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Watch trailer on Steam ↗Wardens of Wen
Zachary Kaiser · Published by Zachary Kaiser
Positive — 100% positive (15 reviews) · 52 achievements
Last updated 28 Sept 2026
Wave-based top-down survival in a dark medieval realm. Pick a Warden, build your kit between waves, chase risk-reward hot-zones, and survive escalating enemy mutations and milestone bosses. How long can you survive?
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Price history
Action, Adventure, Indie, RPG, Early Access · 2026 · More £5 - £15 games
About this game
The sun sets on Wen, hopefully it's not the last time.
Wardens of Wen is a top-down wave-survival pixel ARPG set in a dark medieval fantasy world.


Each Warden has a unique build and ability set. Choose your Warden and survive!

Depending on your starting difficulty, your starting Round might change, normally you will start at Round 1, Wave 1. Defeating each wave will reward you will experience, and copper. Enemies themselves will occasionally drop from a large pool of items or potentially drop some helpful or even risky powerups! Each Wave has the potential for a random Mutator that will apply one of many modifiers to that Wave. Monsters themselves can also spawn as Elite variants with powerful Affixes.
You are able to upgrade your abilities, your power, as well as build out your Talent Tree. Downtime is granted in-between rounds for the player, where they can spend time deciding on items to equip or items to sell at the Trader.
Reach Round 10 for a boss fight, and every subsequent 10 Rounds thereafter.
How long can the Wardens last?
TUNED FOR CHAOS
Wardens of Wen is designed around clear moment-to-moment choices:
Auto-fire primary with distinct melee/ranged behaviors
Upgradeable Abilities, upgradeable attributes, and unique Talent Trees
Dash as a real combat verb, escape danger with your dash - rendering you invincible while dashing!
Layered defenses: health with optional shields/armor, built to support different archetypes and enemy profiles.
Status effects and buffs: burn/DoT, slow, stun, blind, lifesteal, attack-speed boosts, stasis/freeze effects, thorns/reflect-style interactions.
Pickups that spike the tempo: heal, recharge, explosions, freeze, frenzy, and brief invulnerability or invisibility!
Mutators & Affixes: Each run remains fresh with the mutator and affix system for waves and enemies alike
Hotzones: Areas of the map which incur an increased gain of experience, copper, or both!
Want to play it safe? Hug cover and kite. Want to play it fast? Take a hotzone and gamble your run on speed.
(Playable Characters)
Pick a Warden based on role and build preference. Current archetypes include:
Jack (Tank, Melee): high survivability frontliner with a slower stride.
Sally (Healer, Ranged): supportive sustain, balanced speed, lighter offense.
Robin (Damage, Hybrid): swaps between melee and ranged stances.
Maria (Assassin, Melee): extremely fast and lethal, but fragile.
George (Builder): sturdier utility specialist focused structures and training units.
Gunther (Support, Melee): long-reach polearm play with team-friendly tools.
Ellis (Special): experimental kit with slight boosts across the board.
Sage (Summoner, Ranged): calls beetles and snakes; fragile, protected by summons.
Raven
(Druid,
Shifter): switches between human ranged and melee beast forms.
Jade (Wizard, Elementalist): cycles elemental primaries with a high-energy spell kit.
Each run is about turning a role into a build: stacking stats, exploiting hotzones, and choosing upgrades that reshape how you clear waves.
You earn currency through kills, wave clears, dynamic events, and bounty targets.
Currency is split into copper and gold with each tier supporting different layers of progression and spending decisions.
Between waves you can:
Buy raw stats and consumables.
Roll upgrades that scale over the run (cost growth is data-tuned).
Hire temporary allied mercs (optional system) whose cost and stats scale with the run.
Interact with roaming boards between waves:
Event Board: choose wave-level modifiers (mutators) for better rewards.
Bounty Board: opt into extra elite/boss targets for bonus payout.
Contract Board: take run objectives with tracked progress and gold rewards.
Barter with the Trader to sell your loot, monster parts and buy some stuff with your hard-earned copper! (Trader located inside the building of the Eastern Maze)



Maps are authored in Tiled and built to support both tactical routing and high-chaos kiting.
Hotzones are invisible, map-authored bonus regions:
Danger Pay: more currency
Xp Surge: more XP
Combo: mixed payout
Terrain matters:
Path tiles grant a small speed bonus (15%)
Fire-tagged tiles can burn you (DoT) and are visually telegraphed
The best builds don’t just “get stronger” - they learn where to fight.

