Compara los precios de Wolcen: Lords of Mayhem en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por WOLCEN Studio. Publicado por WOLCEN Studio. Lanzado el 13/2/2020. Disponible en PC, Xbox. Géneros: Action, Adventure, Indie, RPG. Puntuación Metacritic: 60/100.

A visually ambitious isometric action-RPG that launched rough and never fully recovered, offering deep build theory but unreliable execution.

Wolcen: Lords of Mayhem wants desperately to be the next great action-RPG in the Diablo lineage. You get an isometric loot-fest with gorgeous Cry Engine visuals, a classless character system, and a wheel-based passive skill tree that genuinely rewards theorycrafting. On paper, the bones are strong. In practice, the game has spent years fighting its own launch reputation, and that reputation was earned. The classless build system is the headline feature and, honestly, it delivers more than the mixed reviews suggest. Rather than locking you into a warrior or mage archetype, Wolcen lets you mix skills freely, pairing physical melee abilities with spell slots, cycling through a Determination and Willpower resource system that forces real decisions about how you spend your damage budget. The passive tree, called the Umbral Gems wheel, rotates in segments so you can align different class-adjacent stat clusters without fully committing to one identity. For build-crafters, there are genuine hours of enjoyment here. Skills level independently, support gems slot in to modify behaviour, and a late-game specialisation system adds another layer of customisation that Diablo 3 never bothered with. The campaign is where things get uncomfortable. Three acts take you through a story that starts with apocalyptic promise - you are a soldier-turned-exile caught between angels and demons in a world that clearly had ambitions toward BG3-tier lore density - and then stumbles badly in the second half. Dialogue is wooden in stretches, quest logic occasionally breaks, and the pacing collapses into a repetitive loop of kill-the-big-thing, collect-the-artefact, repeat. The writing never reaches the layered payoff that the worldbuilding promises in its opening hours. Side content is thin, and most of it feels like filler padding around the combat loop rather than anything that reveals character or advances the world. Post-campaign, the endgame involves Mandates (modifier-stacked map runs) and a city-building layer called Stormfall, where you invest resources to unlock passive bonuses and crafting options. It is functional and adds replayability, but it sits at a mechanical remove from the main action, feeling more like a spreadsheet tab than a world you inhabit. Multiplayer co-op exists and works reasonably well in practice, though the playerbase is thin enough that you will likely be running it with friends or solo. The honest assessment: Wolcen is a flawed but not worthless action-RPG that suits a specific player - someone who wants a classless loot-grinder with genuine build depth and does not need the story to carry its weight. If you are chasing narrative payoff or expecting the polish of a Path of Exile or Last Epoch, you will run into rough edges that no patch has fully smoothed. But if the Umbral Gems wheel catches your eye and you want 30-40 hours of theorycrafting your way through escalating difficulty, there is a real game here underneath the launch-era baggage. Monika, Scout Team

Wolcen: Lords of Mayhem

Wolcen: Lords of Mayhem

13 feb 2020WOLCEN Studio
GamerScout opina

A visually ambitious isometric action-RPG that launched rough and never fully recovered, offering deep build theory but unreliable execution.

PCXbox
Steam Deck PlayableProtonDB Gold
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Mínimo histórico: €3.49

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Acerca de Wolcen: Lords of Mayhem

Wolcen: Lords of Mayhem wants desperately to be the next great action-RPG in the Diablo lineage. You get an isometric loot-fest with gorgeous Cry Engine visuals, a classless character system, and a wheel-based passive skill tree that genuinely rewards theorycrafting. On paper, the bones are strong. In practice, the game has spent years fighting its own launch reputation, and that reputation was earned. The classless build system is the headline feature and, honestly, it delivers more than the mixed reviews suggest. Rather than locking you into a warrior or mage archetype, Wolcen lets you mix skills freely, pairing physical melee abilities with spell slots, cycling through a Determination and Willpower resource system that forces real decisions about how you spend your damage budget. The passive tree, called the Umbral Gems wheel, rotates in segments so you can align different class-adjacent stat clusters without fully committing to one identity. For build-crafters, there are genuine hours of enjoyment here. Skills level independently, support gems slot in to modify behaviour, and a late-game specialisation system adds another layer of customisation that Diablo 3 never bothered with. The campaign is where things get uncomfortable. Three acts take you through a story that starts with apocalyptic promise - you are a soldier-turned-exile caught between angels and demons in a world that clearly had ambitions toward BG3-tier lore density - and then stumbles badly in the second half. Dialogue is wooden in stretches, quest logic occasionally breaks, and the pacing collapses into a repetitive loop of kill-the-big-thing, collect-the-artefact, repeat. The writing never reaches the layered payoff that the worldbuilding promises in its opening hours. Side content is thin, and most of it feels like filler padding around the combat loop rather than anything that reveals character or advances the world. Post-campaign, the endgame involves Mandates (modifier-stacked map runs) and a city-building layer called Stormfall, where you invest resources to unlock passive bonuses and crafting options. It is functional and adds replayability, but it sits at a mechanical remove from the main action, feeling more like a spreadsheet tab than a world you inhabit. Multiplayer co-op exists and works reasonably well in practice, though the playerbase is thin enough that you will likely be running it with friends or solo. The honest assessment: Wolcen is a flawed but not worthless action-RPG that suits a specific player - someone who wants a classless loot-grinder with genuine build depth and does not need the story to carry its weight. If you are chasing narrative payoff or expecting the polish of a Path of Exile or Last Epoch, you will run into rough edges that no patch has fully smoothed. But if the Umbral Gems wheel catches your eye and you want 30-40 hours of theorycrafting your way through escalating difficulty, there is a real game here underneath the launch-era baggage.

Monika
Monika · Scout Team

RPGs

Etiquetas

steamClassless Build SystemLoot-DrivenPassive Skill TreeCo-op CompatibleCity Building EndgameSkill Gem ModifiersPost-Campaign Endgame

Requisitos del sistema

Mínimos

Processor
Intel Core i5-4570T 2.9 GHz / AMD FX-6100 3.3 GHz
Memory
8 GB RAM
Graphics
NVIDIA GeForce GTX 560 Ti / AMD Radeon HD 6850 Direc…

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Processor
Intel Core i7-4770S 3.1 GHz / AMD FX-8320 3.5 GHz
Memory
16 GB RAM
Graphics
NVIDIA GeForce GTX 1060 / AMD Radeon RX 570 Dir…

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Reseñas y valoraciones

Metacritic
60
Steam
56%(67,880)

Información del juego

Desarrolladora
WOLCEN Studio
Distribuidora
WOLCEN Studio
Fecha de lanzamiento
13 feb 2020

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¿En qué plataformas está disponible Wolcen: Lords of Mayhem?

Wolcen: Lords of Mayhem está disponible en PC, Xbox.

¿Cuándo se lanzó Wolcen: Lords of Mayhem?

Wolcen: Lords of Mayhem se lanzó el 13 de febrero de 2020.

¿Quién desarrolló Wolcen: Lords of Mayhem?

Wolcen: Lords of Mayhem fue desarrollado por WOLCEN Studio.

¿Merece la pena comprar Wolcen: Lords of Mayhem?

Wolcen: Lords of Mayhem tiene una puntuación Metacritic de 60/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.