Game review
War of Wizards
5 / 10
- Developer
- Arcane Miracle Entertainment
- Publisher
- Arcane Miracle Entertainment
- Released
- 21 September 2022
- Platforms
- Windows (VR required)
- Genre
- MOBA
- Monetisation
- One-time purchase plus an in-game currency and spell-unlock economy; reviewers describe it as pay-to-win and, per one detailed allegation, unevenly available across platforms
- Players
- Online PvP spell-dueling, 1v1 and 2v2, with no mute option for voice chat that multiple reviewers could find
The short version
War of Wizards' core idea is genuinely clever: draw the shape of a spell in the air with your VR controllers, and its size and accuracy determine how powerful the cast is. Reviewers who engage with that system describe real skill expression — mastering a handful of spell shapes beats knowing many poorly — and call it easy to learn but hard to master, a rare and specific combination of praise in a genre full of generic MOBA mechanics wrapped in a new coat of paint.
What drags the score down isn't the core mechanic, it's everything wrapped around it. Voice chat has no mute option multiple reviewers could locate, and a large share of critical reviews describe matches dominated by unsupervised young children. Progression is gated behind a grindy currency system reviewers call pay-to-win, and the single most-upvoted review on the game's page makes a serious, specific allegation: that a developer directly told them a limited-time currency needed to unlock a full spell loadout was deliberately unavailable to Steam purchasers, quoted as "this isn't a bug," alongside a separate claim that a listed discount was calculated from a price that never actually existed. This review can't independently verify either claim, but reports them plainly given how detailed and specific they are.
Biggest strengths
- A genuinely inventive core mechanic — drawing spells by hand in VR, with size and precision determining power — that reviewers consistently praise as easy to pick up and rewarding to master
- Real strategic depth in reading and countering an opponent's spell choices in real time, cited specifically by multiple detailed positive reviews
- A real, multi-year support record with new spells, game modes (2v2 battles added in December 2023) and balance updates continuing into 2025
Biggest weaknesses
- No functional way to mute other players' voice chat that multiple reviewers could find, in a game multiple reviews describe as frequently populated by young children, some using inappropriate language unmoderated
- Progression and spell unlocks are gated behind a grindy in-game currency multiple reviewers call pay-to-win, with matchmaking reportedly pitting new players against veterans with significantly stronger unlocked spells
- The game's single most-upvoted review makes a detailed, specific allegation that the developer deliberately disabled a limited-time currency purchase for Steam users specifically, quoting a developer response of "this isn't a bug," and separately alleges a discount was calculated from a price that never existed; this review could not independently verify either claim
Who it's for: VR players specifically drawn to a genuinely inventive gesture-based spellcasting duel system who can tolerate a young, sometimes chaotic playerbase and a grindy unlock economy. Not for anyone who wants a level playing field on cosmetics or content unlocks, or reliable voice-chat moderation.
Our recommendation: The core spellcasting mechanic is worth experiencing, but check current community and store-parity reports before buying on Steam specifically, given the serious, detailed allegations some reviewers make about platform-specific restrictions.
5 / 10
War of Wizards asks a simple question — what if casting a spell in VR meant actually drawing its shape with your hands — and answers it well enough that reviewers who engage seriously with the system consistently praise it. Spell power scales with how large and accurate your drawn shape is, which means the game rewards genuine hand-eye skill and pattern mastery rather than just menu navigation dressed up in a headset. More than one reviewer compares the resulting duels to a real skill ceiling most VR games don't bother building: knowing a handful of spells intimately beats knowing many poorly, and reading an opponent's spell shape mid-cast to counter it in real time is cited specifically as the game's most rewarding moment.
A mechanic worth the headset, a community that undercuts it
The praise for the core mechanic is specific and consistent enough to take seriously — this isn't generic VR-novelty enthusiasm, it's players describing real strategic depth. What undercuts it almost immediately, according to a large share of detailed reviews, is who you end up playing against. Multiple reviewers describe matches dominated by young children, several noting they couldn't find any way to mute voice chat, with more than one reviewer explicitly citing this as a reason they stopped playing a game they otherwise liked. That's a moderation and basic feature gap rather than a design complaint about the combat itself, and it's raised often enough across independent reviews to treat as a real, current problem rather than an isolated bad match.
The skill ceiling itself is worth describing specifically rather than taking on faith. Reviewers note that spell tiers scale roughly with drawing complexity and precision — a simply-drawn spell at the lowest accuracy tier might deal a fraction of the damage a precisely-drawn, higher-tier version of the same shape does, with one reviewer estimating close to a doubling in power between the lowest and highest accuracy grades on some spells. That creates a genuine tension familiar from fighting games: a player who's drilled a small number of spell shapes to near-perfect execution can consistently outperform someone who knows a wider spell list but draws them all roughly. It's a system that rewards the kind of practice VR games rarely ask for, and it's the clearest, most consistently cited reason reviewers keep coming back despite everything below.
