
An unfortunate side effect to these generic quests is that characters will act in a way that does not make sense.


Most tiles on a chapter’s world map unlock generic story events that can be found in any playthrough instead of progressing the main narrative. This is because the stories are left purposely vague, due to any character being able to be killed off in battle, and some campaigns lasting for generations. Villain scenarios have stories that start off interesting but ultimately have a repetitive theme. Generic scenarios of three or five chapters with minimal story can be played as well. Scenarios play out quickly and chapters can be completed in an hour or two. After this introductory scenario is completed, four campaigns of five chapter lengths against the other story villains are unlocked. The first portion of the game is a three-chapter scenario with a villain that works as a tutorial. Wildermyth is a blast to play through, and the enemies’ development can make every campaign feel different. Despite this blight, it’s an otherwise fascinating game.

These scenarios have their promising moments are let down by a feeling of sameness that makes the characters feel generic rather than personal. The game is simpler than it looks at first, with a progression system, that due to its randomness, provides plenty of variety. Wildermyth is a turn-based tactical RPG that uses procedural generation for each of its story scenarios. Worldwalker Games has a roguelite tactical RPG on its hands to be excited about.
