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Archmage Rises on Steam - User reviews, Price & Information

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Experience the freedom normally only found in a tabletop RPG. Empowered with magic, you will create your own story, and experience real consequences from the decisions you make. Will you be the world’s savior... or its destroyer? The choice is yours.

Archmage Rises is a tabletop, story rich and magic game developed and published by Defiance Game Studio.
Released on April 24th 2023 is available in English on Windows and MacOS.

It has received 395 reviews of which 281 were positive and 114 were negative resulting in a rating of 6.8 out of 10. 😐

The game is currently priced at 14.79€ on Steam.


The Steam community has classified Archmage Rises into these genres:

Media & Screenshots

Get an in-depth look at Archmage Rises 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 7/10
  • Processor: AMD Phenom II X4 965 @ 3.4 GHz max (Quad Core CPU)
  • Memory: 4 GB RAM
  • Graphics: NVIDIA GeForce GTX 570 4GB 1280x768+
  • DirectX: Version 9.0
  • Storage: 4 GB available space
MacOS
  • OS: OS X 10.10+
  • Processor: Dual Core CPU @ 2.5GHz
  • Memory: 4 GB RAM
  • Graphics: 1280x768 minimum resolution
  • Storage: 5 GB available space

Steam Price & Best Deals

User reviews & Ratings

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

2 hours played
March 2026
I've seen the sheer passion the dev has for this game, and I can't wait to see that passion manifest physically as this game develops. A lot of people have criticized it for what it is now but fail to consider what it may one day be. Archmage seems like a bottle of wine that's just been pressed and left in the cellar. I think once we pop the cork in a few years we'll be quite impressed with the taste.
4 hours played
Dec. 2025
I just want to say this game it is amazing, the dev clearly has a vision and I can see the passion even with my limited hours. As for you Dev please continue this project the game and idea behind it is incredible but take whatever time you need.
30 hours played
Dec. 2025
Great game. Positive: -Lots to do with many quests, conversations, building, dungeons, world map exploration, etc. -Hard to stop playing....one more dungeon. -Good music and fun graphics -All of the game mechanics are tight, easy to pick up and work well together. -Even when the combat seems a for sure thing you stay on edge as it's permadeath! Negative: (it's a WIP) -Combat is samey. Once you know the order of attacks to do all combinations of goblins, wolves, spiders, and crocs down down easy. Also more enemy variety is needed. -Quests are bit mundane and there are too many boring steps before going out to look for them. You have to get quest, then ask them about that item, then ask them where it is, the stumble around in that area until you find the marker. -Music can get under your skin as it repeats none stop (village!). -All the dungeons looks the same. One tileset so far. Needs WAY more variety. Why would wolves be in a castle/keep - though it is described as a cave on world map. Overall a lot of fun and great for the price. Look forward to more content/variety!
7 hours played
Dec. 2025
I like what they're trying to do here, Archmage Rises is looking for the level of open-ended emergence to be found in the finest of sandboxes. And that's totally my jam. That said, it's a mishmash of scrapped and reimplemented systems right now. I looked at footage from what they had two years ago. It honestly looked deeper and more interesting than what I played now. You used to be able to freely explore hexes on the overmap. You used to have to choose which spell is most appropriate to defeat which enemy in combat because there were multiple avenues of attack (physical / magic) and visible elemental resistances on everything - not anymore. There used to be branching spell progression (albeit, not much), not anymore. And so on, they've taken a lot of this back to the drawing board. I like that they're putting that much work into Archmage Rises, but I don't like it when depth is left on the cutting room floor. I'm a big proponent of the, "Games are a series of interesting decisions" approach to game design. And these half-implemented systems would appear to me to have most of those decisions already made for the player: [*]I get that we're a gifted aspiring Archmage, but why is there zero consequence to casting spells? No fatigue or other cost outside of a few spells on the overmap and you can just nap those off (or not and roll saving throw vs heart attack - yes, I'm serious). For the most part, using magic is all upside for no downside, every opportunity to cast a spell is a chance to raise your spell school experience. But how much more interesting of a decision it would be if magic use had a downside, or at least was capped to a rising ceiling of aptitude, a rocky and perilous road to magical mastery. [*]In combat, I Mage hand anyone with a charging attack to interrupt them, otherwise do as much damage to the most dangerous enemy. That's not an interesting decision because it's all reaction and no decision. I have a bunch of spells but I don't need any but a few favorites, there's no circumstance that requires I think on my feet in combat. The way they handle protection is pretty bland, they just lump all your armor into one pool that gets whittled down and at that point you run. These aren't interesting decisions. [*]Elder Scrolls-style skill progression is another example of all up to no down. I go to town I exhaust all conversation options because it takes zero in-game time to do and I gain persuasion skill doing it. That's not an interesting decision because it's all gain for no risk or downside. Wandering a dungeon and watching my perception go up feels unearned because I didn't do anything but enter the room, it didn't cost time, it didn't cost energy, etc. Again, all gain, no risk, no downside, and thus a non-decision. [*]I'm given quests to find materials and ask the townies where it is and get vague instructions. (Nowhere in the game does it even tell us 1 hex = 1 mile, and frankly I'm still not sure that's true.) I get close to the materials and cast the spell that detects materials and find nothing. These aren't interesting decisions because this isn't a game, this is random wandering around. And when I finally stumble on the hex to harvest, I am given a menu where I can choose between the best spell I have for the job or inferior means, not a real choice at all. [*]I have to hold down alt to see the click spots in dungeon. And sometimes it dismisses skill increases I want to see. That's not an interesting decision, that's not even a game mechanic, it's just annoying thing that impacts gameplay flow. [*]I hire a ship for a week. I stay on land for a few hours and the captain gives me a glowstone and tells me to call them again. I use the glowstone and they charge me again to hire the ship. Captain, I already paid you, what's going on here? Oh, I can sell the glowstone and maybe make the captain mad? That's more of an interesting decision than most things on this list. But what if I want to give the glowstone back or have it keep track of how long it's been rented? I can't. Because this is an unfinished system, like all of the above. That's not to say that there's zero interesting decisions. Because in a game this open, where you can go anywhere and work for anyone, you have a pretty huge amount of decisions available. A few of them are bound to be alright. But given how little care has been spared at balancing the core mechanic, it feels a bit in a broken-clock-is-right-twice-a-day sort of good balance. It's also kind of buggy. Quests I've taken won't show on the log. I've got three skill books, I've read one, and sometimes I can get another book to show up as a reading option and sometimes I don't. Text dialogue sometimes has variable triggers in it that have been masked wrong. Etc. Clearly this game has a lot of duct tape holding it together. I've seen much worse early access games, but it's rough. But you might notice I'm still recommending. I really respect what they're trying to do here. Being able to ask any NPC any question? That's pretty big, and usually works. Having thousands of NPCs going around doing stuff, living lives, adhering to schedules? Also very impressive. Emergent procedural content on nearly every level like a glorious narrative engine onion? I wish every game had that. And besides, I tend to recommend on the scale of, "Would someone likely get as many hours of enjoyment out of this game as they spent dollars?" Sure, I'd say you could find 12 hours of fun here. That said, I really wish they'd put more emphasis on improving the quality of the decisions given to the players in the core mechanics. Maybe it's just a half-finished mess right now. I'll have the opportunity to come back in 1.0 and revise this review accordingly.
14 hours played
Dec. 2025
I love the potential for this game, and I'm also a sucker for aggressively open world settings. At the time of writing, there are definitely issues. The thumbs up is for what I hope this will be in the coming years.

