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Rift Wizard 3 on Steam

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Rift Wizard is a hardcore combat strategy roguelike and wizard simulator featuring an extremely deep build system. Customize your Wizard with more than 500 spells and magical artifacts. Blast, summon, or enchant your way through 20 levels of pure turn based chaos.

Rift Wizard 3 is a traditional roguelike, rpg and strategy game developed by Dylan White, Khoops and Jacob Martinez and published by Dylan White.
Released on June 23rd 2026 is available only on Windows.

It has received 309 reviews of which 275 were positive and 34 were negative resulting in a rating of 8.2 out of 10. 😎

The game is currently priced at 19.50€ on Steam.


The Steam community has classified Rift Wizard 3 into these genres:

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System requirements

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Windows
  • OS *: Windows 7 or higher
  • Storage: 350 MB available space

Steam Price & Best Deals

User reviews & Ratings

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

78 hours played
Sept. 2026
It might be wrong to write about a game by talking about a totally different one, but stay with me. There exists a game called Dominions 6. It might look like a total war game on the surface, but in it you could theoretically take a simple peasant, give it a "name", turn it into a mighty underwater prophet-archwizard, make it explore the void and be consumed by dream horrors. That is an example of the rarest mechanics in modern game design called "emergent gameplay". The game developer gives you simple rules and building blocks for how a world works, and you create something not even the developer, not even anyone on the world thought off. Ice melts into water when heated, fire creates heat and is extinguished with water. Why not extinguish a fire by throwing ice cubes at it? Slay the Spire is another game that achieves those moments of Game Design bliss. And not only does StS give you the tools, it WANTS you to break its rules, and this creative behavior is almost a necessity for beating the game's final boss. A lot of games struggle with this. A lot of them return within the safe confines of strict rules and interactions that were perfectly planned out. Emotions and experiences guided like a movie script. Do you remember that first time you played an open world game and found out that NO, you cannot destroy that building's wall, no matter how hard you shot and hit it... Other games just go for it and later find that they've created an unstable slop, that could fall apart only given some thought and effort by the player. As an example we could take Paradox games where people always find out ways for how an island inhabited solely by polar bears could conquer the whole world. But let's return to Dominions 6. A lot of people love it, including the developer of this game according to a recent interview. Dominions 6 is a game that offers you hundreds of spells, units, civilizations, items etc. The wildest interactions are possible and the promise of infinite replayability is there. So what's the problem? Well, from my, very subjective, perspective, 95% of these spells, items, units are just - slop. Sure, they are unique, they have their differences and different sprites, but mostly, at least if you don't sacrifice your whole life to this game, those differences won't matter THAT much nor feel that interesting to explore. So what about Rift Wizard 3. Well it also has hundreds of spells and items and units. But you know what? It works. 95% of them make total sense. And yet they don't create situations where a clear and logical path lies ahead of you. The game has dozens of enemies designed with the sole intent of bringing your nice little strategy to the test. You know how in Slay the Spire, you could create a build where you would just play a lot of draw effects and smother the enemy by turn one. Well that's why Slay the spire introduced enemies with invincibility, an elite that dies only if you survive a few turns or a boss that limits the number of cards you may play. Rift wizard 3 does a similar thing. I once build a strategy about summoning a giant Dreamwhale that does both arcane and ice damage. I buffed the whale so hard that I thought I was going to make it to the finish line. What happened is that I came upon an enemy that had both 100% Arcane and 100% Ice resistance. My whales failed to land hits and slowly I succumbed to the enemy. To make it worse, the enemy looked like a giant grinning mouth with legs... Don't get me wrong. This game is hellishly difficult. I would say much more than its previous iterations. But in an industry that's more and more succumbing to reworks, boring simulations, half assed indies or AAA nonsense, this game stands out like a pearl. You might have had that feeling of pride when you beat HOMM3 or CIV games on the lower difficulties when you were younger. If yes then you probably had the disappointing realization that higher difficulty AIs basically cheated in order to get an edge. Well this game does no hand-holding nor is there any behind-the-scenes bias. Just you and an ever changing and ever difficult journey of beating 20 levels of hundreds and thousands of enemies that want you dead. I loved every minute of it.
15 hours played
Sept. 2026
This is a neutral review because the game is both very enjoyable and very rage inducing. Not much information is provided to the player - so you are very often killed for reasons you can't understand. Balance, especially early game, is all over the place. Some enemies are laughably easy and some will consistently end your run in the first 4 floors for some reason. And I'm not sure if it's bugs or what, but I often die to enemies because they take no damage from my spells - but examining their resistances, it doesn't make any sense. Truly maddening. There's no meta progression, so the game kind of devolves into purely banging your head against the wall until the stars align and your run goes decently well. Then you'll get to floor 19, spawn in, and suddenly a monster sharts out 4 bombers on you and you're dead. Yeah, I don't know. I don't want my games to be easy, but they should feel fair. I don't think we're quite there yet. EDIT: Feedback because of how frustrating this game can be, but I'm not joining a Discord to post it: - After the player dies, don't immediately progress the screen. Give me an opportunity to examine the current screen and the various elements so I can evaluate what happened before moving on. Additionally, when you lose - I still want to see what happened that led to killing me (meaning that current turn(s) logs). - If I can't cast a spell for some reason, provide a pop-up notice explaining the reason and require a click/keypress to passthrough. You can provide an option for players to skip this automatically. - Likewise, don't let me skip/pass my turn on accident. Numerous times I think I have a spell charge, go to activate the spell by clicking on myself, and then instead I skip the turn and die. This can occur for a variety of reasons, but regardless, passing a turn should have a "Do you want to Pass?" prompt. Provide the option to disable this prompt in Settings. - Add the setting to mute the game when it's not in focus. - Add a Run History main menu option to see previous runs (at the very least, the final loadout and Realm you ended on). - Item Wishlist should just be infinite. The game definitely has some special sauce that has me starting run after run though.
