
Lead a tribal warband and time your attacks to the beat of the Wardrum in this tactical turn-based roguelite! Forge a path across a harsh fantasy world full of rhythm magic, face death and strengthen your warriors until you have the power to destroy the dark sorcery infecting the lands.




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Datos técnicos unificados de Steam, Steam Deck, ProtonDB, PCGamingWiki e IGDB.
| Idioma | Interfaz | Voces | Subtítulos |
|---|---|---|---|
| Inglés | |||
| Alemán | |||
| Francés | |||
| Español | |||
| Italiano | |||
| Portuguese (Brazil) |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
Verdict: Not Recommended At first glance, *Wardrum* presents an intriguing mashup: a turn-based tactical roguelike fused with rhythm-based combat. Wrapped in some undeniably cool 2D pixel graphics, it initially feels like a steal—especially if you pick it up on a discount. But while the premise is catchy, the execution quickly falls entirely out of sync. The Hook: Rhythm Meets Tactics If you enjoy turn-based tactics and rhythm games, the core concept will definitely catch your eye. Action plays out through Quick Time Events (QTEs) tied to a rhythm system. The soundtrack is exactly what you'd expect—very "wardrum-y," for better or worse. There is some early leniency built into the mechanics. You don't have to hit every single note perfectly for your moves to play out, which is a nice touch. Unfortunately, this early goodwill vanishes the moment you clear the first map. The game also i
Mixing tactical turn-based combat and a rhythm game? Looks like the people who realised fashion policing can be made into a boomer shooter are at it again! The rhythm aspect might be something people wonder about but it's implemented really well. It's snappy and precise, so if something is off-beat it's you. The button presses mirror the abilities and attacks in a satisfying way, eg. shooting an arrow is: press (get arrow from quiver), press again and hold (draw), and release (shoot). Basic attacks are simple and powerful ones require focusing more. The tactical side offers depth and you have to take into account your characters weaknesses and strengths compared to the enemies you are facing. There are a lot of items you can give your characters to shape them to your preferred playstyle. 3D environments go together nicely with the big and crunchy pixels of the characters and level prop
If you like beat based games and strategy this is a really great game. It felt a bit slow at first but once you start getting a few upgrades you can really diversify your characters and their potential roles in your party. You can also really just strategy dump on this game. You can wait just outside of enemies range and let them move closer before attacking. There are LOTS of different terrain that gives you or enemies buffs, but also things like cages where you can throw them into a pile of enemies and a neutral creature will escape and attack the closest target. Most battles you can position your characters in specific areas pre-battle, which adds a very interesting dynamic of predictability but also surprise, as many battles are modified to an extent (weather, ambushes, etc.) The only thing with the game and it is mostly a positional issue on my end, but some of the characters feel
Gorgeous presentation, shallow tactics Edit (Aug 22nd, as I hadn't seen the devs' response): The developer responded to my review by saying that I'd only experienced roughly 5% of the game. I don't think that really addresses my criticism. First impressions are extremely important, and even if the game does become more interesting later on, I don't think most players are going to spend an hour or more pushing through a mediocre tutorial just to find out whether the game eventually gets better. I've also watched footage of the later game since writing this review, and from what I've seen, the core gameplay doesn't change enough to address my concerns. More importantly, my issue isn't simply that I hadn't unlocked enough content. It's that the core systems I did interact with already felt shallow and boring. Leveling, gear, buildcrafting, and combat are the foundation of the game, and I
Product refunded Maybe it gets better later on as some other reviewers said. Unfortunately I didn't want to risk losing out on the refund window, but the start just felt so dang slow. The rhythm mechanic was fun and unique, but the actual strategy layer didn't feel very strong and most of the trinkets felt like they made no impact. EDIT: Changed to positive after reviewing it. I may try it again sometime. The concept is really cool, but something just didn't click well with me.
(posted a edit at the bottom of this but the tldr is my game was bugged and it was causing my main gripe to be worse than it was intended to be, overall i do think this game is fun) Cool themed roguelite where you progress through nodes on a map for a run, sadly its ruined by rng events that those types of games always have, spending 2 hours playing a game for it to say ok you rolled bad hope you weren't having fun since your run is effectivity over now has always felt bad in every game that does it ftl, darkest dungeon ect and it still does in this game and this games ones are particularly awful. One event simply removed one of my party members from the game (U couldn't even revive them with the heal nodes you normally can) in a game very much balanced around having 5 party members, it goes from each fight feeling pretty well balanced (at least after getting the progression upgrade t
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