Compara los precios de Wardrum en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Mopeful Games. Publicado por Team17. Lanzado el 7/5/2026. Disponible en PC. Géneros: RPG, Strategy.

Tactics players who think they've seen every roguelite twist haven't met Wardrum yet - grid positioning plus live rhythm inputs is a genuinely fresh combination that will test your fingers as hard as your build sense.

My first reaction to Wardrum was skepticism. I've catalogued enough roguelite hybrids to know the genre produces a lot of concept-first, execution-later releases - clever on paper, hollow after two hours. Wardrum is not that. Mopeful Games, the developer behind Fashion Police Squad, has built something that fuses grid-based tactics with a live rhythm-input layer in a way that actually holds together. Every attack, ability, and buff your warband triggers requires timed button presses synced to the tribal drum track. Single taps for basic hits, held notes, double taps, simultaneous multi-button inputs for harder skills - the game rates each input from Miss to Perfect and scales your damage and effects accordingly. Miss your beats consistently and fights snowball against you fast. The party composition system is where the tactics depth lives. You build a warband of up to five from a roster including warriors, assassins, archers, summoners, warlocks, and rogues. Each unit levels up along branching skill paths, unlocking new abilities that come with their own rhythm patterns to memorize. Every hero can slot two trinkets, and those items are designed to create synergistic combinations - stacking damage on repeat hits, boosting effects tied to perfect timing, altering status chances. The Rhythm Forge, a meta-node on the map, lets you craft custom rhythm abilities using crystals you find in the field, which is exactly the kind of lateral build tool that separates good roguelites from great ones. Permanent meta-progression runs through the Shrine of Giowth, where you spend earned essence to unlock new heroes, improve starting stats, and reshape the game world between runs. Combat happens on a grid that rewards spatial thinking as much as timing. Battlefields across six biomes - plains, desert, swamp, jungle, caves, mountains - come loaded with traps, cliffs, volatile terrain, and over 35 enemy types. Pushing a heavy enemy off a ledge, dragging another into a pre-positioned archer kill lane, using a summoner to choke a corridor while the rest of your warband cleans flanks - those sequences feel genuinely satisfying when they land. A day and night cycle adds battle modifiers, and the Rhythmstorm mechanic can either punish you or be weaponized depending on how you read the situation. The game's status ailment system is also worth flagging: Confusion scrambles your button prompts, Blind hides your timing cursor, and Deafening disrupts audio cues you rely on. That is not casual design, and players who prefer passive turn resolution will hit a wall quickly. The criticisms that surface consistently in reviews are real and worth weighing. Some multi-button attack inputs involve three to four simultaneous presses mid-fight, which becomes genuinely punishing when status effects are also in play. The roguelite structure stretches content across fifteen to twenty-five hours per completion attempt, and several reviewers found the mid-run pacing padded - events on the node map are not always interesting enough to justify that runtime. The world-building is thin, story largely exists to justify the mechanics, and the narrative events between battles rarely rise above functional. None of that sinks the experience, but it does mean Wardrum rewards players who care about combat optimization and are willing to accept loose narrative scaffolding around it. The adjustable rhythm difficulty is a sensible inclusion - setting it to Easy widens the timing windows and reduces miss penalties, which makes the game accessible without fully neutering what makes it unusual. For strategy and tactics players, Wardrum is a legitimate surprise. The intersection of beat precision and squad synergy creates a combat loop that keeps you mentally engaged on two tracks simultaneously, and that is genuinely rare. Veterans of Darkest Dungeon-style roguelites who want a mechanical wrinkle they haven't exhausted yet will find it here. Newcomers should start on Easy rhythm difficulty and treat the first two or three failed runs as paid tutorials - the game does a reasonable job teaching rhythm patterns per character, and the meta-progression ensures dead runs still move the needle. Diego, Scout Team

Wardrum

Wardrum

7 may 2026Mopeful GamesTeam17
GamerScout opina

Tactics players who think they've seen every roguelite twist haven't met Wardrum yet - grid positioning plus live rhythm inputs is a genuinely fresh combination that will test your fingers as hard as your build sense.

