Wizard with a Gun

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 3,068 reviews of which 2,503 were positive and 565 were negative resulting in a rating of 7.9 out of 10. 😊

The game is currently priced at 9.80€ on Steam and has a 60% discount.


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.

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

Reviews

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

Dec. 2024
tldr yeah with the caveat that this is a "you play through it and then you stop once you're done" game, you arent going to be playing and replaying for like 80 hours most likely the game is ok. it's like, ok. the bones of a neat story and game and world are there but theyre just bones rn (and they will be forever cuz the devs shut down lol) i really mostly care about balance so let me go thru a few things that i think are p cool and then ill get into bad stuff: - the ways you can combo bullets into each other is pretty neat. other than the life tree you can legitimately form builds around one or two bullet types -- up to three is the average. that's not like, unheard of, but the way it's done is relatively satisfying - the progression system is relatively seamless and engaging. its not going to be anything crazy, but it's like. decent? it's not like you're going to be sucked into the world and spend hundreds of hours trawling for supplies and engaging with the mechanics, but you probably will actually spend most of your time gettin "full completion" on gears naturally. the way you upgrade your main methods of doing damage is also pretty well integrated, since it encourages you to continue doing runs to get stronger to continue doing runs. - i like the way they made some of the guns, in the sense that some of them are legitimately interesting gimmicks or specialized weapons thats like. most of the good. heres the bad: - the game is like stupendously unbalanced. im not talking like, everything is ultra swingy -- moreso just that it's incredibly one-sided regarding how the most effective way to play the game works (for the average player). - unbalanced part 1: the guns. most of them are pretty useless if you're going for one of the like three best playstyles. i wont go into too much detail cuz building stuff yourself seems like a big part of the game, but i was able to play with the same three weapons for like 75% of the game. there's clear best weapons for 99% of engagements, and using weapons other than those best weapons is like. viable. but not excellently fun? also, they don't tell you what the hell each unique weapon does, so you're just kind of left in the dark! i went the entire game without knowing what a fidrow weapon does uniquely. i still dont know. the wiki says they have "unique attacks", but like. really??? and hiding the damage modifiers for each weapon from the player is criminal!!! you have to slot a bullet and then fire it to properly test the damage, and even then you might have to test it multiple times in case it has some sort of hidden trait. the boss guns are largely useless! the only one i used a lot was the third stage's cannon, because it fit basically every niche i needed - unbalanced part 2: the bullet types. you can play the entire game only using lightning bullets. like, only using lightning bullets. this isn't something i'm locking behind a "you should find out yourself" because it's something i discovered literally in the first 2 hours of the game , naturally. there are like three reasons to use anything other than lightning -- you either need to use a different bullet type to progress the game, the thing you're trying to shoot is functionally immune to shock damage, or you're trying to get resources via the status system. - unbalanced part 3: the enemies. on the standard difficulty they're really easy. more later. some of the "elites" or w/e have like 10x health, or something (maybe im just missing something obvious?) so they are "Harder" in the sense that they take a lot more time. - unbalanced part 4: a lot of the upgrades feel really meaningless, especially given the clothing upgrades just wholly Don't Exist for masks and for everything else feel pretty unbalanced. for your torso, you could either take +1000 health or... 25% less chaos damage? what's the point? 5% run speed vs 47(????)% dodge roll distance? ah, yes -- i'll take 50 extra hp over a 25% boost to my main damage type. what??? - regarding the enemies statement from earlier: there's like no variety. most of the enemies can be boiled down to one of three classes (light, medium, heavy), one of three types (creature, mechana, human), and one of four attack styles (projectile, guns, melee, mixed), usually with one status projectile. every area has two light and medium melee creatures, every area has at least one light mixed mechanica, every area has one class of mixed human, and every area has a Cult of X which is just a bunch of light humans wielding guns like the player. if you learn how to dodge the first area's enemies it'll teach you how to dodge all of them. - the game overall is really bad at communicating its intricacies to the player. i've had one