$7.49 (−50%)Rift Wizard Pure Wizard Battles, No Filler
Build a spellbook from scratch and fight your way through 25 realms to slay your rival, one turn at a time.
Is Rift Wizard worth it?
Rift Wizard is worth it if…
- you like slow, careful planning more than fast reflexes
- you enjoy theorycrafting builds and hunting for broken spell combos
- you want a roguelike with permadeath and real difficulty
- you prefer knowing the odds instead of rolling dice on them
- you can live with retro pixel art and a bare interface
Screenshots
Your whole spellbook, from turn one
There is no unlock grind here. Every spell and passive skill is available to buy from the very first run, so the game opens with a wall of options instead of a drip feed. You start with a single spell point: maybe a big area fireball, a precise arcane missile, or a wolf that runs off and fights for you. Each cleared realm pays three more points, and you can spend them anywhere in the book, upgrading a spell's damage, casts or special effects as you go. One run makes you a pyromancer who screens whole maps in flame; the next, a druid leading a pack of wolves. The fun is less in winning than in finding out what a combo can do before it kills you.
Combat that plays like a puzzle
Each realm puts every enemy on the board in plain sight, along with the gates that spawn fresh monsters every few turns. Kill everything, including the gates, and rifts open to the next level. Before you step through, you can read exactly what waits on the other side: which creatures, which resistances, which rewards. You even choose your own spawn point. Combat is turn based and mostly deterministic, with no hit chances or random damage rolls, so a plan that accounts for everything tends to work. The catch is that enemies resist certain damage types hard, and a build that shredded the last realm can walk straight into a floor immune to it. Choosing which fight to take, and which to skip, is half the game.
What should you know before starting?
How hard is it, really?
Hard. The difficulty starts high and keeps climbing, and permadeath means a bad call ends the run. The flip side is fairness: the game shows you enemy types, resistances and rewards before every fight, so losses usually trace back to a decision rather than a dice roll. Expect to die a lot while you learn how spells interact.
Is there any story or exploration?
Barely. You are an immortal amnesiac rebuilding your power to kill your rival, Mordred, and that is about all the plot there is. There are no NPCs, no shops and no wandering corridors: the game strips the genre down to combat and character building, closer in spirit to a board game than a traditional RPG.
Do you need to unlock anything to compete?
No. Nothing is locked behind previous runs or metaprogression. The full library of spells and skills is open from your first death, which means your first runs are as deep as your hundredth. What you unlock over time is knowledge: which synergies hold up and which traps to avoid.

















