Forage Wizard on Steam - User reviews, Price & Information

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Click, craft and collect your way to alchemical mastery. Progress through a branching skill tree and explore the forbidden woods. Collect resources and build machines of magic. Slay monsters, farm crops and automate your production to become the all-powerful Forage Wizard!

Forage Wizard is a simulation, casual and relaxing game developed and published by Lost Maxim.
Released on May 05th 2026 is available on Windows and MacOS in 8 languages: English, Japanese, Simplified Chinese, Portuguese - Brazil, French, German, Spanish - Spain and Russian.

It has received 338 reviews of which 280 were positive and 58 were negative resulting in a rating of 7.7 out of 10. 😊

The game is currently priced at 6.74€ on Steam with a 10% discount.


The Steam community has classified Forage Wizard into these genres:

Media & Screenshots

Get an in-depth look at Forage Wizard 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
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 (64-bit)
  • Processor: Intel Core i7
  • Memory: 8 GB RAM
  • DirectX: Version 11
  • Storage: 500 MB available space
MacOS
  • OS: 10.14 Mojave
  • Processor: Apple M1 or Intel Core i7
  • Memory: 8 GB RAM
  • Storage: 500 MB available space

User reviews & Ratings

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

May 2026
Fantastic game, took me 3 days to complete it, Could have finished in 1 if I wanted to aim for completion as fast as possible. Automation is a bit strange, but once you understand that you can fork pylons into multiple crafters, it opens up a whole new game. Cozy crafter, active-idle game. 8.5/10
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May 2026
It plays very pleasantly. You can go through it in a relaxed way. Big respect to the developers for not turning the game into a tedious grind—you’re constantly and steadily unlocking something new and integrating it into your crafting ecosystem. I’ve noticed some unjustified complaints from players about the automation system. As I see it, they’re used to more convenient, simple, and common implementations of automation in other games, so they complain about complexity and a lack of transparency. What actually makes the automation here good is that it forces you to think and understand it yourself—it feels unusual, and for that I want to thank the team for making this decision. Complaints about the lack of explanations are misplaced, since the developers provided them in clear, human language under each object. And most importantly, the automation actually works—and it does its job well. Overall, this isn’t the kind of clicker where you can just zone out—you need to stay actively involved. At the same time, it doesn’t demand an absurd amount of resources or force you to struggle with overly complex crafting. Edit. The automation has been beefed up, making it more comfortable. I finished the adventure and I'm actually sad it's over. This makes me wish the developers would introduce a difficulty level that requires grinding, more complex crafting, requiring more components, and more of them.
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May 2026
A lukewarm positive recommendation with some caveats. This is a nice and pleasant clicker / incremental game that is hampered by limited automation tools which really make the late-game a slog. Overall, it's a bit underdeveloped, but it's got a strong design direction, it's kinesthetically satisfying, and it's different enough from other stuff in the genre. (I haven't played "Click Mage" which it's supposedly based on, but the strongest comparison for me is the web game "Immortality Factory" which I like quite a lot.) It's often hard to articulate what makes a given automation game "good" or "bad" since ultimately all these games are about creating arbitrary barriers and tedious busywork, then giving the player the ability to streamline them. A game with less powerful automation tools isn't necessarily worse for it, since part of the fun is adapting to a given game's unique constraints. That being said, sometimes awkwardness and tedium is just that. In Forage Wizard, the automation is in the form of networks of "pylons" which can shuffle resources between different stations. They're difficult to work with for some reasons that feel like design decisions and some which feel unintentional. For the intentional stuff, they have a huge building footprint and very limited range, especially at the start. They also have to be built by hand and you'll need dozens of them, but that's just part of the game's commitment to reifying your resources as physical things within the world; arranging your storage to make it convenient to access resources and build structures is part of the challenge. All of this is fine - in fact, I actually like how early on, you can't deposit resources directly from a station to a chest; instead it gets spit out onto the ground and needs to be scooped up by a "collector." This creates a fun puzzle of arranging buildings so that they won't accidentally spit out an input too close to another building and jam it up, and it makes it a big relief when you later unlock the baskets to directly collect from stations. That's all the "good" awkwardness and tedium; the healthy bits of artificial friction that make a good automation / incremental game. For the unintentional stuff, the lack of a visible