27 hours played
Sept. 2026
TLDR: Some reviewers warn about the difficulty. It is rough, but it is so satisfying overcoming it. A really difficult game - but one that reward persistence. At first I was skeptical with Rift Wizard 3, innately because of the difficulty. Coming from a background of Path of Achra, where you can make anything work but it just depends on the difficulty if it will work exceedingly well or not, and Path of Exile, where making builds is the name of the game, this game was practically made for me. There are so many options, moving parts, but the gameplay cycle is fluid and you are never confused about anything. Its just needing to figure out what options work for you. The largest hurdle was the difficulty for that matter. I did not at first enjoy I could not simply "pick and go" any random spell and win the game with it. It practically demands you try and get a robust gamebreak going of some descriptor. So I banged myself against the wall time and time again. Figuring out how to get more SP without buying anything but the starter spell, using the pickups more and more, getting just further and then plateauing when a 2000hp enemy showed. But then, one day, I found it. I don't read guides online for that matter; just playing the game organically. My first gamebreak; and then the game just clicked for me. I got further and further with it, developed and iterated it every cycle, getting further than I ever had. And then I did it. Mordred lay defeated. The Cast-1000-Spells on Turn 1 Build Let's introduce our star player: a lovely spell called Death Cleave. This wonderful spell applies a 4 turn debuff on you that, when you kill an enemy, you will recast the spell on a valid enemy target on the same turn, without spending any resources. Keyword valid, so they have to be in range, and you have to be able to see them. This only has 3 charges at first, so we have to run a tight ship. Meet our starter spell: Thunder Strike. A lightning spell with a decent 24 damage, and a 2 tile AoE stun for 3 turns. Useful in a pinch, but it has a pretty solid range of 6. More importantly, its first upgrade, Blindcasting, allows us to bypass LoS, effectively getting rid of our first large blocker of Death Cleave. This is our early-game meat of the build, and this combo is enough to get you through most of the first 4-5 rooms building up the SP (spell points, used for upgrades) and equipment needed. For equipment, most of our desired equipment is expensive, so we won't be crafting much of anything in the early-game besides the Sorcery Staff, which just gives +1 max charges, +33% damage and +1 range on all our Sorcery spells. All ours spells, besides Death Cleave, will be a Sorcery. Eventually we get the SP for Pillar of Fire. This is Thunder Strike on steroids, hitting everything for 50 fire dmg in a 1 tile radius, dealing double that on the target, having a solid 8 tile range and ignoring line of sight by default: making it now our new damage source. Beware that this does friendly fire damage to us. It also only has 2 charges, so we can only cast it a few times. We'll also be crafting an item important for keeping up charges: The Philosopher's Stone. In essence, every spell we cast has a 10% chance to restore 1 charge to all our spells. This is where the first upgrade on Pillar of Flame comes in: Pillar of Annihilation. When it kills an enemy, it casts Annihilate 4 times in LoS of the killed unit. Annihilate deals 16 fire, physical and lightning damage to a single target and is a chaos sorcery. So at this point we are starting to build up a decent amount of cast-on effects. But it just keeps on escalating. Meet Pyrostatic Curse, a curse that makes it so that all fire damage dealt is dealt again as lightning damage to 2 other enemies nearby for 6 turns. This by itself isn't crazy. But what is crazy are its two upgrades: Resistance Melting, which lowers enemy fire resistance by 50%, and Pyrostatic Chaos, which makes it auto-cast without spending any resources on an enemy when I cast a Chaos spell on them. Remember how Annihilate is a Chaos Sorcery? You can see how this is starting to escalate. We give Pillar of Flame the Disrupting Flame upgrade, allowing it to strip shields and lower fire resist by 50% on hit. We make Pyrostatic Oculus, which lowers enemy fire and lightning resistance by 25% when they take either damage-type. Which our Annihilates do, allowing us to damage enemies with 100% fire resistance. We make Talking Hat, which allows us to cast Death Cleave without spending a turn, meaning we immediately start dealing damage before the enemy can move. We learn the Melt spell, which deals a chunk of fire damage and can be made to auto-cast when you cast a Fire or Chaos spell. We make Void Traveler's Cloak, which gives us 2 Shields on Teleport, negating 2 hits for free. And finally we make Death Cleave teleport us on killing a target, which with the above item makes us invulnerable, as well as summon reapers that deal high single-target damage if our primary target of our spells doesn't die (that we manually cast). The Gamebreak And at this point we are unstoppable. Enemies that resist fire are only an issue on the opener: as long as we hit anything else on the map first, our giant array of cast-on spells will cascade and murderize anything on screen, nuking their fire resistance and them as well. Anything in the 4 digits usually dies to collatoral, but even 1-on-1, the Reapers summoned by Death Cleave and Pillar of Flame's absurd damage are enough to chew through everything. There is not a single enemy that can survive this murder-onslaught. The only remote threat left are rooms with only big enemies: which we can just, avoid. Eventually the final boss fell just as quick, as they kept summoning enemies, fueling the build to cascade and go crazy once again. The Afterglow In the aftermath of this gamebreak I set out to write this review, because it genuinely made the game click for me, and made me want to conquer it again, in other fascinating ways. Keep trying, eventually you will strike gold, and when you do, its so amazing. I am now sad that I won; for I now am back in the dirt, trying to find another new build, taking the lessons I've learned with me.
378 hours played
Sept. 2026
This has become one of my favourite games of all time. If you even remotely like turn-based roguelikes, or difficult but rewarding games, just get it. Don't even hesitate. Everyone saying it's too hard or forces you to get certain spells just hasn't spent enough time with it. This game has no meta-progression. Your progress depends purely on your knowledge of the arsenal of spells and equipment you have access to, and how they synergize and interact with each other. One of the most brilliant aspects of this game is how it manages to make almost every run feel special. Yes, dying late into a run is disappointing, but you can be sure that you'll encounter enough interesting bonuses (usually in the form of shrines or free spells) in the next run to feel like you have a real fighting chance again. I've played the game enough to know that the common roguelike feeling of, "damn, I'll never have as cool a run as that again", is mistaken. That's what keeps me coming back.. and back.. and back...
95 hours played
Aug. 2026
A good game if you've got the patience and sense of humour to spend a lot of time blowing yourself up casting spells way beyond your power and understanding. Love feeling like a chaotic upstart mage that's just mugged some elder wizard of his tomes and trying to decypher them in field. Hooked on it rn.

