WIZARDSADVANCE
A wizard faces a cyclops outside the castle

Fight. Gather. Hunt.

Wizards Advance

All We've Got Is Magic

A lone wizard. A haunted valley. Your staff, your spells, and a dragon waiting at the end of the dark.

The official trailer

Come closer, young one.

Gameplay captured from the game in development.

The wait is almost over

Halloween begins in

Early access drops Oct 28 · Halloween madness

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Early access October 28, 2026. Full release Christmas Day.

Reserve your copy · $20

Your wizard

One life in a dangerous valley.

Choose a male or female wizard, then make the magic your own. The three things keeping you moving are Health, Energy and Stamina. Your staff bolt spends Energy; your spell choices decide how you survive the next fight.

Resource
Health
Resource
Energy
Resource
Stamina

Start with Blink. Earn one spell point with every character level after the first; learn a new spell or deepen one you already know. Only 10 spells can be known at once, with 5 ready to cast.

Character creation · in-development footage

Wizard exploring the world of Wizards Advance

The spellbook · from the game rules

Twenty ways to change the fight.

Inspect a spell at any level. The numbers below come straight from the game's rule export, not estimates.

Full spell reference →
Blink spell art

mobility

Blink

Vanish and re-form ahead - through walls and up onto roofs. Reaches farther and higher with every level.

Always known · self targeting · 0s cast

Reach
20 m
Climb
3 m
Cooldown
10 s

Staff & spellcraft

Every level counts.

Your staff bolt costs 3 Energy and ricochets off stone. It starts at 10 damage, gains 8 damage per character level, and earns more bounces as you grow. Spells grow a level every time your wizard does after learning them; you can also spend points to stack them faster.

At spell level 20, a spell is mastered and takes no more stacked points. It keeps growing as your character levels. Find Jump and Invisibility through quests rather than spending a point to learn them.

Craft gem staffs at the Dwarf's Workbench: Sapphire becomes Wind, Ruby becomes Fire, Diamond becomes Knockback. The Dwarf Merchant buys and sells gear, potions and materials — and lets you buy back what you sold.

Choose your challenge

Four ways through the dark.

Easy

Double regeneration and a free extra bolt

Normal

Baseline

Hard

Enemies match your level

Nightmare

Hard, plus no refill on level-up

The Elder Dragon breathing fire in its lair

The road ahead

The dragon is waiting.

Leave Wizards Dale for the Forest, the Bears Warrens, the Castle, haunted waters and crypts beneath the earth. At the end of the road: the Sleeping Dragon's Lair and the Elder Dragon.

A single-player action RPG built for a focused adventure, not an endless grind.

Early access drops Oct 28 · Halloween madness

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Pre-order Wizards Advance · $20