grid to place things on, the inconsistent footprints of structures that don't line up with their visuals, and the fact that some of the visual indicators of pylon range are just straight up broken means you'll do a lot of nudging buildings around to try to get them placed correctly. Things don't line up cleanly and it's never obvious exactly how much space you have to work with or how to use it effectively, making it hard to plan ahead, and harder still to redesign later on. Rearranging a factory feels like playing one of those sliding block puzzles where all the pieces look the same. There's some missing QOL touches that would go a long way - for instance, some buildings show their inventory while not hovered and some don't, making it difficult to tell visually if a pipeline is clogged by a bad input. Some resources weirdly *can't* be automated and you'll need a lot of them: wheat, cotton, leaves, mandrakes, gold, and wisps, not to mention hundreds or even thousands of units of water. The game is at its best in the transition from the early game to the mid-game, as you start to accumulate enough upgrades, and tools to automate away basic and intermediate level resources. Later on, building spaces fill up, production chains get more complex, no new automation tools appear (or upgrades to existing ones) and by the end I kind of just gave up on automating anything new since you won't actually need more than a handful of the end-game resources to win. That's a lot of negative feedback, but I did still like the game overall; it's just the positive stuff is mostly unremarkably positive. It's like 80% of an excellent casual automation game, but all the little QOL issues render it instead merely "pretty decent."
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May 2026
Took me a bit more than 12hours to finish this. So, it's a great clicker game that leans into automation. Could it be improved? - the unlocking of automation takes ages. I'd rather have it earlier, slower. - automatoin is a bit finnicky. Buildings takes a ton of space, their range is laughable. - because of the point above, some recipes are hard to automate as you'll have to build a ton of stuff in the way. - I REALLY wish that water could be automated. My solution was to use the special chest pylon (that I never used otherwise) and chain a ton together. Basically filling 10 chests to have enough buffer. - in the same spirit, an automation for the creature-based stuff would be cool. - 2 cents: why having a block to mine (like iron), but later you can have automated harvesters? More output? Ok, cool. But why don't we have something for the cube, or mithryl ? - yeah, we could argue about the balance of some stuff in the tech tree... some advanced stuff being easier than the previous step... - I WISH so HARD that there would be a way to have some special chest allowing me to build without having to carry ♥♥♥♥ in my hand. The hand is a limited inventory, and because the pylons are so mandatory it was really painfull to build a chain. - So yeah, maybe it was a tad grindy... design decisions here... And one could argue it could havebeen a 5-6h game. That being said, I will not spoil the game, but there are a ton of positives. - the feedback when collecting/tapping is great - unlocking and progressing is very satisfying - You feel smarter as you progress over time and automate stuff. I would defenitely recommend. I don't regret playing it, and i'm happy I finished it. Maybe a 7/10 for a tiny game that was worth my time.
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May 2026
S tier game, on the short side compared to alot of other game but took me around 10 hours to beat, loved every minute of it. The progression of this game is wonderful and you really notice the difference when the automation building start becoming relevant. The Dev is very active on the discord and open to any tweaks suggested, the game has had a long period playtest to help iron out the few remaining issues. if you do choose to buy this game and have any issues with it PLEASE go to the discord for help.
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Frequently Asked Questions

Forage Wizard is currently priced at 6.74€ on Steam.

Forage Wizard is currently available at a 10% discount. You can purchase it for 6.74€ on Steam.

Forage Wizard received 280 positive votes out of a total of 338 achieving a rating of 7.72.
😊

Forage Wizard was developed and published by Lost Maxim.

Forage Wizard is playable and fully supported on Windows.

Forage Wizard is playable and fully supported on MacOS.

Forage Wizard is not playable on Linux.

Forage Wizard is a single-player game.

Forage Wizard does not currently offer any DLC.

Forage Wizard does not support mods via Steam Workshop.

Forage Wizard does not support Steam Remote Play.

Forage Wizard 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 Forage Wizard.

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 11 May 2026 02:17
SteamSpy data 10 May 2026 15:37
Steam price 11 May 2026 05:09
Steam reviews 10 May 2026 21:45

If you'd like to dive deeper into the details about Forage Wizard, 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 Forage Wizard
  • SteamCharts - Analysis of Forage Wizard concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Forage Wizard compatibility
Forage Wizard
Rating
7.7
280
58
Game modes
Features
Online players
941
Developer
Lost Maxim
Publisher
Lost Maxim
Release 05 May 2026
Platforms