Wizard Warfare 2: Cephalopod Wars
24 😀     4 😒
72,75%

Rating

$8.79
$10.99

Wizard Warfare 2: Cephalopod Wars Steam Charts & Stats

Wizard Warfare 2: Cephalopod Wars is the sequel to Wizard Warfare, a fantasy-themed, 4X-style, turn-based strategy game with a strategic empire management layer supported by a detailed tactical battle simulation layer. Now includes fully simulated naval battles.
App ID2613780
App TypeGAME
Developers
Publishers Psyanotek Limited
Categories Single-player, Steam Achievements
Genres Strategy
Release DateComing soon
Platforms Windows
Supported Languages English

Wizard Warfare 2: Cephalopod Wars
28 Total Reviews
24 Positive Reviews
4 Negative Reviews
Mostly Positive Score

Wizard Warfare 2: Cephalopod Wars has garnered a total of 28 reviews, with 24 positive reviews and 4 negative reviews, resulting in a ‘Mostly Positive’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Wizard Warfare 2: Cephalopod Wars over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 2876 minutes
Cool game, thanks
👍 : 0 | 😃 : 0
Positive
Playtime: 1846 minutes
As other reviews have stated, a mix of Civ-style 4x gameplay with cities/settlers/workers, and some Dominions-lite gameplay via magic research and troop orders. It is not as deep as either, but runs smooth and quick and scratches a certain itch. Expect to hit end turn a lot while waiting for things to happen, especially in the first 20 turns. City management is familiar with a few twists: buildings or units require Production to complete, cities population grows with enough Food, buildings and units have upkeep paid with Gold that you earn in cities. There are Raw Materials that you need 1:1 with Production; if you have 9 materials in city and 10 production, you will only reach 9 production points. You can ship food or resources from city to city (within 8 tiles over land, unlimited range but requires a harbor over sea), so it is viable to have a settlement focused on raw materials shipping its resources to a city focused on production. (Spend gold after at least 50% production costs are paid for to rush construction.) Cities grow their hex radius they can work resources at 5 pop and 10 pop; these milestones also unlock 'Specializations' for their respective settlement. These are only locked in once you build a corresponding structure, and can be changed out (as long as you sell the structure. IE, Raw Material specialization unlocks a Lumber Yard. Once you have built the Yard, you are locked into that specialization until you sell the Lumber Yard). THE UNITS YOU CAN PRODUCE ARE TIED TO THE SETTLEMENT'S SPECIALIZATION VIA THE BUILDINGS THAT SPECIALIZATION ALLOWS. The Lumber Yard via Raw Material spec is required for tier 2 ranged units (Longbowmen and Crossbowmen), the Foundry via Industry spec is required for tier 2 melee units, etc. I did not learn this til my third or fourth game, though I was able to achieve victory with summoned units. If you have played Dominions, the magic research tree will be immediately recognizable. As of this review (5/2/25) there are 6 flavors of magic (Astral, Death, Chaos, Water, Nature, Holy) broken into 3 schools of research (Conjuration, Evocation, Enchantment). Each school goes up to level 5 (rather than 9 like Dominions), which means it is likely that you will reach the end of at least 1 of those schools in a match. There is no crafting or site searching to find gems; all magic (and magic upkeep costs) are paid for with a universal mana resource, earned similar to Gold via cities. Battle scripting is also less indepth than Dominions. There ARE neutral creep camps (respawn in Fog of War every ~75 turns by default) that can spawn small, roaming neutral armies that are mostly a danger to unescorted workers or weakly defended settlements. Conquering a camp provides resources (gold and mana), occasionally boosts to a nearby city (onetime injections of food or production), occasional recruits, and occasional equipment to be put on units. Equipment can range from 'Dwarven Melee Weapons' or 'Mithril Ranged Weapons' to minor magic/research boosters (Magic Tomes, +1 element and +3 research) and in between. I found equipment to be unexpected bonuses rather than something to be planned around. There are naval tiles, including naval based creep camps/creeps. I did not engage with this mechanic at all, because the cost and difficulty of raising a navy strong enough to begin creeping. The primary issue is it might take you 6 turns to build a crappy ship, and another 6 to build a second one. By the time you get a second ship out, there are reasonable odds a wandering naval creep will float into your harbor and murder your slowly growing navy. Dev has mentioned this needs toning down, so I expect that it will be adjusted. It is a less finnicky (but still somewhat finnicky) take on the Dominions formula married to the classic 4x hex based map style. There are currently some busy work QoL features that the dev has mentioned working on, primarily an easier way to continually cast Rituals (like summoning undead or something) that doesn't involve repeating the same clicks. Absolutely enjoyed untangling the systems and doing some light theorycrafting, will keep on eye on it for the future. EDIT: Changed some wording to be more accurately represent how I feel about some things.
👍 : 1 | 😃 : 0
Positive
Playtime: 2284 minutes
I really enjoy this game. I hope that more is added to it but even as is it was well worth the money for me. I bought the first game after this one and really enjoyed it as well. Out of the games that I play I'd say this is most like Deity Empires so if you like that one you might enjoy this and the first one too.
👍 : 6 | 😃 : 0
Positive

