
Screenshots

Watch trailer on Steam ↗Secret Agent Wizard Boy and the International Crime Syndicate
John Szymanski, Evan Szymanski · Published by David Szymanski
Overwhelmingly Positive — 97% positive (1,060 reviews)
Last updated 28 Sept 2026
Use magic spells and military surplus explosives to topple an evil crime syndicate hidden beneath a prestigious wizarding school. Learn spells, engage in espionage, and spread lore-unfriendly chaos.
£8.50
Lowest price we've ever recorded
View on SteamPrices can lag the live Steam store — always confirm before buying.
Price history
Action, Adventure, Indie, Early Access · 2025 · More £5 - £15 games
Embark on espionage and chaos in Secret Agent Wizard Boy and the International Crime Syndicate, where you wield spells and explosives to infiltrate a hidden criminal empire beneath a wizarding school. Learn new abilities and spread disorder as you navigate this action-packed adventure.
About this game
Secret Agent Wizard Boy is going undercover again to topple the international crime syndicate S.P.I.D.E.R, operated by evil wizard headmaster Grumblemort! He must use his wits to infiltrate Grumblemort's prestigious wizarding school and reach a mysterious vault deep within the castle. Or, he can instead choose to ignore his mission entirely and use knowledge of spells and espionage to wreck havoc and destruction on his fellow students.
Secret Agent Wizard Boy and the International Crime Syndicate is a comedic sandbox with a complete lack of safety nets or boundaries. Players are free to indulge in the full abject chaos of untethered physics simulations and uncontainable emergent gameplay, using a toolkit of magical spells and items to solve problems in ways we cannot hope to balance against.
Wizard Boy can also team up with other Wizard Boys in cooperative(?) multiplayer (up to 4 players) to explore (blow up) the castle together and thwart the evil International crime syndicate S.P.I.D.E.R once and for all!
THE FEATURES
A multitude of spells to learn and inflict on others
Chaotic, barely contained physics-based mayhem
Open-ended goals to accomplish (or ignore) however you see fit
Online co-op, although actual cooperation is unlikely
Retro-themed third person action, straight from the days of Unreal Engine 1
Landmines and other non-magical ordnance
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10 64-bit or later
- Processor: Quad Core 3.5 GHz or faster
- Memory: 8 GB RAM
- Graphics: NVIDIA GTX 980 TI / AMD Radeon-VII
- Storage: 5 GB available space
- Sound Card: 100% DirectX compatible card or onboard sound
Recommended
- Requires a 64-bit processor and operating system
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
Dev Update #8: The Insides
Spies Inside and OutHELLO, spies! We took a few weeks off after the Spring Cleaning update, but we are back and continuing our journey through working on our new Wizard Boy castle!Here's where we're at:The Castle InnardsYou might remember from a previous update that I stated that I hadn't shown much of the castle interior due to us not having done lighting yet. We are now officially in the middle of doing interior design, lighting included, and what's come out of that is the ability for me to actually show off some of the screenshots from the new area!Without further ado, here's a selection of some of the environments we've been working on!We've been working on a bunch of new hallways. Turns out, when you have a large space, having hallways to get from place to place is really important.There's a very important returning character from the demo that you might be able to find in the dungeon.I've always felt like being able to play chess with Perambulate is super needed for our final version of Wizard Boy.Ignore Spider Johnson.The castle layout has actually be pretty significantly edited from what's currently live on the testing branch, as ultimately we weren't feeling like it was quite the vision what we had imagined for it yet. I personally feel much more confident with the layout we're working with now, and I really believe you all will be able to feel the difference as soon as you get your hands on it.Additionally. . .I, John, have been working on some new environment whiteboxes, one of which is probably familiar to some of you (it involves spiders). Specifically, we're still toying around with the idea of having breakout "dungeon like" areas. That said, it has become more apparent that we're going to need to pace ourselves with the project of "content outside of the castle." We've realized just how difficult it's been to get this large castle put together, and since the goal is to make sure we are only making quality content instead of just having more content fo...Read full article on Community Announcements (pluberski)Patch NotesOfficial
Spring Cleaning Update - Beta 1.2.0 Released
UPDATE FOR THE SPIESHey everyone! Although we're still working on our new big castle, we just have too many additions in the testing branch to not move over onto the main branch. Here is a big ol writeup on everything that's included in this update!(If you want news on the big castle, skip to "Is the New Castle in this Update?")Update NotesThis update includes the myriad of fixes, polishes, and additions we've been adding on the public testing branch.New Addition: the Prop CollectionThe Prop Collection is a new feature in the Spy Lair. You'll find a machine you can interact with that lets you browse through a mysterious list full of. . . what are those, props? On the side of the machine is a collection platform that you can drop any prop in the game onto. Once you do, it is now permanently listed as having been collected, and you'll even get a small reward! Props have different rarities, and some are incredibly tricky to collect. You've gotta' really figure out some weird ways to get some of them into the collector.Additionally, if you aren't the type that is too keen on collecting things, there are also portable collection platforms inside of the Spy Lair that can be Perambulated around the castle to reduce walking time. Grab some friends and fill out your collection! You might find it helpful in a later update. . .New Addition: Possessable Props (or, Personum Assumum reworked)If you haven't kept up with our dev updates, the Personum Assumum spell has been completely reworked. It was always the weakest of the original lineup, and my intention for the past year has been to come back to it and add some pretty needed functionality. Well, I finally took the time to do it, and it was a doozy. With work that spread over a period of almost three months, literally hundreds of QA bugs to address, and lots and lots of working and reworking, Personum Assumum is now capable of possessing (and unpossessing) any prop and any NPC in the game, fully networked (had to mention that ...Read full article on Community Announcements (pluberski)Patch NotesOfficial
Dev Update #7: It's Coming Together!