Fight Together. Adapt Together. Survive Together.
Current Status: Coming Soon™
Multiplayer Co-op is planned for the final release. Launching in Early Access on Steam will help me refine and finalize the feature.
Lobbies will support up to 6 players.
Wen is a hard land of stone roads, torchlit outposts, and old oaths.
Standing alone amongst a hostile realm, the trade hub and the lifeline of the western realm, the outpost Wen faces grave danger that could throw the entire realm into chaos. Kalibros, the Lord of Wen has performed the ancient and nearly forgotten ceremony to awaken and summon the Wardens - legendary warriors, healers, wizards that have remained in a state of stasis until the moment they are needed. The Wardens have not been awakened in generations, most alive today only know of them from tales and songs old warriors would sing at pubs in the outskirts of Wen.
In ancient times, Wen was but a small Hamlet but its necessity to the entire realm was just as strong. Blessed with enchanted soil, Wen yielded impossible harvests and soon became the entire realm's heart of trade.
As the wealth and prosperity of Wen grew, so did its notoriety. Growing in size, with population rising and traffic increasing the dark forces once thought long lost began venturing out of the shadows once again, setting their sights on the bustling hamlet of Wen. At first, the attacks at night were sporadic and rare but as time passed the dark forces began to get braver, and worse - smarter.
Over time, these dark forces evolved into the creatures we see today. Over centuries, the darkness learned. It sharpened. It took form. These ancient dark forces became creatures such as Goblins, Orcs, Ghosts, Living Slime, the undead, and worst of all, the Dragon.
The most powerful warriors, wizards, and overall skilled combatants were called upon by the first Lord of Wen to rally against these dark forces to drive them back to the shadows once and for all, and the Wardens were successful. Having suffered casualties, the surviving Wardens retired in the tombs of Wen where their injuries were treated by powerful sorcerers and then they were all placed into a regenerative stasis.
Asleep for a millennia, the Wardens recover. Waiting. Hoping they never have to be awoken.
These evil creatures once again emerge from the shadows with Wen as their target. These Evil forces were not the only thing to prosper during the long peace - Wen grew to be the shining beacon of the realm. Riches and treasure beyond the evil forces wildest imagination which in turn has caused them to grow hungrier than ever.
Goblins and Orcs have developed social skills and hierarchy and a sense of order and chain of command. They splintered and have established numerous separate clans. Typically these clans war with eachother but have recently banded together to take on Wen hoping none of the other clans plan to betray the others like they have so eloquently planned themselves.
The undead have grown in power. Once only apparitions, dark energy has learned to animate corpses right from the earth as well as skeletons and mummies and congealed pure evil into deadly self replicating slimes. Some apparitions refuse to inhabit another vessel, and rather emerge into our realm as ghosts spreading terror wherever they go and Evil itself has set it's sights on Wen, forming evil demonic Hell Skulls to unleash on Wen alongside the rest of these dark forces.
A millennia ago, the Wardens felled the Dragon leading the onslaught nearly with their last breaths and now the Dragon has returned. Infused with the pure essence of Hell it once again aims to claim the riches of Wen for itself. While the Wardens slept and licked their wounds the Dragon grew stronger. For a thousand years Verdaxis waited, nursing hatred deeper than death. Empires have risen and crumbled while the dragon plotted the fall of Wen.
The Wardens awaken — weary, uncertain, burdened by memories of a war they believed ended forever. Kalibros speaks the words they dread: Verdaxis lives and is once again carrying hell on his back as he ushers in a second apocalypse. Will the Wardens be strong enough after all these years? Have their wounds fully healed? Will the missing members be their downfall?

Wardens of Wen is an active, iterative project.
Some systems described in design docs are already playable in the prototype, and others are still being expanded or refined. Expect frequent balance and UI changes as the run loop, content roster, and netcode harden.

