Compare Wizardry: The Five Ordeals prices across trusted key stores and find the best deal. Developed by 59 Studio. Published by Game*Spark Publishing. Released on 10/26/2023. Available on PC. Genres: Indie, RPG.

Five grid-crawling scenarios from Japan's cult Wizardry lineage, finally in English, with permadeath teeth sharp enough to turn your carefully named party into ash in under a minute.

I handed my party of six to the dungeon, named them after people I like, and watched a resurrection ritual fail and reduce one of them to a pile of cinders on floor one. That is not an anecdote. That is the tutorial. Wizardry: The Five Ordeals is a first-person, grid-based dungeon crawler rooted in the mid-2000s Japanese Wizardry Gaiden tradition, a lineage that diverged sharply from the Western Wizardry entries and kept the philosophy of punishing, tabletop-adjacent design alive decades after the original series faded in the West. This Steam release, rebuilt in Unity by 59 Studio, brings that Japan-exclusive catalog to English-speaking players for the first time, with widescreen support and a modernised UI layered over mechanics that have not softened in the slightest. The structure is an anthology. The base game ships with five official scenarios, each carrying its own story premise, dungeon layout, and roster of monsters designed by Suemi Jun. The opening scenario, The Price of Deception, also doubles as the closest thing to a gentle on-ramp, with a classroom dungeon where you can absorb the rules if you are patient enough to find it and brave enough to reach it without getting ambushed on the way. Two further Japan-only scenarios, Prisoners of the Battles and The Absence of Misericordia, are available as separate purchases, bringing the total content volume to something genuinely substantial. On top of all the official material, the PC version supports a scenario editor and a catalogue of over one hundred community-built adventures you can download freely, which means the ceiling on playtime is effectively open-ended. Character creation follows the old Wizardry blueprint closely. You pick a race, alignment, and class, then roll randomly assigned bonus points that create wild variance from one Fighter to the next. Thieves and Ninjas handle trap detection and disarming, Mages and Priests manage the spell economy, and every class slot in your party of up to six carries real weight. Turn-based combat resolves in the classic command-select style, and spell charges recover only when you rest at an Inn, not when you feel like it. Characters who die require temple resurrection at significant gold cost. If that ritual fails, they become ash. If the ash ritual fails, the character is gone for good. Vitality affects the odds, which means low-con characters live a noticeably more precarious existence. None of this is softened. There is no difficulty slider. That is a deliberate statement from the design, not an oversight. The honest caveats sit around the edges. Onboarding is almost deliberately opaque, with a manual buried in the options menu that took a while to exist in English after launch. The presentation is intentionally minimal, which hardcore fans will read as respectful fidelity and newcomers might read as sparse. The battle pacing requires manual button advancement through each exchange, which some players find meditative and others find grinding. Critics of the release have pointed to a steep learning curve and a polish level that prioritises the mechanical core over any tutorial comfort. All of that is accurate and none of it disqualifies the game for the right audience. The Steam community has responded warmly, landing on a Very Positive rating, and the scenario community has been active enough to generate a library of user content that keeps the whole thing breathing well beyond the official campaigns. If you have ever wanted to understand why Japanese dungeon crawlers have such a devoted, almost devotional following, this is as close to primary source material as Steam currently offers. It is slow in the way that handcrafted things are slow, precise in the way that graph-paper games are precise, and brutal in the way that feels earned rather than careless. Kai, Scout Team

Wizardry: The Five Ordeals

Wizardry: The Five Ordeals

Oct 26, 202359 StudioGame*Spark Publishing
GamerScout Says

Five grid-crawling scenarios from Japan's cult Wizardry lineage, finally in English, with permadeath teeth sharp enough to turn your carefully named party into ash in under a minute.

PC
Steam Deck PlayableProtonDB Platinum
Best Price Available
€0.00
at N/A
Historical low: €10.52

GamerScout Verdict

Built for dungeon-crawling devotees who want unfiltered 2000s Japanese Wizardry design, permadeath and all, not newcomers expecting modern guardrails.