instance where i got stuck on a single platform over the void, because i didn't realize that the game only refunds you resources when destroying tiles with the groundlayer While In The Tower. outside of the tower it just burns up the ground like nothing was ever there. i had to wait until the world ended, then rely on the respawning mechanic to void me out and return me to a nearby platform. luckily, that platform was there -- because if there wasn't (if there was nothing on the minimap other than where i died), i would have actually died for real! this is a big issue! i ended up losing all my stuff once because i stopped shooting teleport bullets to scratch my nose . sure, skill issue -- but the game really should have informed me that it was going to meaninglessly kill me as soon as i fell into the void! especially if it has systems specifically designed such that the player can traverse the map over the void freely! it's not even actually told how much extra damage ice does -- or if it does, it's not where it should be: easily visible to the player in the bullets screen. why can entities not be frozen and stasis'd at the same time? why can't i use a lightning-to-force and force shatter damage powder together without having to deal with weird critical hit chance stuff? why does my gun randomly do either 2.4k, 3.4k, 5.0k, or 7.0k damage, when other conditions are the same? what??? - obviously since the game was cut short before most of the updates the devs apparently planned were released, it sort of just Stops after the end credits. nothing else happens? this is more just a cautionary thing. ultimately i get it cuz it's not something they could really control but it's still meaningful - there's an entire tree of magic dedicated to pushing things around, and spawning metal boulders. i don't know why they put it in there but it's pretty neat. still, it'd be nice if the entire tree of magic wasn't basically a way to make other trees of magic better -- feels like a massively missed opportunity. summing it all up you might think i'm not a fan, but the game's core gameplay loop is pretty good. the problem comes from the many minor issues that make the entire experience worse overall -- there's few fundamental issues with the game's execution. if you're in it for like 15 hours of gameplay and a fun romp, go for it! it's decent enough in spurts and fun in between work sessions or homework or whatever. it just isn't going to be anything insanely long-lasting or world shattering . but like. thats ok. we need that kind of game. not every game is going to or should ask for hundreds of hours of your time, and if you pick it up for like 10-20 bucks this is pretty worth it, even if i personally think some other games would give you more bang for your buck
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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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Feb. 2024
Overall its a pretty good game, its fun and did not encounter any bugs or anything and 100%'d the game with a friend. Tho I have some things to say While I loved this there were some weird things in it The fact that its a 2 player game always felt a bit off , felt like it needs 3 or more to be more "Active" Theres a LOT of bullets you can craft in this game and powder (Power ups for the guns using it) that are just kind of pointless like legitmately no reason to use them as burning or thunder ammo is just great overall for everything and all the situational ones are just clutter in your bag that dont do much Each weapon can have 2 ammo types in it so you cant put all of those in it so just go with thunder n burning n healing for support and maybe some freeze ammo or whatever, all the other dozen of stuff are pointless the game is kind of reallly incredibly easy We died ONE time in the entire playthrough and it was cuz we got stuck in a weird place cuz of our own stupid mistake that shouldnt have happened. but thats it, we did not die to a boss or whatever, all of them dead first try. So in terms of difficulty this was just a walk in the park which is why the other situational ammos were not needed Bosses and all were not too interesting or whatever they were ok I guess Crafting is nice but having to manage inventory in all those chests you gonna have setup is ANNOYING so having a mod that we downloaded to make crafting stations draws items from all chests around them was good. the game somehow felt like it came to a sudden end ? like it was just not thoughtout well and finished properly maybe, idk if im overthinking but it felt like it needed more In terms of content it has its plenty , not as much as I wouldv hoped but its plenty, just felt like with how easy it was that it was a breeze/
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Last Updates

Steam data 18 November 2024 14:13
SteamSpy data 20 December 2024 01:45
Steam price 23 December 2024 20:49
Steam reviews 23 December 2024 16:01
Wizard with a Gun
7.9
2,503
565
Online players
149
Developer
Galvanic Games
Publisher
Devolver Digital
Release 17 Oct 2023
Platforms
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