Compare Gem Wizards Tactics prices across trusted key stores and find the best deal. Developed by Keith Burgun Games. Published by Keith Burgun Games. Released on 2/16/2021. Available on PC. Genres: Indie, Simulation, Strategy.

If you can stomach a thin campaign and some rough edges around the UI, the faction asymmetry here does things that Advance Wars and Wargroove simply do not bother with.

My spreadsheet instinct said 'pass' when I first clocked the tiny unit roster and sparse story wrapper. Then I started chaining a Business Demon bulldozer push into an oil slick that an Azure Order ice elemental had frozen solid, and the unit fell off the map. That moment explains everything worth knowing about Gem Wizards Tactics. At its core this is a hex-grid, single-player tactics game built around three (and up to five, post-update) wildly asymmetrical factions. The Azure Order runs knights and ice magic, complete with a charge ability that slides enemies out of position. The Potato faction leans on water manipulation, weather control, and a hero who can entangle enemies on wet terrain. The Business Demons drill for oil, light things on fire, and fund their troops through a mechanic literally called Predatory Loans. Each faction plays so differently that completing a campaign once with each one feels like running a different ruleset. You can also recruit rescued enemy units mid-campaign and bolt them onto your roster, which is where the genuinely surprising cross-faction combos live. That system alone has more depth than the box suggests. The campaign is a roguelite run of procedurally generated hex maps. Lose a single mission and the whole campaign resets, which creates real pressure without a save-scum valve. Victory is not about wiping enemy armies but about flag capture: hold tiles, deny adjacency, race the enemy's escalating power meter to 100% liberation before the Omni-Gem activates. Enemy reinforcements spawn anywhere on the map with one turn of warning, which consistently breaks whatever positional plan you thought was locked in. That emergent chaos is the design's strongest card and its most divisive quality. Players who want scripted, puzzle-style scenarios with fixed objectives will bounce off this. Players who can adapt and read a shifting board will find each run genuinely unpredictable. That said, the criticisms in the community are fair. The campaign is short and the procedural maps, while varied in terrain type (mountain, river, city layouts), eventually produce a sameness in objective structure: capture flags, hold flags, repeat. There is no permadeath drama for individual units within a mission, and the story mode featuring Derby Pocket the Business Demon intern is short enough that it functions more as an extended tutorial than a narrative. The UI, especially in the console ports, drew heavy complaints for small text and poor tooltip access, though the PC version fares better with mouse hover. The mastery rank system exists but amounts mostly to harder difficulty and achievement unlocks, which is thin long-term incentive. Where the game earns its keep is terrain interaction and special ability design. Units create, destroy, and react to the environment in ways that stack: spray water, freeze it, push a unit across the ice floe into a pit. A map editor and a Ranked Mode with a single-player Elo system that self-adjusts difficulty round out the package and suggest a developer who thought seriously about replayability at the system level even if the content volume is modest. For a solo indie project from the designer of Auro, the mechanical ambition is real. If you are the kind of player who will run all five factions, experiment with cross-faction unit combinations, and treat each procedural map as a puzzle to crack on its own terms, Gem Wizards Tactics has a respectable amount of mileage. If you need narrative hooks, mission variety, or multiplayer to stay engaged, you will exhaust what is here faster than you would like. Diego, Scout Team

Gem Wizards Tactics

Gem Wizards Tactics

Feb 16, 2021Keith Burgun Games
GamerScout Says

If you can stomach a thin campaign and some rough edges around the UI, the faction asymmetry here does things that Advance Wars and Wargroove simply do not bother with.

PC
Steam Deck Playable
Best Price Available
€9.75
at Steam
Lowest tracked: €9.75
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GamerScout Verdict

Best for tactics players who enjoy adapting to chaos over puzzle-solving, and who can live with a content-light but mechanically sharp package.

