Compare Wizorb prices across 50+ stores and find the best deal. Developed by Tribute Games Inc.. Published by Tribute Games Inc.. Released on 3/14/2012. Available on PC, Mac, Linux. Genres: Action, Adventure, Indie. Metacritic score: 81/100.

Tribute Games' debut is a tightly built Breakout-with-spells that earns its 81 Metacritic score the honest way: one clever mechanic stacked carefully on another, no filler.

My first hour with Wizorb felt like finding a well-worn cartridge at the bottom of a box you forgot you owned. This is Tribute Games' debut title, a small, handcrafted thing that arrived on Steam in 2012 and still holds its shape better than a lot of what came after it. At its core it is a Breakout clone, yes, but calling it that and stopping there is like calling a good short story just a few pages of text. The wizard Cyrus bounces a magic orb off his wand-paddle across sixty levels spread across five worlds, from the ruined town of Clover through dense forests, dark mines, and up to Gorudo Castle atop Cauldron Peak. Each world ends with a boss encounter that asks you to keep the orb in play while dodging incoming attacks simultaneously, which sounds chaotic and occasionally is, in the best possible way. What Tribute got right is the magic system, and specifically how it addresses the exact moments where classic brick-breakers fall apart. There are four spells drawing from a shared magic meter: a fireball for direct targeting, a wind gust to redirect the orb mid-flight, a power enchantment that lets the ball plow through rows of blocks without stopping, and a remote-control mode that hands you direct steering for a few precious seconds. These are not cosmetic bonuses. By the midpoint of the game they become surgical tools you have to ration carefully, because mana potions drop from destroyed blocks and the meter does not regenerate on its own. The friction around that limited magic supply is the game's best design choice and also its sharpest edge: run dry at the wrong moment and you are back to watching the ball bounce helplessly past that last stubborn brick in the corner. Power-ups bought with collected gold, including magnetic ball, multi-ball, and wand size upgrades, can bridge those gaps, but they reset when the orb slips past you, so every life feels like a resource gamble. Between worlds there is a small village to rebuild. You donate gold to townspeople to restore homes and landmarks and receive useful items in return. It is a thin RPG layer, no quest log, no branching dialogue, and if you arrived expecting something closer to an action RPG you will feel that gap. The town functions more as a pacing breath and a gentle reward loop than a genuine second pillar. That is an honest limitation worth knowing upfront. What the pixel work and the sprite animation do accomplish is a convincing NES-to-SNES warmth. The character animation has genuine craft to it, the environments are varied enough across the five worlds to hold visual interest, and the whole thing carries the particular sincerity of a team that grew up playing the games they are echoing rather than just referencing their Wikipedia entries. The soundtrack is a point of mild contention in the community: functional and appropriately chiptune-flavored, but not quite the kind of score that lingers after the session ends. The difficulty selector deserves a specific warning. On the lower settings the orb moves slowly enough that early stages feel almost inert, and a significant portion of the mixed reception this game received on Steam traces directly back to players who quit during those opening hours on easy mode. Set it to the highest difficulty from the start if you have any history with Breakout, Arkanoid, or Taito's old arcade catalog. That choice transforms the mana mechanics and the continue system, which resets your progress to the beginning of each world if you exhaust your three continues, from mild nuisances into genuine stakes. The per-world restart penalty can sting on longer worlds that push past forty minutes, but each restart also genuinely improves your read on the level layouts, and that knowledge accumulates. Wizorb is the kind of short, precise indie that knows exactly what it is and does not apologize for the edges. It does not have the breadth to fill a week, and it does not pretend to. What it has is a small set of ideas, executed with care, that respect both the genre they came from and the player holding the mouse or the controller. Kai, Scout Team

Wizorb
ActionAdventureIndie

Wizorb

Mar 14, 2012Tribute Games Inc.
GamerScout Says

Tribute Games' debut is a tightly built Breakout-with-spells that earns its 81 Metacritic score the honest way: one clever mechanic stacked carefully on another, no filler.