System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 11
- Processor: Quad-Core Processor
- Memory: 4 GB RAM
- Graphics: Lightweight SDL Engine, minimal graphic requirement
- DirectX: Version 10
- Storage: 50 MB available space
Recommended
- Requires a 64-bit processor and operating system
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
Early Access - v0.85.2
Wardens of Wen - Update Notes: v0.80.11 to v0.85.2 This update range expanded Wen with new residents and quests, opened deeper cave and dungeon encounters, added Smooth Vision and persistent memorials, and delivered major multiplayer parity and reliability improvements. Residents, Quests, and the Memorial Wall Brought seven residents of Wen to life inside some houses around Wen. Meet; Hana, Hark, Nix, Nel, Meza, Serek, and Seza. Added portrait-backed conversations grounded in each resident's history and attitude. Added fourteen authored quests covering escorts, enemy hunts, rare deliveries, and errands connecting the new residents. Added a persistent Memorial Wall for fallen Wardens, recording their killer, cause, round, wave, level, kills, survival time, and one equipped Artifact. Up to three faint death echoes from prior runs can appear near their recorded locations and reveal complete, wrapped inscriptions when hovered. Underground and Dungeon Encounters Added the Underground cave route with dark, weatherless, elite-heavy encounters and an exit that remains sealed until enemies are cleared. Added connected amber lava lighting and a burning hazard when Wardens linger on bridges above lava. Added a one-run Dungeon beyond Cave's northern route with closing doors, stronger SpawnArea waves, both Hollow Crown human bosses, and three long-lived Loot Goblins on completion. Underground and Dungeon enemy drops now gain +10 item level. Fixed authored Cave, Underground, Dungeon, and house entrances, exits, door prompts, collision, and closing timing. Smooth Vision and Minimap Improvements Added selectable Smooth Vision with world-space geometric occlusion, soft edge falloff, and persisted exploration; Classic tile fog remains the default. Added authored directional Vision properties for eight directions and merged nearby openings into natural sight regions. Made minimap terrain and enemy tracking work across every authored map, including Church, Pub, Trader, Blacksmith, hous...Read full article on Community Announcements (Kalibros | Lord of Wen)Patch NotesOfficial
Early Access - v0.80.10
{STEAM_CLAN_IMAGE}/46029685/46d36a9e51b0de7f9c3d15f399a4d08cb47a68fc.png Wardens of Wen - Update Notes: v0.78.4 to v0.80.10 This update range focused on multiplayer reliability, enemy navigation and bridge routing, improved world lighting, and the arrival of the Hollow Crown human boss encounters. Major World Map Expansion and Elevation Changes Reinforced Wen's outer walls and expanded the city with a much larger stronghold. Replaced the covered forest northwest of Wen with a ruined region and a massive keep where Kalibros resides. Replaced the area east of Wen with a mountainous region with new hanging bridges. Added new elevation changes throughout the expanded map, allowing Wardens and enemies to travel both over and under hanging bridges. Updated bridge, ramp, and elevation routing to support the new multi-level terrain and pursuit paths. Multiplayer Stability and Parity Important Multiplayer Note: Multiplayer is still very much under development and may contain bugs, desynchronization, and unfinished parity issues. I apologize for the long wait on multiplayer parity and appreciate your patience while I continue to improve the experience. Improved multiplayer authority timing with fixed 30 Hz match ticks and more reliable host/client input synchronization. Added clearer network diagnostics, including tick drift, acknowledged input, dropped inputs, and snapshot bandwidth usage. Fixed door transitions so both players correctly move between interior and exterior maps. Improved shared pickup synchronization, pickup radius behavior, inventory capacity handling, and replicated equipment updates. Fixed duplicated combat, healing, and pickup audio on owning clients. Improved replicated projectile animation state, including authored effects such as Jade's lightning. Enemies now ignore ghosted or defeated Wardens when selecting targets. Enemy Navigation and Pathfinding Improvements Optimized enemy navigation during heavy waves with shared route work, persistent avoidance ...Read full article on Community Announcements (Kalibros | Lord of Wen)Patch NotesOfficial
Early Access - v0.78.3
Wardens of Wen - Update Notes: v0.78.3 The Main map had an area that still had collision from the previous version - this has been cleaned up.Read full article on Community Announcements (Kalibros | Lord of Wen)Patch NotesOfficial
Early Access - v0.78.2
Wardens of Wen - Update Notes: v0.75.11 to v0.78.2 This update range focused on improving long-term run readability, adding better first-run teaching for summon and builder Wardens, shipping two new default-unlocked heroes, and tightening both Wulfric's feel and the minimap's zoom behavior through several follow-up passes. Persistent Map Discovery and Main Menu Flair Map discovery is now saved per profile, so once you uncover black unexplored regions they stay discovered in future runs. Normal live fog of war still returns over areas you are not actively seeing, so exploration progress is preserved without removing moment-to-moment vision gameplay. The main menu now supports rotating splash-style tagline text beside the Wardens logo. First-Run Tutorials for George, Sage, and Lucian George now teaches his command flow more clearly on first use, including the current Build Menu keybind, copper costs, placement rules, Houses, Barracks, Towers, garrisoning, unit selection, combat toggles, and ability-level scaling. Sage and Lucian now teach summon-control basics more directly, including summon limits, summon ability leveling, drag-select orders, right-click movement, and combat toggles. These additions should make summon-heavy and builder-heavy Wardens much easier to understand on a fresh profile without needing outside explanation. Wulfric Added as New Default-Unlocked Warden Wulfric was added as a default-unlocked two-handed swordsman Warden, joining the roster between Sally and Robin. He brings a heavy melee bruiser kit built around cleaving strikes, Shatter, Fear, Cyclone tornados, passive Cleave Damage scaling, and a Rage resource that replaces Energy. Follow-up passes tuned Wulfric's presentation and feel, including a proper red Rage display in the Rml HUD, a standard `16x16` in-world footprint, a tighter Shatter visual, and much slower Cyclone tornado travel speed. His combat pacing was also tuned so he hits a bit harder, swings a bit slower, and has stronger vis...Read full article on Community Announcements (Kalibros | Lord of Wen)Patch NotesOfficial
Early Access - v0.75.10 [Integer Overflow Fix]
Integer Overflow Fix Fixed corrupted item stat text that could show absurd values on some gear. Cleaned up item details across inventory, compare, trader, and crafting views so affixes display correctly. Improved legacy item handling so older gear data no longer leaks broken stat lines into the UI.Read full article on Community Announcements (Kalibros | Lord of Wen)






