Compare Wickland prices across 50+ stores and find the best deal. Developed by Mad Ram Software. Published by Mad Ram Software. Released on 11/14/2014. Available on PC. Genres: Action, Single Player, Multiplayer, First Person, Indie.

Quake-meets-medieval-horror arena shooter where your weapons are monsters you morph into. Tight mechanics, dead servers, but bots and direct-IP play keep it breathing.

Wickland is a PC-only arena FPS built squarely on the bones of 90s twitch shooters. Think Quake movement, Unreal Tournament map design, and maze-like arenas full of jump pads and teleporters, then replace every gun in the loadout with a creature you physically transform into. That last part is the whole pitch, and it works better than it sounds. You start each match as a human crusader with an automatic-fire crossbow and a burst-fire secondary. Scattered around the map are beast pickup points, and grabbing one lets you shapeshift into that creature mid-fight. The roster runs to eight forms, each with a distinct primary and secondary attack: the Lycan lobs manually-detonatable bombs, the Lizard goes invisible before a brutal melee lunge, the Ape blasts a scatter-shot at close range. Switching forms is instant, and each beast you carry acts as a separate health pool absorbing 80 percent of incoming damage before you lose that form. Killing an opponent's beast form scores one point; dropping the human underneath scores two. That scoring layer adds actual moment-to-moment decisions to what would otherwise be a pure fragfest. Map control matters here: memorizing where specific beasts spawn and rotating to them before your opponent does is the kind of habit that separates good players from dead ones. The movement itself is exactly the side-strafing, air-control, never-stop-moving style of old-school arena play, and it feels responsive. Here is the hard part, and I am not going to soften it: the official master server has been offline for years. The developer, Mad Ram Software, abandoned active support, and online matchmaking through the in-game browser is functionally dead. Playing with strangers requires setting up a dedicated server yourself via command line and connecting via direct IP, which is documented in community guides but is not a casual Tuesday-night experience. The duel mode has its own server issues on top of that. Bots do exist and they fill empty lobbies automatically, but difficulty is essentially one-speed and they follow predictable jump-and-strafe patterns. They will sharpen your aim; they will not replace a live opponent. If you have a group of friends willing to coordinate a direct-IP session, or you are chasing a retro arena fix and do not mind the setup friction, the actual game inside is solid. The time-to-kill sits in a satisfying window where a beast form gives you room to react without matches feeling tanky, damage feedback is on the thin side compared to modern shooters, and there is no hit-indicator to lean on. You will die confused a few times before the feedback loop clicks. The map pool covers roughly eight maps, all tight and well-routed, none of them large enough for a massive player count. No ranked system, no progression, no seasons, no live-service wrapper of any kind. Just arena mechanics, a medieval-horror coat of paint, and the honest expectation that you brought friends. Fred, Scout Team

Wickland
ActionSingle PlayerMultiplayerFirst PersonIndie

Wickland

Nov 14, 2014Mad Ram Software
GamerScout Says

Quake-meets-medieval-horror arena shooter where your weapons are monsters you morph into. Tight mechanics, dead servers, but bots and direct-IP play keep it breathing.

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About Wickland

Wickland is a PC-only arena FPS built squarely on the bones of 90s twitch shooters. Think Quake movement, Unreal Tournament map design, and maze-like arenas full of jump pads and teleporters, then replace every gun in the loadout with a creature you physically transform into. That last part is the whole pitch, and it works better than it sounds. You start each match as a human crusader with an automatic-fire crossbow and a burst-fire secondary. Scattered around the map are beast pickup points, and grabbing one lets you shapeshift into that creature mid-fight. The roster runs to eight forms, each with a distinct primary and secondary attack: the Lycan lobs manually-detonatable bombs, the Lizard goes invisible before a brutal melee lunge, the Ape blasts a scatter-shot at close range. Switching forms is instant, and each beast you carry acts as a separate health pool absorbing 80 percent of incoming damage before you lose that form. Killing an opponent's beast form scores one point; dropping the human underneath scores two. That scoring layer adds actual moment-to-moment decisions to what would otherwise be a pure fragfest. Map control matters here: memorizing where specific beasts spawn and rotating to them before your opponent does is the kind of habit that separates good players from dead ones. The movement itself is exactly the side-strafing, air-control, never-stop-moving style of old-school arena play, and it feels responsive. Here is the hard part, and I am not going to soften it: the official master server has been offline for years. The developer, Mad Ram Software, abandoned active support, and online matchmaking through the in-game browser is functionally dead. Playing with strangers requires setting up a dedicated server yourself via command line and connecting via direct IP, which is documented in community guides but is not a casual Tuesday-night experience. The duel mode has its own server issues on top of that. Bots do exist and they fill empty lobbies automatically, but difficulty is essentially one-speed and they follow predictable jump-and-strafe patterns. They will sharpen your aim; they will not replace a live opponent. If you have a group of friends willing to coordinate a direct-IP session, or you are chasing a retro arena fix and do not mind the setup friction, the actual game inside is solid. The time-to-kill sits in a satisfying window where a beast form gives you room to react without matches feeling tanky, damage feedback is on the thin side compared to modern shooters, and there is no hit-indicator to lean on. You will die confused a few times before the feedback loop clicks. The map pool covers roughly eight maps, all tight and well-routed, none of them large enough for a massive player count. No ranked system, no progression, no seasons, no live-service wrapper of any kind. Just arena mechanics, a medieval-horror coat of paint, and the honest expectation that you brought friends. Fred, Scout Team

Tags

steamBeast Morph MechanicDirect-IP MultiplayerBot SupportTime-to-Kill FocusedTwitch MovementMap ControlCrossbow CombatMedieval Horror AestheticDuel ModeOffline Capable

System Requirements

Minimum

Memory
512 MB RAM
Storage
700 MB
Graphics
NVIDIA 6200+ or ATI Radeon 9600+
Processor
2.0+ GHZ Single Core
System requirements
Windows XP SP3 or Windows Vista

Recommended

Memory
1 GB RAM
Storage
1 GB
Graphics
NVIDIA 7800GTX+ or ATI x1300+
Processor
2.4+ GHZ Dual Core
System requirements
Windows XP SP3 or Windows 7

Reviews & Ratings

No ratings available

Game Info

Developer
Mad Ram Software
Publisher
Mad Ram Software
Release Date
Nov 14, 2014

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