Forage Wizard blends clicker mechanics with crafting and a branching skill tree as you gather resources, build magical machines, and progress toward automating your production. Early progression feels rewarding as you unlock automation systems, but the endgame shifts toward heavy manual grinding for resources that resist automation, creating tension between the game's idle mechanics and its click-heavy late stages. Best for players seeking automation-focused progression, though be aware the late game heavily contradicts that promise.
About this game
Click, craft and collect your way to alchemical mastery. Progress through a branching skill tree and explore the forbidden woods. Collect resources and build machines of magic. Slay monsters, farm crops and automate your production to become the all-powerful Forage Wizard!
What players are saying
▼ Not recommended22 hrs
The game starts off very manual but after the early game you can start automating processes and it becomes more fun
but in lategame it becomes enormously click grindy and you spend 90% of your time clicking resources
this is not fun gameplay
what is the point of automation in your game if you're going to make all lategame resources require tons of manual clicking to get?
why make us spend a lot of time unlocking the automation buildings in midgame just to make those buildings immediately useless in lategame?
the point of grindy clicking in automation games is that it's very satisfying to create automation to escape the grind. To then force you back into the grind but way worse in lategame is a real downer.
I recommend this game to people who like holding down lmb and don't recommend it to anyone else.
Fun idea, poor execution. The fact that you cannot automate a lot of the resources takes out a lot of the fun from the game for me. I enjoyed the part where I automated the items you can, but then the end game items all require big amounts of resources that you cannot automate and gathering most of them is just annoying.
The automation part of the game is badly thought out, and the overall design of tasks has an identity crisis : It's a bit too grindy to be played manually, and not really worth it to automate either. The automation : - Is unlocked a bit too late overall, the useful buildings like fuel automation are unlocked around 60% of the game. - you can't automate some tasks - not enough QoL to unlink, change setups etc. - you have additional pylons (like the crafting output one) that serve no purpose but to increase the number of things to unlock. Would be much clearer to merge some into the base pylon.
Changes 2 more upgrade levels added to sand generation for late game automation. Collector item duplication bug fixed. Save file systems updated to fix save file corruption issue. Sorry for the upload size being 2GB on the last build, we accidently uploaded "Do Not Ship" files. Big thanks to the player who informed us about that! 🥇 Thank you for staying updated on Forage Wizard!
🧱 New Buildings 🧱We have added three of the most requested buildings to the game.Fountain: generates aqua automatically.Self Pruner: generates leaves automatically.Mythdrill: generates mythril ore automatically.You can buy all of these in Frogal's wizard tower.There are also a few new upgrades related to these buildings.🔮 Other Improvements 🔮These two features were requested commonly by the top automation players.The bin now has a low transfer priority in the pylon system, which means it can be used to easily separate and destroy excess unwanted elements.While making links in pylon mode, irrelevant links are dimmed to make things clearer.✏️ Other QOL ✏️A few more things...The Spanish translation has been updated and improved.A setting has been added to allow you to hit anything you're hovering over, so you don't need to click or press anymore if you find it tiring.A few odd map and building collision boxes have been cleaned up.If you find any bugs or have any thoughts on this update, please inform us on Discord here.Have fun,VSDebtor
Changes Some map hitboxes are more intuitive now. In move & destroy mode, the building that you hover over will show it's radius in a different color. There is an option to confine your cursor to the screen while playing, improving edge scrolling. Now there is an option in the pause menu to clear all the floor items (in case your map is filled with 100 million aqua). We've added a button to reset to default controls. Growth totems weren't working, that should be fixed now. We are working on a bigger update right now, and we are still enjoying your feedback. If you find any more issues, or have trouble with the update, please contact us on Discord or the Steam Discussions. Thanks for staying updated!
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