Wizard Warfare 2: Cephalopod Wars Steam Achievements

Wizard Warfare 2: Cephalopod Wars offers players a rich tapestry of challenges, with a total of 52 achievements to unlock. These achievements span a variety of in-game activities, encouraging exploration, skill development, and strategic mastery. Unlocking these achievements provides not only a rewarding experience but also a deeper engagement with the game's content.

Founder

Found a new city

Town Planner

Grow a city to size 10

City Planner

Grow a city to size 15

Monster Hunter

Capture a lair

Battle Master

Win a battle

Trader

Form a road or harbor connection between two cities

Happy Camper

Build a camp

Pull The Plug

Drain a swamp

Hi Ho!

Build a mine

Old MacDonald

Build a farm

Green Fingers

Plant a forest

Lumberjack

Clear a forest

Moving Up In The World

Upgrade a squad

Conqueror

Capture an enemy city

Vanquisher

Defeat an enemy wizard

On The Defensive

Build Wooden Walls in a city

The Great Wall

Build Stone Walls in a city

An Even Greater Wall

Build Thick Stone Walls in a city

Mother Of Dragons

Summon a Dragon unit

Alchemist

Convert gold to mana or mana to gold with Alchemy

Unleash The Cephalopods!

Summon a squad of Cephalopods

Testing The waters

Build a Harbor

Get Your Feet Wet

Build a naval unit

Captain Of The Seas

Win a naval battle

Preparing For Voyage

Build Transport Ships or Caravans

Shiny New Gear

Equip equipment to a unit

Knowledge Is Power

Equip a Tome to a Caster unit

Kitted Out For Long Range

Equip a unit with a Ranged Weapon Kit

Kitted Out For Close Contact

Equip a unit with a Melee Weapon Kit

A Whole New World

Equip a unit with a Magic Carpet

Defense Upgrade

Equip a unit with an Armor Kit

Cheers!

Equip a unit with a Potion

Shiver Me Timbers!

Win a battle against Pirates

Apprentice Conjurer

Research Conjuration to Level 1

Conjurer

Research Conjuration to Level 3

Master Conjurer

Research Conjuration to Level 5

Apprentice Evoker

Research Evocation to Level 1

Evoker

Research Evocation to Level 3

Master Evoker

Research Evocation to Level 5

Apprentice Enchanter

Research Enchanting to Level 1

Enchanter

Research Enchanting to Level 3

Master Enchanter

Research Enchanting to Level 5

Holy Victory

Win a game as a Holy mage

Astral Victory

Win a game as a Astral mage

Chaos Victory

Win a game as a Chaos mage

Nature Victory

Win a game as a Nature mage

Death Victory

Win a game as a Death mage

Water Victory

Win a game as a Water mage

Summoner

Summon a magical unit

Whatever The Cost

Purchase a partially-built item

We Have A Winner Here!

Win a game

Overmind

Win a game on impossible difficulty level


Wizard Warfare 2: Cephalopod Wars Screenshots

View the gallery of screenshots from Wizard Warfare 2: Cephalopod Wars. These images showcase key moments and graphics of the game.


Wizard Warfare 2: Cephalopod Wars Minimum PC System Requirements

Minimum:
  • OS *: Windows 7 Service Pack 1 or later
  • Processor: Core i5 or similar
  • Memory: 8 GB RAM
  • DirectX: Version 11

Wizard Warfare 2: Cephalopod Wars has specific system requirements to ensure smooth gameplay. The minimum settings provide basic performance, while the recommended settings are designed to deliver the best gaming experience. Check the detailed requirements to ensure your system is compatible before making a purchase.

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