Wildermyth popped up in my Steam discovery queue at some point in the last few months, and when I see games I find interesting I tend to add them to my wishlist for later. Quarantine is definitely one of those “for later” situations, and as the game is only running $20 I pulled the trigger on it. I’ve been jamming through some games during this period of the wild indoors, but I’ve been looking for varied experiences to keep me engaged. As such, I’ve actually been looking into playing some of the games in my backlog that are different from what I’ve been playing lately. First person shooters will always be a love of mine, but sometimes I want something more laid back and story-rich. Wildermyth caught my attention because of its colorful art style and tactical RPG combat, a style of game I tend to gravitate towards. What sets it apart from other RPGs I’ve played in recent memory, is the fact that a portion of the game is procedurally generated, which is also something I tend to enjoy when it’s done well. Wildermyth is currently in Early Access, but as the description says, it’s mostly done and fully playable now. Features are already there, it’s just more polish and additional implementation and they seem sure that they’ll be releasing this year, and I’ll agree that they’re pretty close.
Like any party based RPG, you’ll start out with a group of youngsters that aren’t quite adventurers but are thrust into dealing with a world-ending problem. There are only three starter classes to choose from, but as the game progresses some expected and some unusual paths present themselves to give you additional strength and powers. The characters are randomly assigned names, character traits, appearances and you are forced to start with a Warrior, Hunter and Mystic. Sub classes naturally evolve from these and there are various build paths that I explored during my first game. You can take things further by fully customizing the characters but I let things pretty much lie after a few rerolls.
The entire first campaign is essentially a tutorial, but it took me a little over four hours to complete, so that’s more of a starter campaign than anything. Still, it is a good practice to roll through because by the end you understand the systems of the game but still see the potential for further adventures and this in itself is exciting. I haven’t had a game get its hooks into me so easily in quite some time, and were this already a finished title I still think it would have been good enough. I’m looking forward to see what happens with further development. So most of your time is spent pretty evenly between an over-world map where you move your heroes around and perform various tasks, while periodically getting story interruptions. Many of the story bits lead into encounters, and then you’ll shift to a randomized battlefield and participate in a turn-based battle. This controls as you would expect, with action points allowing you to move attack and sling spells. There are some unique facets to combat that I’ll cover shortly. Besides moving to new areas via the map, you’ll also need to build bridges, defenses/tile improvements and periodically need to repel incursions of enemy forces. You’ll also periodically gain access to new heroes via recruitment, and soon enough you’ll be training additional characters and have a full party of five and then some.
Combat reminds me of early iterations of D&D. The characters are sort of 2D paper figures that stand in a 3D space. They move as if they are on bases and someone is tapping them in each square as they progress. Attacks are pretty basic in their animation, but this gives it more of a feel of playing a well-penned D&D session that also has some pretty fun combat. There are only so many tricks that are thrown at you, but combat is still pretty satisfying. I was happy with how my characters developed, got new gear and new abilities and all along the way there was still challenge but also the sense of becoming more powerful.
Combat doesn’t always go like you would like, and characters can die or get maimed, but that adds some charm to the game. You don’t lose someone powerful that you have grown attached to, but they might lose an arm. This comes with some benefits as well, as one of my hunters ended up losing an arm, so he could no longer use a bow, but had a cool hook hand that he could use to attack with as well, so he became a stealthy dual-wielder instead. One of my Warriors ended up being enchanted by a crow spirit and got a crow’s head that provided a “peck” special move, and later I’d get the opportunity to further transform, gaining a crow’s claw that provided a strong attack. It’s stuff like this that’s a little off the wall but also really cool and reminiscent of D&D stories.
This campaign was split into three chapters and was the story was set up to have a specific villain. Each chapter closes when a main story objective is complete, however individual characters periodically ask more help with tasks and further their growth. You’ll be rewarded various crafting materials for how many territories you control on the world map and also gain a certain number of years worth of peace. During peace time, you’ll get little glimpses into your characters lives and even recruit your own progeny. My hunter’s son was trained as a warrior and already started with higher tier gear than normal recruits.
The third chapter leads up to the final battle, and because the passage of time occurs no matter what actions you take in the game, they grew old over the course of one session. The final battle was quite the challenge, but I managed to beat it while only losing one character who I believe was killed permanently, but it’s sort of irrelevant. The game is designed to give you compact stories in short-ish sessions. I imagine all three chapter games will take approximately the same amount of time to complete, while the larger five chapter games will probably add a few more hours per game. The Legacy system allows for some of this to continue on. At the end I was able to choose one of my characters to sort of have a second life, though they don’t go into detail about how this happens, but it means they start off a little more powerful for the next go-round. People that you memorialize carry certain things over as well, so there is a sort of rogue-like account progression that affects future games. From what I understand they are a ton of different encounters already programmed into the game, with more coming down the pipeline, and they’ve added a campaign creation tool as well. So Wildermyth might just be the next best thing when it comes to playing D&D. I really enjoyed my play session, and I look forward to playing it some more. I may look into making my own campaign as well, which could provide an additional creative outlet. Whatever the case, if any part of this sparked your interest I might suggest checking the game out. It’s fully worth the coin, and should only get better.