GOOD MORNING, SPIES! Sorry it's been a bit since the last post! I've been trying to wait until we had just the right things to talk about before I wrote this one. Here's where we're at.The CastleAs with every update post, we're getting more and more work done on the new castle! It's really starting to come together in a meaningful way. Evan, David, and I together have been working on its layout and figuring out how all the interior parts relate to each other (which is actually the majority of the work we've been doing for the last couple months, despite what the length of the rest of the update post may make you think).Question: why don't I show much of the interior any time I do these dev updates? Answer: well, it's actually just because it's not lit yet. Lighting is something we prefer to do close to last in the environment pipeline, which is totally fine from a development perspective, but it's really hard to imagine what something is supposed to look like when it's not lit correctly if you're not in the project every day. For instance, in the zoom-out screenshot below, even ignoring the white cubes and sectioned off geometry, something feels. . . off about it, right? If you feel that way, it's likely because the environment light is literally just Unreal's default when you create a scene. We are changing this, but it'll be the last step of making the environment before we put in props. (Doesn't help that a lot of the walls are currently a flat texture too hahaha).As another example, here's the same environment with and without lighting. Kinda a huge difference.As a reminder, the goal is not to fully finish this new castle for this update, but to get it to a "version one" state so it can act as a playground area for the moment and the base for us to put in what will be the main gameplay loop of Wizard Boy. Lighting will be included hahaha.Other New StuffOkay, so this is the stuff that's a bit more interesting to talk about for this update. I have been working on ...Read full article on Community Announcements (pluberski)Patch NotesOfficial
Dev Update #6: Vehicles and Plans for Beta 2.0!
HEY WIZARDS!This is phase two of showing some of the background work that's been going into the next update that's made it take a little while to get together! I've been working on vehicles in the background, and we're at a point where I really want to show some of it off because it's getting very cool. Additionally, I want to give some info on what our plan for beta 2.0 release is, and what you can expect that it'll include!VROOM VROOMSo one of the major additions we wanted to make for our next Wizard Boy update was adding in vehicles. This is one of the main "gameplay additions" that we felt were necessary if we were going to expand the castle in the way that we have ended up expanding it. Essentially, if you are able to go outside, clearly one of the most interesting things to do would be to drive and fly around the outside of the castle. So not doing vehicles has pretty much never been an option since we decided to take the Wizard Boy world in this direction.From a creative perspective, it's really important to me to make sure that vehicles don't interfere with all of the other fun Wizard-Boy-ways of traversing (moving props around, jump potions, bounce pads, speed potions, etc.) When adding new features into this game particularly, there's a balancing act of making sure that it both adds something new to the experience while not taking away from other creative ways of approaching the game.In this case, I felt like having a flying broom was going to be the most necessary and also the most challenging vehicle to approach. However, after playing around with it, I feel like I've hit a pretty good middle-ground that makes the broom fun and interesting in its own zone while not becoming a defacto solution to all problems. Specifically, if you hit walls while going fast, it will kill you. So taking the broom indoors is going to be a rather dangerous option.(No, we haven't done a broom animation yet, so Wizard Boy currently needs to deal with getting impaled).A differe...Read full article on Community Announcements (pluberski)Patch NotesOfficial
Dev Update #5 - The Castle Whitebox
What Has Wizard Boy Been Up To?Hiya! Popping in just to give some updates on what we've been working on! As I mentioned in the last update post, what we're working on now is a very large revamp to the main playspace of Wizard Boy. This is essentially some mixture of taking pieces from the existing castle, making new pieces, and, as you might be able to see from the screenshots, adding a full exterior!What you're looking at here is called a whitebox - essentially a flat-colored layout that represents the final ideation of an area that allows you to move things around quickly and not get too deep into any area before you're sure it will work out. Evan has done a basic whitebox for a large part of the new castle design and is currently in the process of filling in some missing sections with rooms and doing more detailed work on sections we feel 100% confident are ready to continue production.If you haven't done a design like this before, it's a little hard to explain how complicated it is. Bringing the actual environment together technically is tough from an optimization perspective, but concepting what that environment should be and how it all relates to each other to make it both function in gameplay and look good from the inside and outside is really, really tough. On that front, we feel like we're finally on the downhill, and Evan has even started to re-texture and light some of the rooms that are new to this design.(Keen-eyed players \ might recognize this hallway. It's coming back as part of the new interior.)This is going to continue to be a long process into next year, but the current goal is to get what we want to call a "functional whitebox" put together that we can actually play and test with some of the Discord members as the next step in the process, so if you're chomping for something new to play it won't be as long to wait as for the full castle to be finished. Will let you know when we have that together.Edit: Cody has Made a billionish props tooI forgo...Read full article on Community Announcements (pluberski)






