Compara los precios de Wetory en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por PepperStones. Publicado por GRAVITY. Lanzado el 25/10/2023. Disponible en PC, Mac. Géneros: Action, Adventure, Indie, Strategy.

If you have ever wished a roguelike would take away your attack button and dare you to outthink enemies instead, Wetory is exactly that experiment - compact, weird, and quietly strategic.

I went into Wetory expecting another corridor-shooter dressed up in cartoon colours and came out genuinely surprised by what PepperStones built. The studio is a tiny Korean outfit founded in 2021, and this is their debut title - context that matters, because the game punches above what you would expect from a first release. The core hook is blunt: you cannot directly attack enemies. Full stop. Instead, the entire combat loop runs through a tilemap system where positioning, tile interaction, and deliberate avoidance replace the usual button-mashing loop. For a strategy-minded player that premise is immediately interesting; for anyone who bought this expecting Hades-style dash-and-slash, the first ten minutes are going to be a rude surprise. The progression structure is where the game earns its roguelike badge. Each run has you restoring stolen colours to a desaturated world, and every colour you recover is not just a cosmetic payoff - it unlocks a distinct set of attack characteristics tied to that colour. Red plays differently from blue; stacking and swapping them via a flexible skill tree is how you build run variety. The visual contrast is genuinely striking: washed-out greyscale backgrounds against monster designs and effects that pop like a neon fireworks show. That contrast is doing real mechanical work too, because it keeps the cluttered isometric screen readable at a glance. Where the game shows its indie-budget seams is in onboarding. Steam community threads document new players dropping into the demo with no handle on how their agency functions inside the tilemap rules. The tutorial, which the Steam tag list confirms exists, apparently does not close that gap fast enough. If you are the type who tabs out to a wiki on hour one, that habit will serve you well here. The achievement system also has reported bugs that have gone unaddressed for a while, and cloud save behaviour is inconsistent - minor frustrations that add friction to an otherwise smooth low-spec experience on both PC and Mac. The review sample is small - around fifteen Steam users at roughly 80 percent positive - so treat community sentiment as directional rather than definitive. What those early adopters seem to agree on is that the concept works once it clicks. The game was a TGS 2022 Global Indie finalist and landed a Gamescom Best Indie Top 10 nod before launch, which set expectations; the actual release is more modest in scope than those accolades imply. Think of it as a single-sitting to short-weekend game rather than a deep roguelike with 50-hour legs. Replayability comes from colour-build experimentation rather than content volume, and that ceiling will feel low to players who want a sprawling meta-progression loop. For the right audience - patient, tactically curious, fine with a rough edges - Wetory delivers a concept that most larger studios would never greenlight. The tilemap-only combat is the kind of design constraint that produces genuine novelty, and the colour-as-skill-unlock structure gives each run a clear decision spine. Just go in knowing the studio is small, the polish is uneven, and the payoff is ideas over production value. Diego, Scout Team

Wetory

Wetory

25 oct 2023PepperStonesGRAVITY
GamerScout opina

If you have ever wished a roguelike would take away your attack button and dare you to outthink enemies instead, Wetory is exactly that experiment - compact, weird, and quietly strategic.

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I went into Wetory expecting another corridor-shooter dressed up in cartoon colours and came out genuinely surprised by what PepperStones built. The studio is a tiny Korean outfit founded in 2021, and this is their debut title - context that matters, because the game punches above what you would expect from a first release. The core hook is blunt: you cannot directly attack enemies. Full stop. Instead, the entire combat loop runs through a tilemap system where positioning, tile interaction, and deliberate avoidance replace the usual button-mashing loop. For a strategy-minded player that premise is immediately interesting; for anyone who bought this expecting Hades-style dash-and-slash, the first ten minutes are going to be a rude surprise. The progression structure is where the game earns its roguelike badge. Each run has you restoring stolen colours to a desaturated world, and every colour you recover is not just a cosmetic payoff - it unlocks a distinct set of attack characteristics tied to that colour. Red plays differently from blue; stacking and swapping them via a flexible skill tree is how you build run variety. The visual contrast is genuinely striking: washed-out greyscale backgrounds against monster designs and effects that pop like a neon fireworks show. That contrast is doing real mechanical work too, because it keeps the cluttered isometric screen readable at a glance. Where the game shows its indie-budget seams is in onboarding. Steam community threads document new players dropping into the demo with no handle on how their agency functions inside the tilemap rules. The tutorial, which the Steam tag list confirms exists, apparently does not close that gap fast enough. If you are the type who tabs out to a wiki on hour one, that habit will serve you well here. The achievement system also has reported bugs that have gone unaddressed for a while, and cloud save behaviour is inconsistent - minor frustrations that add friction to an otherwise smooth low-spec experience on both PC and Mac. The review sample is small - around fifteen Steam users at roughly 80 percent positive - so treat community sentiment as directional rather than definitive. What those early adopters seem to agree on is that the concept works once it clicks. The game was a TGS 2022 Global Indie finalist and landed a Gamescom Best Indie Top 10 nod before launch, which set expectations; the actual release is more modest in scope than those accolades imply. Think of it as a single-sitting to short-weekend game rather than a deep roguelike with 50-hour legs. Replayability comes from colour-build experimentation rather than content volume, and that ceiling will feel low to players who want a sprawling meta-progression loop. For the right audience - patient, tactically curious, fine with a rough edges - Wetory delivers a concept that most larger studios would never greenlight. The tilemap-only combat is the kind of design constraint that produces genuine novelty, and the colour-as-skill-unlock structure gives each run a clear decision spine. Just go in knowing the studio is small, the polish is uneven, and the payoff is ideas over production value.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayercontroller-supporttier:sub-5Tilemap CombatColour-Based ProgressionNo Direct AttackIsometric RoguelikeSingle-Run FriendlyKorean IndieSkill Tree Customisation

Requisitos del sistema

Mínimos

OS
Windows 7 or newer, 64-bit
Memory
8 GB RAM
DirectX
Version 11
Storage
2 GB available space
Graphics
GTX 580 / AMD HD 7870
Processor
Intel Core i3-6100 / AMD FX-8350

Recomendados

OS
Windows 10
Memory
8 GB RAM
DirectX
Version 11
Storage
2 GB available space
Graphics
Nvidia GTX 1660S
Processor
Core i5-9400F

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Información del juego

Desarrolladora
PepperStones
Distribuidora
GRAVITY
Fecha de lanzamiento
25 oct 2023

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¿Cuánto cuesta Wetory?

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¿En qué plataformas está disponible Wetory?

Wetory está disponible en PC, Mac.

¿Cuándo se lanzó Wetory?

Wetory se lanzó el 25 de octubre de 2023.

¿Quién desarrolló Wetory?

Wetory fue desarrollado por PepperStones y publicado por GRAVITY.