A grindy economy, and a serious allegation this review can't verify
Progression is gated behind an in-game currency needed to unlock spells, and multiple reviewers independently call the resulting balance pay-to-win, with new players reportedly matched against veterans holding a significant unlocked-spell advantage. Layered on top of that ordinary free-to-play-style complaint is something more serious: the single most-upvoted review on the game's Steam page, at over a hundred votes, alleges that the developer directly told them a limited-time currency purchase needed to build a competitive spell loadout was deliberately unavailable specifically to Steam purchasers, quoting a developer response as "this isn't a bug." The same review separately claims a store-listed discount was calculated from a price point that never actually existed. Both are specific, serious claims about business practice rather than vague dissatisfaction, and this review treats them exactly as it would any other unverifiable but detailed reviewer allegation: reported plainly, attributed clearly, and not asserted as confirmed fact, since there's no way to independently check a private developer statement or verify pricing history from outside sources available to this review.
A separate, similarly unverifiable complaint worth naming
This review makes a point of separating that platform-parity allegation from the game's design itself, since the two are easy to conflate. The drawing-based spell system, the strategic depth of reading an opponent mid-cast, and the genuine skill ceiling described above are all things this review can evaluate directly from the consistent, independent testimony of many reviewers. Whether a specific business practice exists exactly as one detailed review describes it is a different kind of claim entirely, and conflating the two would do a disservice to both the game's real design strengths and the seriousness of the allegation itself.
A smaller number of reviewers, in comments dated more recently than most of the game's other feedback, mention the developer's use of AI-generated content without specifying exactly what was AI-generated or providing evidence beyond the assertion itself. This review can't confirm or deny that claim any more than the platform-parity allegation above, and reports it here only because it recurs across more than one independent review rather than being a single outlier.
A real support history that's gone quiet
To its credit, War of Wizards has a genuine multi-year update record: new spells and wands, a 2v2 battle mode added in December 2023, and version updates continuing into a 4.7 release in May 2025. Nothing specific to this game has followed since, over a year of silence as of this review — not long enough on its own to call the project abandoned, but long enough that the pay-to-win and moderation complaints documented above have had plenty of time to go unaddressed if they remain accurate.
Where it lands
War of Wizards' central idea — spellcasting as a genuine hand-drawn skill rather than a button press — is good enough that this review can recommend experiencing it on its own terms. But a game that multiple detailed reviewers describe as unmoderated for young players, gated by a grindy pay-to-win economy, and accused in specific, serious terms of treating Steam purchasers differently from its other storefront, can't be scored on mechanic alone. A five reflects real, inventive design undercut by problems this review can document but not fully verify — exactly the kind of gap a reader deserves to know about plainly before deciding whether to buy in on Steam specifically. Anyone still drawn to it after reading all of the above would be well served checking current community discussion for whether the platform-parity and moderation issues raised here have moved at all since this review was written.
Pros and cons
Pros
- A genuinely inventive core mechanic — drawing spells by hand in VR, with size and precision determining power — that reviewers consistently praise as easy to pick up and rewarding to master
- Real strategic depth in reading and countering an opponent's spell choices in real time, cited specifically by multiple detailed positive reviews
- A real, multi-year support record with new spells, game modes (2v2 battles added in December 2023) and balance updates continuing into 2025
Cons
- No functional way to mute other players' voice chat that multiple reviewers could find, in a game multiple reviews describe as frequently populated by young children, some using inappropriate language unmoderated
- Progression and spell unlocks are gated behind a grindy in-game currency multiple reviewers call pay-to-win, with matchmaking reportedly pitting new players against veterans with significantly stronger unlocked spells
- The game's single most-upvoted review makes a detailed, specific allegation that the developer deliberately disabled a limited-time currency purchase for Steam users specifically, quoting a developer response of "this isn't a bug," and separately alleges a discount was calculated from a price that never existed; this review could not independently verify either claim
- Multiple reviewers reference the developer's use of AI-generated content, though this review could not confirm specifics of what was AI-generated or verify the claim independently
- No visible update specific to this game since May 2025, over a year of silence as of this review
Screenshots
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War of WizardsImage: Arcane Miracle Entertainment via Steam -
War of WizardsImage: Arcane Miracle Entertainment via Steam -
War of WizardsImage: Arcane Miracle Entertainment via Steam -
How the review scores each part of the gameWanderer Editorial -
The specsWanderer Editorial -
The short versionWanderer Editorial