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StandardEurope (EU)Steam KeyKey
€9.75
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StandardGlobalSteam KeyKey
€9.85
Priced in EUR by the store
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StandardGlobalSteam KeyKey
€11.36
Priced in EUR by the store
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Price History

Lowest tracked
€9.7529 Aug 2026
Current best
€9.75
Lowest since we started tracking
Official storesKeyshops
€9.08€9.60€10.13€10.658 Jun1 Jul23 Jul15 Aug6 Sept
8 Jun — 6 Sept
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Screenshots & Media

About Gem Wizards Tactics

My spreadsheet instinct said 'pass' when I first clocked the tiny unit roster and sparse story wrapper. Then I started chaining a Business Demon bulldozer push into an oil slick that an Azure Order ice elemental had frozen solid, and the unit fell off the map. That moment explains everything worth knowing about Gem Wizards Tactics. At its core this is a hex-grid, single-player tactics game built around three (and up to five, post-update) wildly asymmetrical factions. The Azure Order runs knights and ice magic, complete with a charge ability that slides enemies out of position. The Potato faction leans on water manipulation, weather control, and a hero who can entangle enemies on wet terrain. The Business Demons drill for oil, light things on fire, and fund their troops through a mechanic literally called Predatory Loans. Each faction plays so differently that completing a campaign once with each one feels like running a different ruleset. You can also recruit rescued enemy units mid-campaign and bolt them onto your roster, which is where the genuinely surprising cross-faction combos live. That system alone has more depth than the box suggests. The campaign is a roguelite run of procedurally generated hex maps. Lose a single mission and the whole campaign resets, which creates real pressure without a save-scum valve. Victory is not about wiping enemy armies but about flag capture: hold tiles, deny adjacency, race the enemy's escalating power meter to 100% liberation before the Omni-Gem activates. Enemy reinforcements spawn anywhere on the map with one turn of warning, which consistently breaks whatever positional plan you thought was locked in. That emergent chaos is the design's strongest card and its most divisive quality. Players who want scripted, puzzle-style scenarios with fixed objectives will bounce off this. Players who can adapt and read a shifting board will find each run genuinely unpredictable. That said, the criticisms in the community are fair. The campaign is short and the procedural maps, while varied in terrain type (mountain, river, city layouts), eventually produce a sameness in objective structure: capture flags, hold flags, repeat. There is no permadeath drama for individual units within a mission, and the story mode featuring Derby Pocket the Business Demon intern is short enough that it functions more as an extended tutorial than a narrative. The UI, especially in the console ports, drew heavy complaints for small text and poor tooltip access, though the PC version fares better with mouse hover. The mastery rank system exists but amounts mostly to harder difficulty and achievement unlocks, which is thin long-term incentive. Where the game earns its keep is terrain interaction and special ability design. Units create, destroy, and react to the environment in ways that stack: spray water, freeze it, push a unit across the ice floe into a pit. A map editor and a Ranked Mode with a single-player Elo system that self-adjusts difficulty round out the package and suggest a developer who thought seriously about replayability at the system level even if the content volume is modest. For a solo indie project from the designer of Auro, the mechanical ambition is real. If you are the kind of player who will run all five factions, experiment with cross-faction unit combinations, and treat each procedural map as a puzzle to crack on its own terms, Gem Wizards Tactics has a respectable amount of mileage. If you need narrative hooks, mission variety, or multiplayer to stay engaged, you will exhaust what is here faster than you would like.

Diego
Diego · Scout Team

Strategy & simulation

Tags

singleplayerachievementstier:indieAsymmetric FactionsHex GridRoguelite CampaignTerrain ManipulationFlag CaptureSolo Elo RankingCross-Faction RecruitingProcedural MapsSingle-Dev Indie

System Requirements

Minimum

OS
Windows XP / Vista / 7
Memory
1 MB RAM
DirectX
Version 8.0
Storage
400 MB available space
Graphics
1280x720 minimum resolution, OpenGL 2.0 Support
Processor
2 Ghz

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Game Info

Developer
Keith Burgun Games
Publisher
Keith Burgun Games
Release Date
Feb 16, 2021

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Frequently asked questions about Gem Wizards Tactics

How much does Gem Wizards Tactics cost?

As of 6 September 2026, the cheapest in-stock offer for Gem Wizards Tactics is €9.75 at Steam, out of 3 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Gem Wizards Tactics cheapest?

The lowest in-stock price we track for Gem Wizards Tactics is €9.75 at Steam (6 September 2026). We compare 3 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Gem Wizards Tactics available on?

Gem Wizards Tactics is available on PC.

When was Gem Wizards Tactics released?

Gem Wizards Tactics was released on 16 February 2021.

Who developed Gem Wizards Tactics?

Gem Wizards Tactics was developed by Keith Burgun Games.