Compare The Beardless Wizard prices across 50+ stores and find the best deal. Developed by Alawar North. Published by Alawar Entertainment. Released on 11/26/2020. Available on PC. Genres: Casual, Indie, Simulation, Strategy.

A casual time-management puzzler with over 100 levels that tacks on a light RPG skill tree - fine for a laid-back evening, thin on meaningful decisions.

My first instinct when I boot up a time-management title under the strategy tag is to look for the decision layer underneath the clicking, because that is what separates a game you think about from a game you just reflex through. The Beardless Wizard sits firmly in the latter category, but it at least has the self-awareness to dress itself up with a few mechanics that gesture toward depth. You play as Eugene, apprentice to the kidnapped wizard Godgory, racing across a magic-tinged world to complete resource tasks level by level before a timer rewards you for speed. Build structures, gather raw materials, fulfill NPC quests, collect mana - the loop is familiar to anyone who has touched a Big Fish-style casual game in the last fifteen years. Where the game tries to separate itself from the genre pack is with a character skill system and a morph mechanic. Between stages you can level up your helpers and assign skills that nudge their build, harvest, and repair speeds in directions you choose, which is a thin but real allocation decision. The morph ability lets Eugene temporarily become a stone golem, a dragon, or a ghost at scripted points in the campaign, each form presumably suited to different obstacle types. On paper that sounds like meaningful variety. In practice, the transforms feel closer to scripted set-dressing than genuine player agency - you are told when the moment arrives rather than choosing your form based on conditions you read. Eugene also carries a portable castle that can be upgraded with raw materials to unlock more helper slots, which adds a small base-building rhythm on top of the clicking. For genre veterans the ceiling is low. The AI presents no real threat, there is no difficulty setting mentioned anywhere in available coverage, and the static art between levels - the same image recycled before every stage - signals a production budget that was not generous. The absence of any voiced dialogue means the story beats land through printed text alone, which works fine for the audience this is aimed at but will feel sparse to anyone used to more polished casual titles. Critically, there are no Steam reviews to triangulate community sentiment, which at this point in the game's life on that platform is its own kind of signal. Who actually fits here: someone who wants low-stakes click-and-collect sessions with a light fantasy coat of paint, maybe a parent playing alongside a younger kid, or a player returning to the genre after years away who wants training wheels before something meatier. The 100-plus level count means the runtime is generous if the loop holds your attention, and the morph forms and skill tree at least give you a small reason to think about sequencing. For strategy-focused players hoping the genre tags mean something more demanding, this will feel like an appetizer plate that never becomes a meal. Diego, Scout Team

The Beardless Wizard
CasualIndieSimulationStrategy

The Beardless Wizard

Nov 26, 2020Alawar NorthAlawar Entertainment
GamerScout Says

A casual time-management puzzler with over 100 levels that tacks on a light RPG skill tree - fine for a laid-back evening, thin on meaningful decisions.

PC
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About The Beardless Wizard

My first instinct when I boot up a time-management title under the strategy tag is to look for the decision layer underneath the clicking, because that is what separates a game you think about from a game you just reflex through. The Beardless Wizard sits firmly in the latter category, but it at least has the self-awareness to dress itself up with a few mechanics that gesture toward depth. You play as Eugene, apprentice to the kidnapped wizard Godgory, racing across a magic-tinged world to complete resource tasks level by level before a timer rewards you for speed. Build structures, gather raw materials, fulfill NPC quests, collect mana - the loop is familiar to anyone who has touched a Big Fish-style casual game in the last fifteen years. Where the game tries to separate itself from the genre pack is with a character skill system and a morph mechanic. Between stages you can level up your helpers and assign skills that nudge their build, harvest, and repair speeds in directions you choose, which is a thin but real allocation decision. The morph ability lets Eugene temporarily become a stone golem, a dragon, or a ghost at scripted points in the campaign, each form presumably suited to different obstacle types. On paper that sounds like meaningful variety. In practice, the transforms feel closer to scripted set-dressing than genuine player agency - you are told when the moment arrives rather than choosing your form based on conditions you read. Eugene also carries a portable castle that can be upgraded with raw materials to unlock more helper slots, which adds a small base-building rhythm on top of the clicking. For genre veterans the ceiling is low. The AI presents no real threat, there is no difficulty setting mentioned anywhere in available coverage, and the static art between levels - the same image recycled before every stage - signals a production budget that was not generous. The absence of any voiced dialogue means the story beats land through printed text alone, which works fine for the audience this is aimed at but will feel sparse to anyone used to more polished casual titles. Critically, there are no Steam reviews to triangulate community sentiment, which at this point in the game's life on that platform is its own kind of signal. Who actually fits here: someone who wants low-stakes click-and-collect sessions with a light fantasy coat of paint, maybe a parent playing alongside a younger kid, or a player returning to the genre after years away who wants training wheels before something meatier. The 100-plus level count means the runtime is generous if the loop holds your attention, and the morph forms and skill tree at least give you a small reason to think about sequencing. For strategy-focused players hoping the genre tags mean something more demanding, this will feel like an appetizer plate that never becomes a meal. Diego, Scout Team

Tags

singleplayertier:sub-5Time ManagementHelper ManagementMorph MechanicSkill AllocationBase UpgradingFantasy SettingLevel-Based ProgressionKid-Friendly

Steam Deck & Linux

Steam Deck Unsupported

Valve rates this game Steam Deck Unsupported.

System Requirements

Minimum

OS
Windows XP or later
Memory
512 MB RAM
DirectX
Version 9.0
Storage
445 MB available space
Graphics
128 MB 3D graphics card
Processor
1.5 GHz processor

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Game Info

Developer
Alawar North
Publisher
Alawar Entertainment
Release Date
Nov 26, 2020

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What platforms is The Beardless Wizard available on?

The Beardless Wizard is available on PC.

When was The Beardless Wizard released?

The Beardless Wizard was released on 26 November 2020.

Who developed The Beardless Wizard?

The Beardless Wizard was developed by Alawar North and published by Alawar Entertainment.