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About Wizorb

My first hour with Wizorb felt like finding a well-worn cartridge at the bottom of a box you forgot you owned. This is Tribute Games' debut title, a small, handcrafted thing that arrived on Steam in 2012 and still holds its shape better than a lot of what came after it. At its core it is a Breakout clone, yes, but calling it that and stopping there is like calling a good short story just a few pages of text. The wizard Cyrus bounces a magic orb off his wand-paddle across sixty levels spread across five worlds, from the ruined town of Clover through dense forests, dark mines, and up to Gorudo Castle atop Cauldron Peak. Each world ends with a boss encounter that asks you to keep the orb in play while dodging incoming attacks simultaneously, which sounds chaotic and occasionally is, in the best possible way. What Tribute got right is the magic system, and specifically how it addresses the exact moments where classic brick-breakers fall apart. There are four spells drawing from a shared magic meter: a fireball for direct targeting, a wind gust to redirect the orb mid-flight, a power enchantment that lets the ball plow through rows of blocks without stopping, and a remote-control mode that hands you direct steering for a few precious seconds. These are not cosmetic bonuses. By the midpoint of the game they become surgical tools you have to ration carefully, because mana potions drop from destroyed blocks and the meter does not regenerate on its own. The friction around that limited magic supply is the game's best design choice and also its sharpest edge: run dry at the wrong moment and you are back to watching the ball bounce helplessly past that last stubborn brick in the corner. Power-ups bought with collected gold, including magnetic ball, multi-ball, and wand size upgrades, can bridge those gaps, but they reset when the orb slips past you, so every life feels like a resource gamble. Between worlds there is a small village to rebuild. You donate gold to townspeople to restore homes and landmarks and receive useful items in return. It is a thin RPG layer, no quest log, no branching dialogue, and if you arrived expecting something closer to an action RPG you will feel that gap. The town functions more as a pacing breath and a gentle reward loop than a genuine second pillar. That is an honest limitation worth knowing upfront. What the pixel work and the sprite animation do accomplish is a convincing NES-to-SNES warmth. The character animation has genuine craft to it, the environments are varied enough across the five worlds to hold visual interest, and the whole thing carries the particular sincerity of a team that grew up playing the games they are echoing rather than just referencing their Wikipedia entries. The soundtrack is a point of mild contention in the community: functional and appropriately chiptune-flavored, but not quite the kind of score that lingers after the session ends. The difficulty selector deserves a specific warning. On the lower settings the orb moves slowly enough that early stages feel almost inert, and a significant portion of the mixed reception this game received on Steam traces directly back to players who quit during those opening hours on easy mode. Set it to the highest difficulty from the start if you have any history with Breakout, Arkanoid, or Taito's old arcade catalog. That choice transforms the mana mechanics and the continue system, which resets your progress to the beginning of each world if you exhaust your three continues, from mild nuisances into genuine stakes. The per-world restart penalty can sting on longer worlds that push past forty minutes, but each restart also genuinely improves your read on the level layouts, and that knowledge accumulates. Wizorb is the kind of short, precise indie that knows exactly what it is and does not apologize for the edges. It does not have the breadth to fill a week, and it does not pretend to. What it has is a small set of ideas, executed with care, that respect both the genre they came from and the player holding the mouse or the controller. Kai, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:aaaBrick-BreakerMagic SystemRetro ArcadeBoss FightsVillage RebuildingDifficulty ScalingShort CompletableNES-Aesthetic

Steam Deck & Linux

Steam Deck VerifiedProtonDB Gold

Valve rates this game Steam Deck Verified. Runs great on Linux after minor tweaks. Based on 8 ProtonDB community reports.

System Requirements

Minimum

OS
Windows XP or later
Sound
DirectX 9.0c compatible sound card
Memory
1 GB RAM
DirectX®
9.0c
Processor
Dual-core processor (Intel Dual Core 2.0 GHz or AMD Athlon X2 5200+ 2.6 GHz)
Hard Drive
250 MB HD space

Community Discussion

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Reviews & Ratings

Metacritic
81

Game Info

Developer
Tribute Games Inc.
Publisher
Tribute Games Inc.
Release Date
Mar 14, 2012

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Where can I buy Wizorb cheapest?

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What platforms is Wizorb available on?

Wizorb is available on PC, Mac, Linux.

When was Wizorb released?

Wizorb was released on 14 March 2012.

Who developed Wizorb?

Wizorb was developed by Tribute Games Inc..

Is Wizorb worth buying?

Wizorb holds a Metacritic score of 81/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.