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Frequently Asked Questions

Rift Wizard 3 is currently priced at 19.50€ on Steam.

No, Rift Wizard 3 is currently not on sale. You can purchase it for 19.50€ on Steam.

Yes, Rift Wizard 3 received 275 positive votes out of a total of 309 achieving a rating of 8.21.
😎

Rift Wizard 3 was developed by Dylan White, Khoops and Jacob Martinez and published by Dylan White.

Yes, Rift Wizard 3 is playable and fully supported on Windows.

No, Rift Wizard 3 is not playable on MacOS.

No, Rift Wizard 3 is not playable on Linux.

This information about Rift Wizard 3 is not available yet.

This information about Rift Wizard 3 is not available yet.

No, Rift Wizard 3 does not support VR.

Rift Wizard 3 is a single-player game.

No, Rift Wizard 3 does not currently offer any DLC.

Yes, Rift Wizard 3 is fully integrated with Steam Workshop. Visit Steam Workshop.

No, Rift Wizard 3 does not support Steam Remote Play.

Yes, Rift Wizard 3 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 Rift Wizard 3.

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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 19 September 2026 18:08 UTC
SteamSpy data 25 October 2026 20:37 UTC
Steam price 30 October 2026 20:45 UTC
Steam reviews 22 October 2026 17:55 UTC

If you'd like to dive deeper into the details about Rift Wizard 3, 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 Rift Wizard 3
  • SteamCharts - Analysis of Rift Wizard 3 concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Rift Wizard 3 compatibility
Rift Wizard 3
Rating
8.2
275
34
Game modes
Features
Online players
114
Developer
Dylan White, Khoops, Jacob Martinez
Publisher
Dylan White
Release 23 Jun 2026
Platforms