Compara los precios de Wildmender en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Muse Games. Publicado por Kwalee. Lanzado el 28/9/2023. Disponible en PC, Xbox. Géneros: Adventure, Indie, Simulation, Strategy. Puntuación Metacritic: 78/100.

Grow dunegrass in a dead world, dodge wraith raids, and slowly terraform sand into a living garden. Wildmender earns its Metacritic 78 by doing something most survival sims refuse to: making the environment itself the win condition.

I put Wildmender in the same mental folder as city-builders and restoration sims, because the core satisfaction is identical: you start from zero, you make decisions about resource flow, and you watch a system respond. The twist here is that the resource is life itself. You wake up next to a single struggling oasis in an empty desert, armed with a sickle and a spade, and the job is to push green outward, one planted dunegrass seed at a time, until the wasteland stops being one. The gameplay splits cleanly between day and night, and that structure is smarter than it first looks. Daytime is for gardening: planting seeds, digging canals to channel water, expanding soil, and managing a thirst meter that drains fast under the desert sun. Shade-seeking and water conservation are genuine early-game mechanics, not tutorials you ignore after ten minutes. Night is for exploration and lore: spirits from a dead civilization wander the landscape, and talking to them earns 'memories' that feed into three skill trees split across arcane, survival, and spiritual scrolls. Wraith raids interrupt both phases on a roughly 24-hour in-game cycle, forcing you to either defend your oasis with flame sigils and soldier-bee structures, or use the teleport gate network to reposition fast. The combat itself is light, a mirror charm that fires projectiles or blocks incoming shots, plus a dodge, but it is more of a planning problem than a reflex test. Once you understand how wraith corruption patches your soil and what Blessed Drops from Naia's temple clean them up, the raids feel like resource management events rather than pure interruptions. For people who track these things: the difficulty sliders here are genuinely granular. You can tune enemy health, incoming damage, environmental hazard intensity, whether wraith raids fire at all, and even resource retention on death. That means the same game works for someone who wants a meditative gardening loop and someone who wants to deal with sandstorms, poison, and full permadeath pressure. The procedurally generated world also means a second playthrough opens on a different map layout, though the biomes and god temples follow a familiar pattern regardless. Community feedback has pointed to repetitive enemy variety and a world that can feel underpopulated even after you restore significant land, and both criticisms land. The animal roster in a healed zone is thin, mostly frogs and spirit darters, and the mid-game god temple formula becomes predictable. On PC, frame rate complaints have been consistent since launch, particularly at night when the luminescence effects from restored plant life are at their densest. Performance patches have shipped, but expect the GPU to work harder than the visual fidelity alone would suggest. The inventory system is another friction point: limited bag space, no crafting directly from storage containers, and a UI that is a flat list rather than a categorized interface. These are not dealbreakers, but they add up across a 30-plus hour run. What counterbalances the friction is the feedback loop itself. Watching a patch of sand darken into soil, seeing dunegrass give way to shade trees, and eventually planting a canal-fed waterfall with decorative lanterns running alongside it is genuinely satisfying in the same way a well-optimized supply chain is satisfying. The game earns the dopamine honestly. Diego, Scout Team

Wildmender

Wildmender

28 sept 2023Muse GamesKwalee
GamerScout opina

Grow dunegrass in a dead world, dodge wraith raids, and slowly terraform sand into a living garden. Wildmender earns its Metacritic 78 by doing something most survival sims refuse to: making the environment itself the win condition.

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I put Wildmender in the same mental folder as city-builders and restoration sims, because the core satisfaction is identical: you start from zero, you make decisions about resource flow, and you watch a system respond. The twist here is that the resource is life itself. You wake up next to a single struggling oasis in an empty desert, armed with a sickle and a spade, and the job is to push green outward, one planted dunegrass seed at a time, until the wasteland stops being one. The gameplay splits cleanly between day and night, and that structure is smarter than it first looks. Daytime is for gardening: planting seeds, digging canals to channel water, expanding soil, and managing a thirst meter that drains fast under the desert sun. Shade-seeking and water conservation are genuine early-game mechanics, not tutorials you ignore after ten minutes. Night is for exploration and lore: spirits from a dead civilization wander the landscape, and talking to them earns 'memories' that feed into three skill trees split across arcane, survival, and spiritual scrolls. Wraith raids interrupt both phases on a roughly 24-hour in-game cycle, forcing you to either defend your oasis with flame sigils and soldier-bee structures, or use the teleport gate network to reposition fast. The combat itself is light, a mirror charm that fires projectiles or blocks incoming shots, plus a dodge, but it is more of a planning problem than a reflex test. Once you understand how wraith corruption patches your soil and what Blessed Drops from Naia's temple clean them up, the raids feel like resource management events rather than pure interruptions. For people who track these things: the difficulty sliders here are genuinely granular. You can tune enemy health, incoming damage, environmental hazard intensity, whether wraith raids fire at all, and even resource retention on death. That means the same game works for someone who wants a meditative gardening loop and someone who wants to deal with sandstorms, poison, and full permadeath pressure. The procedurally generated world also means a second playthrough opens on a different map layout, though the biomes and god temples follow a familiar pattern regardless. Community feedback has pointed to repetitive enemy variety and a world that can feel underpopulated even after you restore significant land, and both criticisms land. The animal roster in a healed zone is thin, mostly frogs and spirit darters, and the mid-game god temple formula becomes predictable. On PC, frame rate complaints have been consistent since launch, particularly at night when the luminescence effects from restored plant life are at their densest. Performance patches have shipped, but expect the GPU to work harder than the visual fidelity alone would suggest. The inventory system is another friction point: limited bag space, no crafting directly from storage containers, and a UI that is a flat list rather than a categorized interface. These are not dealbreakers, but they add up across a 30-plus hour run. What counterbalances the friction is the feedback loop itself. Watching a patch of sand darken into soil, seeing dunegrass give way to shade trees, and eventually planting a canal-fed waterfall with decorative lanterns running alongside it is genuinely satisfying in the same way a well-optimized supply chain is satisfying. The game earns the dopamine honestly.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayermultiplayercooponline-coopachievementscontroller-supporttrading-cardscloud-savestier:aaaTerraformingDay-Night Cycle MechanicsGranular Difficulty SlidersTower Defense ElementsSkill TreesEnvironmental RestorationProcedural World GenerationBase DefenseCozy-Survival Hybrid

Requisitos del sistema

Mínimos

OS
Windows 7, 8, 8.1, 10, 11 x64
Memory
8 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
8 GB available space
Graphics
GeForce GTX 1050 Ti or Equivalent
Processor
Ryzen 5 3600 or Equivalent with SSE and AVX support

Recomendados

OS
Windows 10, 11 64-bit
Memory
16 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
8 GB available space
Graphics
Nvidia GTX 1660 or Equivalent
Processor
Intel i5 9600K @ 3.7GHz or Equivalent

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Reseñas y valoraciones

Metacritic
78

Información del juego

Desarrolladora
Muse Games
Distribuidora
Kwalee
Fecha de lanzamiento
28 sept 2023

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¿En qué plataformas está disponible Wildmender?

Wildmender está disponible en PC, Xbox.

¿Cuándo se lanzó Wildmender?

Wildmender se lanzó el 28 de septiembre de 2023.

¿Quién desarrolló Wildmender?

Wildmender fue desarrollado por Muse Games y publicado por Kwalee.

¿Merece la pena comprar Wildmender?

Wildmender tiene una puntuación Metacritic de 78/100, lo que lo convierte en uno de los títulos destacados de Adventure. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.