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Frequently Asked Questions

Archmage Rises is currently priced at 14.79€ on Steam.

No, Archmage Rises is currently not on sale. You can purchase it for 14.79€ on Steam.

Yes, Archmage Rises received 281 positive votes out of a total of 395 achieving a rating of 6.76.
😐

Archmage Rises was developed and published by Defiance Game Studio.

Yes, Archmage Rises is playable and fully supported on Windows.

Yes, Archmage Rises is playable and fully supported on MacOS.

No, Archmage Rises is not playable on Linux.

This information about Archmage Rises is not available yet.

This information about Archmage Rises is not available yet.

No, Archmage Rises does not support VR.

Archmage Rises is a single-player game.

Yes, there is a DLC available for Archmage Rises. Explore additional content available for Archmage Rises on Steam.

No, Archmage Rises does not support mods via Steam Workshop.

No, Archmage Rises does not support Steam Remote Play.

Yes, Archmage Rises is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Archmage Rises.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 31 August 2026 13:09 UTC
SteamSpy data 04 September 2026 00:50 UTC
Steam price 11 September 2026 18:44 UTC
Steam reviews 11 September 2026 06:01 UTC

If you'd like to dive deeper into the details about Archmage Rises, 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 Archmage Rises
  • SteamCharts - Analysis of Archmage Rises concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Archmage Rises compatibility
Archmage Rises
Rating
6.8
281
114
Game modes
Features
Online players
2
Developer
Defiance Game Studio
Publisher
Defiance Game Studio
Release 24 Apr 2023
Platforms