18
SteamSpy data 27 March 2025 05:19
Steam price 02 April 2025 04:47
Steam reviews 31 March 2025 07:51

If you'd like to dive deeper into the details about Wizard with a Gun, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Wizard with a Gun
  • SteamCharts - Analysis of Wizard with a Gun concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Wizard with a Gun compatibility
Wizard with a Gun
7.9
2,612
593
Online players
21
Developer
Galvanic Games
Publisher
Devolver Digital
Release 17 Oct 2023
Platforms