Full game metadata
| Field | Value |
|---|---|
| Steam app type | game |
| Steam App ID | 4682090 |
| Live current players | 0 |
| SteamPulse tracked peak | 0 |
| Live count (today's peak floor) | 0 |
| Price | No longer available on Steam Store |
| Free to play | No current Steam offer |
| Discount | Not available |
| Original price USD | Not available |
| Current price USD | Not available |
| Release date | Q4 2026 |
| Developer | Meehnior |
| Publisher | Meehnior |
| Owners estimated | Not available |
| SteamSpy owner estimate minimum | Not available |
| SteamSpy owner estimate maximum | Not available |
| Review type | No user reviews |
| Positive review percent | Not available |
| Positive reviews | 0 |
| Negative reviews | 0 |
| Total reviews | 0 |
| Steam recommendations | Not available |
| Achievements | Not available |
| Average playtime forever | Not available |
| Windows support | Yes |
| macOS support | No |
| Linux support | No |
| Parent game | Not available |
| Store URL | Not available on Steam Store |
Short description
Waywardens is a tactical roguelite deckbuilder where three heroes share one command deck. Every card can be played as an action or spent as chess-like movement, letting you attack, guard, heal, reposition, and outmaneuver enemies before their declared attacks land.
About this game
Three heroes. One shared hand. Every card is a plan. Waywardens is a tactical roguelite deckbuilder about planning the perfect turn with an imperfect hand. You control three heroes: a Vanguard , a Huntress , and a Mage . They do not have separate decks. They share one command deck, one hand, and one tactical problem. Enemies move first. They show you exactly where they are going to strike. Then you draw your cards. Now you have to work out the sequence. Maybe the Huntress could kill the archer, but only if the Vanguard moves first and opens the lane. Maybe the Mage can save someone with a ward, but spending that card as movement would set up a better turn next round. Maybe the Vanguard has the perfect class card, but the wrong hero is in position to use it. The fight is not about playing the first good card you see. It is about finding the best chain of decisions. One Deck, Three Heroes Every hero can play every card. That is where the interesting decisions start. A Vanguard card can still be useful when played by the Mage. A Mage card can still help the Huntress. But cards become stronger when played by their matching class. The Vanguard blocks harder. The Huntress shoots better. The Mage heals and wards more effectively. So each card asks a question: Do you use it now with the hero who can reach the target? Do you save the stronger class synergy for later? Do you spend it as movement instead? Do you use a weaker play now to create a better board state next turn? The best move is often not the most obvious one. Every Card Is Also Movement Every card in Waywardens has two uses. You can play it for its action: strike, shoot, guard, heal, burn, mark, shove, swap, charge, and more. Or you can spend it to move. Movement is inspired by chess pieces. Some cards move in straight lines. Some cut diagonally. Some jump like a knight. Some give short king-like repositioning. Others let you step just far enough to dodge an attack or line up a combo. This makes your hand your entire tactical toolkit. A strong attack might be more valuable as a move. A movement option might be the setup for a kill. A healing card might be the only way to reach the tile th…
Supported languages
English * * languages with full audio support