PC
Steam Deck Playable
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Mínimo histórico: €13.49

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My first reaction to Wardrum was skepticism. I've catalogued enough roguelite hybrids to know the genre produces a lot of concept-first, execution-later releases - clever on paper, hollow after two hours. Wardrum is not that. Mopeful Games, the developer behind Fashion Police Squad, has built something that fuses grid-based tactics with a live rhythm-input layer in a way that actually holds together. Every attack, ability, and buff your warband triggers requires timed button presses synced to the tribal drum track. Single taps for basic hits, held notes, double taps, simultaneous multi-button inputs for harder skills - the game rates each input from Miss to Perfect and scales your damage and effects accordingly. Miss your beats consistently and fights snowball against you fast. The party composition system is where the tactics depth lives. You build a warband of up to five from a roster including warriors, assassins, archers, summoners, warlocks, and rogues. Each unit levels up along branching skill paths, unlocking new abilities that come with their own rhythm patterns to memorize. Every hero can slot two trinkets, and those items are designed to create synergistic combinations - stacking damage on repeat hits, boosting effects tied to perfect timing, altering status chances. The Rhythm Forge, a meta-node on the map, lets you craft custom rhythm abilities using crystals you find in the field, which is exactly the kind of lateral build tool that separates good roguelites from great ones. Permanent meta-progression runs through the Shrine of Giowth, where you spend earned essence to unlock new heroes, improve starting stats, and reshape the game world between runs. Combat happens on a grid that rewards spatial thinking as much as timing. Battlefields across six biomes - plains, desert, swamp, jungle, caves, mountains - come loaded with traps, cliffs, volatile terrain, and over 35 enemy types. Pushing a heavy enemy off a ledge, dragging another into a pre-positioned archer kill lane, using a summoner to choke a corridor while the rest of your warband cleans flanks - those sequences feel genuinely satisfying when they land. A day and night cycle adds battle modifiers, and the Rhythmstorm mechanic can either punish you or be weaponized depending on how you read the situation. The game's status ailment system is also worth flagging: Confusion scrambles your button prompts, Blind hides your timing cursor, and Deafening disrupts audio cues you rely on. That is not casual design, and players who prefer passive turn resolution will hit a wall quickly. The criticisms that surface consistently in reviews are real and worth weighing. Some multi-button attack inputs involve three to four simultaneous presses mid-fight, which becomes genuinely punishing when status effects are also in play. The roguelite structure stretches content across fifteen to twenty-five hours per completion attempt, and several reviewers found the mid-run pacing padded - events on the node map are not always interesting enough to justify that runtime. The world-building is thin, story largely exists to justify the mechanics, and the narrative events between battles rarely rise above functional. None of that sinks the experience, but it does mean Wardrum rewards players who care about combat optimization and are willing to accept loose narrative scaffolding around it. The adjustable rhythm difficulty is a sensible inclusion - setting it to Easy widens the timing windows and reduces miss penalties, which makes the game accessible without fully neutering what makes it unusual. For strategy and tactics players, Wardrum is a legitimate surprise. The intersection of beat precision and squad synergy creates a combat loop that keeps you mentally engaged on two tracks simultaneously, and that is genuinely rare. Veterans of Darkest Dungeon-style roguelites who want a mechanical wrinkle they haven't exhausted yet will find it here. Newcomers should start on Easy rhythm difficulty and treat the first two or three failed runs as paid tutorials - the game does a reasonable job teaching rhythm patterns per character, and the meta-progression ensures dead runs still move the needle.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscontroller-supportcloud-savestier:aaaRhythm-TacticsWarband BuilderGrid CombatBeat-Synced AbilitiesMeta-ProgressionStatus Effect ManagementEnvironmental KillsBiome VarietyBranching Skill Trees

Requisitos del sistema

Mínimos

OS
Windows 10
Memory
8 GB RAM
DirectX
Version 12
Storage
4 GB available space
Graphics
NVIDIA GeForce GTX 780, 3GB or AMD Radeon R9 380, 4GB or Intel Arc A380, 6GB
Processor
Intel Core i5-6400 or AMD Ryzen 3 1300

Recomendados

OS
Windows 11
Memory
8 GB RAM
DirectX
Version 12
Storage
4 GB available space
Graphics
NVIDIA GeForce GTX 1070, 8GB or Radeon RX Vega 56, 8GB or Intel Arc A580, 8GB
Processor
Intel Core i5-8400 or AMD Ryzen 3 2300X

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Información del juego

Desarrolladora
Mopeful Games
Distribuidora
Team17
Fecha de lanzamiento
7 may 2026

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¿En qué plataformas está disponible Wardrum?

Wardrum está disponible en PC.

¿Cuándo se lanzó Wardrum?

Wardrum se lanzó el 7 de mayo de 2026.

¿Quién desarrolló Wardrum?

Wardrum fue desarrollado por Mopeful Games y publicado por Team17.