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About Wizardry: The Five Ordeals

I handed my party of six to the dungeon, named them after people I like, and watched a resurrection ritual fail and reduce one of them to a pile of cinders on floor one. That is not an anecdote. That is the tutorial. Wizardry: The Five Ordeals is a first-person, grid-based dungeon crawler rooted in the mid-2000s Japanese Wizardry Gaiden tradition, a lineage that diverged sharply from the Western Wizardry entries and kept the philosophy of punishing, tabletop-adjacent design alive decades after the original series faded in the West. This Steam release, rebuilt in Unity by 59 Studio, brings that Japan-exclusive catalog to English-speaking players for the first time, with widescreen support and a modernised UI layered over mechanics that have not softened in the slightest. The structure is an anthology. The base game ships with five official scenarios, each carrying its own story premise, dungeon layout, and roster of monsters designed by Suemi Jun. The opening scenario, The Price of Deception, also doubles as the closest thing to a gentle on-ramp, with a classroom dungeon where you can absorb the rules if you are patient enough to find it and brave enough to reach it without getting ambushed on the way. Two further Japan-only scenarios, Prisoners of the Battles and The Absence of Misericordia, are available as separate purchases, bringing the total content volume to something genuinely substantial. On top of all the official material, the PC version supports a scenario editor and a catalogue of over one hundred community-built adventures you can download freely, which means the ceiling on playtime is effectively open-ended. Character creation follows the old Wizardry blueprint closely. You pick a race, alignment, and class, then roll randomly assigned bonus points that create wild variance from one Fighter to the next. Thieves and Ninjas handle trap detection and disarming, Mages and Priests manage the spell economy, and every class slot in your party of up to six carries real weight. Turn-based combat resolves in the classic command-select style, and spell charges recover only when you rest at an Inn, not when you feel like it. Characters who die require temple resurrection at significant gold cost. If that ritual fails, they become ash. If the ash ritual fails, the character is gone for good. Vitality affects the odds, which means low-con characters live a noticeably more precarious existence. None of this is softened. There is no difficulty slider. That is a deliberate statement from the design, not an oversight. The honest caveats sit around the edges. Onboarding is almost deliberately opaque, with a manual buried in the options menu that took a while to exist in English after launch. The presentation is intentionally minimal, which hardcore fans will read as respectful fidelity and newcomers might read as sparse. The battle pacing requires manual button advancement through each exchange, which some players find meditative and others find grinding. Critics of the release have pointed to a steep learning curve and a polish level that prioritises the mechanical core over any tutorial comfort. All of that is accurate and none of it disqualifies the game for the right audience. The Steam community has responded warmly, landing on a Very Positive rating, and the scenario community has been active enough to generate a library of user content that keeps the whole thing breathing well beyond the official campaigns. If you have ever wanted to understand why Japanese dungeon crawlers have such a devoted, almost devotional following, this is as close to primary source material as Steam currently offers. It is slow in the way that handcrafted things are slow, precise in the way that graph-paper games are precise, and brutal in the way that feels earned rather than careless.

Kai
Kai · Scout Team

Indie & narrative

Tags

singleplayercloud-savestier:indiePermadeathScenario EditorParty-Based CombatJapan-Exclusive ImportOld School DifficultyCommunity ContentGaiden SeriesTrap Mechanics

System Requirements

Minimum

Windows 11 64bit

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Game Info

Developer
59 Studio
Publisher
Game*Spark Publishing
Release Date
Oct 26, 2023

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Wizardry: The Five Ordeals is available on PC.

When was Wizardry: The Five Ordeals released?

Wizardry: The Five Ordeals was released on 26 October 2023.

Who developed Wizardry: The Five Ordeals?

Wizardry: The Five Ordeals was developed by 59 Studio and published by Game*Spark Publishing.