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Wizordum Review: A Nostalgic First-Person Adventure Packed with Secrets | The Gamerheads Podcast


Hooded figure conjures magic in front of a fiery portal. Creatures and warriors clash below. Text: "Wizordum." Dark, intense setting.

Platform reviewed: PC (Steam/Steam Deck)

Price: $19.99


I grew up playing old-school first-person games—mainly Wolfenstein and Doom. These days, though, I rarely pick up anything in the genre. I usually find them tough to navigate, and if there’s a third-person option, I’m going with that every time. So I approached Wizordum with some hesitation. But since it’s a retro-inspired game, I was curious to see if it could recapture some of that nostalgia. I’m happy to say that, for the most part, it exceeded my expectations.


The narrative is pretty straightforward—an ancient seal has been broken, and it’s up to me to investigate the cause and stop the chaos from spreading. As one of the last remaining mages, I’ve been called to clean up the mess. At the start, I can choose between a cleric or a sorcerer, though the difference mainly lies in their starting spells.


Pixelated snowy castle scene with a gloved hand casting magic. Colorful status icons and numbers hint at a video game interface.

The story isn’t what hooked me—instead, it was the exploration that pulled me in. Wizordum is packed with secrets, and discovering them is what makes this game fun. Sometimes I stumble upon them by accident—a stray shot from my wand crumbles part of a wall, revealing a hidden room full of treasure. Other times, I’ll spot something just out of reach behind a barricade, or notice an open space on my map that looks explorable. And if I’m really lucky, I’ll find a tome that highlights hidden areas on the map. The game rewards curiosity—not just with gold, but also with valuable consumables that offer protection or help me take down the relentless waves of enemies.


The level design in Wizordum is excellent. Beyond the secrets scattered throughout each stage, I often need to find keys to unlock doors or locate magical orbs that, once destroyed, bring down arcane barriers. What I appreciate most is how little hand-holding the game offers—it trusts me to experiment. Investigation, trial and error, and discovery are at the heart of the experience. For instance, I once noticed a suspicious spot on the map that seemed like it could be a door. When I got there, a pillar was in the way. What if I hit it? Eureka! The wall shifted aside, revealing a trapdoor underneath. Another time, I found my path blocked by a glowing blue barrier. After some wandering, I spotted a blue orb, smashed it, and the force field disappeared. That’s the magic of Wizordum—it lets me figure things out organically, without bogging me down with overly complex tutorials or instructions.


Pixelated game shop screen with weapon upgrades, prices, and "Purchased" tags. Background shows a cozy shop. Text: "Frostweaver's secondary attack."

After each level, I’m taken to a shop where I can spend the gold I found on upgrades or items. It’s also where I realized just how much treasure I’d missed—I barely had enough to upgrade a single item. At the end of each level, I also get a score, which gives the whole experience an arcade-like vibe. There’s a lot packed into each stage, and that scoring system encourages me to revisit levels, uncover more secrets, and improve my run.


First-person view of a snowy dungeon entrance, glowing green portal ahead. Game HUD shows health, armor, and abilities. Retro game style.

I love the art direction in Wizordum. While there are subtle nods to classic games, there’s also a surprising touch of Paper Mario—that 2D layered effect when approaching objects or walking around them really gave me those vibes. At the same time, it leans hard into the Doom and Wolfenstein aesthetic, complete with over-the-top gore. Fireball an enemy, and blood spews as they melt into a charred stub before finally collapsing. At one point, I accidentally kicked a skull lying on the floor and ended up punting it across the room. For those a bit squeamish, the gore can be toned down in the settings.


One thing I wasn’t expecting was motion sickness. When I first started playing Wizordum on my PC, the fast-paced movement made me feel queasy—something I don’t remember experiencing with early shooters, probably because their movement wasn’t nearly as smooth. I tried switching to my Steam Deck, but had the same issue. It wasn’t until I docked the Steam Deck and played on my TV that the discomfort went away. I suspect it’s because I was sitting farther from the screen. Experiences may vary, but it’s worth noting for anyone who’s sensitive to fast camera movement.


First-person view in a pixelated mine tunnel with tracks. Hand in foreground, game HUD displays score and spells on right, vibrant colors.

Final Grade: A-


Wizordum brings back the classic charm of first-person shooters—something I didn’t realize I missed until I jumped into this game. It rewards exploration, with plenty of secrets to uncover and treasure to find, and the end-of-level score system gives it a satisfying arcade feel that encourages replaying levels. I did experience some motion sickness while playing on my PC and Steam Deck, which eased up when I switched to playing on a TV—so that might be something to keep in mind if you’re prone to motion sickness. That aside, Wizordum scratched a nostalgic itch I didn’t even know I had—and I’m glad I got to experience this game.


Review code provided by Stride PR

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