
Embark on a heartrending journey into a brutal, breathtaking world, and discover the cost of saving those you love in a desperate struggle for survival. Strike from the shadows or unleash hell with a variety of weapons, tools and unearthly powers.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 23.57/day in the week to Sep 3 → 31.86/day in the week after.
About

Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $49.99 | 27.3Kreviews | 91% | — | $22.8M |
| $79.99 | 28.1Kratings | 91% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1644 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
what could have being a powerful story was dragged out at every stage of the game, graphical improvments dont make up for poor story telling and low effort writing. the first game was amazing but they dropped the ball on this, not to mention some of the post processing effects are hard locked so unable to turn off. switching between native and dlss seems to do absalutly nothing at all. another game that thought it was smart to become anohter combat oriantated game, losing its gritty dark and risky stealth gameplay it once had. enjoy the first but skip the second.
A Plague Tale: Requiem é uma experiência inesquecível. A história prende do início ao fim, com personagens muito bem desenvolvidos e momentos que ficam marcados por muito tempo. A trilha sonora é simplesmente absurda de boa e combina perfeitamente com cada cena, enquanto os gráficos ajudam a tornar tudo ainda mais imersivo. A duração é excelente e em nenhum momento senti que o jogo se arrastava. Um dos melhores jogos focados em narrativa que já joguei. Nota: 10/10.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Latest in each market: best AU #47, worst PL #94 · 11 markets collected
Reviews, worldwide (the counter carries no country): 1051.83/day in the week to Jul 17 → 27.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian, German*, Spanish - Spain*, Simplified Chinese*, Traditional Chinese, Spanish - Latin America, Polish, Portuguese - Brazil, Russian, Czech +4 more
| $17.99−70% |
| 18.8Kratings |
| 92% |
| — |
| not modelled |
| $49.99 | 294ratings | 86% | — | not modelled |
| $49.99 | — | 94% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1.7K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Un moment de silence pour ce chef-d'œuvre (estou em pedaços e não sei quando vou me recuperar depois desse jogo)
Recomendo fortemente que você jogue Innocence, e siga a ordem correta para não ficar boiando na história. Uma narrativa belíssima, os jogos franceses no geral, excluindo os jogos da Ubi Software tem narrativas e histórias que não tentam serem artificialmente felizes, ou encontrarem uma moral da história. Sem spoilers é um jogo muito duro na forma como eles vão sendo conduzidos ainda que seja muito plausível, de modo a fechar todas as formas de esperança, os desfechos dos sub personagens são ótimos no geral, 97% tem importância para história, eles são diferentes entre si e transpiram vida, e chega a ser tocante o desfecho de alguns. O modo como os personagens vão buscando alternativas e vão mudando conforme cada situação é a mestria do jogo, eles mudaram e vão evoluindo de modo dinâmico sem excesso de dramas, auto piedade e isso começa no primeiro jogo... Uma obra prima, embora no final eu tenha sentido uma forma artificial como uma nova personagem e toma importância e o alquimista meio que desaparece, havia um relacionamento claro entre ambos, mas paciência, a lógica foi explorar a nova protagonista, embora no final a Amícia estivesse em seu auge, mas completamente destruída. Um daqueles jogos diferentes que vale cada segundo do seu tempo!!!
Эта игра разбило мое сердце. Это первая мысль после окончании последней главы. Я прониклась историей,ощущала максимальный спектр эмоций,кайфовала от графики и конечно же - управлениями крысами ( я бы тысячу раз еще раз спасла бы Гуго и Амиция ) .
A Plague Tale: Requiem это произведение, которое не старается развлечь игрока. Игра рассказывает тяжёлую историю, где даже геймплей постоянно служит дополнительным инструментом, который подготавливает тебя к единственно заслуживаемому финалу. Сюжет разворачивается во Франции. Амисия, её младший брат Хьюго, их мама и общий друг Лукас находятся в поисках лекарства от Макюлы. Это вымышленная древняя генетическая болезнь, которая является эпицентром распространения чумы через огромные полчища крыс, причём обладатель Макюлы имеет возможность этих крыс контролировать, что также становится частью геймплея. На протяжении 17 глав персонажам предстоит пройти через колоритные и разнообразные локации, пережить мореплавание и найти ответы на страшные тайны ужасной болезни, терзающей Хьюго. По большей части A Plague Tale: Requiem это стел игра. Вступать в открытый экшн приходится редко, либо это происходит закриптованным сегментом. Ресурсов для устранения врагов часто не хватает, а единственное оружие с бесконечным боезапасом (ремень, в котором Амисия раскручивает камни и отправляет их лететь в супостата) не способно убить солдат, которые носят шлем, а таких тут большинство. Поэтому приходится в постоянном напряжении преодолевать определённые участки уровней путём грамотного распределения своих ограниченных возможностей. Но самыми опасными и увлекательными моментами являются преодоления локаций, заполненных морем крыс. Зрелище воистину ужасающее и помноженное в несколько раз по сравнению с первой частью. Сиквел проделал монументальную работу по части визуальной составляющей. Модели персонажей выглядит потрясающе, а детальность проработки населённых локаций завораживает. Здесь очень много безымянных персонажей, которые живут своей жизнью и занимаются своими делами, с некоторыми героям удаётся пообщаться, чем-то помочь. Всё это позволяет полностью погрузиться в созданную видео игрой Францию 14 века. Но так как мы имеем дело с крысиной чумой, мы часто будем сталкиваться с её последствиями, которые здесь воспроизведены ужасно хорошо, что после прохождения ты на крыс в реальной жизни будешь смотреть с большим опасением. Героям придётся проходить буквально через море трупов самой разной стадии заражения и разложения. В сумме с тем, что нам придётся вытворять от лица персонажей, это логично подготавливает нас к удару, который придётся пережить по завершению истории. A Plague Tale это уникальная дилогия, где вы окунаетесь в ни во что не похожий сеттинг со своим интересным лором и по своему увлекательным геймплеем, разворачивающимся по большей части в коридорных уровнях, но не без возможности заглянуть за несколько углов, чтобы найти секрет или дополнительные материалы для улучшения снаряжения и навыков Амисии. Сюжет позволяет как персонажам, так и игроку передохнуть в мирных эпизодах и полностью насладиться художественной работой, воплотившей мир игры. Но я ещё раз предупрежу, что эта серия не из весёлых в плане истории, поэтому нужно быть морально готовым к тому, что не всё и не у всех бывает хорошо. Иногда жизнь это жизнь, со всеми своими изъянами и красотами. Однако сцена после титров меня заинтриговала и мне интересно, что будет дальше в A Plague Tale саге, а пока что мне нужно обратить внимание на недавно вышедший спин-офф Resonance: A Plague Tale Legacy, где в качестве протагониста выступает персонаж, которую я встретил в A Plague Tale: Requiem. Мне уже приятно, что серия старается развиваться в разных направлениях, а не только вперёд.
Complete and utter rubbish. About 7 hours was all I could take. Characters are so pathetic just couldnt to listen to such drivel for any longer.
[h1] Introduction [/h1] A Plague Tale: Requiem is a third-person stealth action-adventure game from developer Asobo Studio that takes place 6 months after the events of the first game, Innocence and continues the story of Amicia and Hugo as they continue to find a cure for for the Prima Macula, a curse that doesn't seem to get away from Hugo and the people around them, no matter how far they go. [h1] Positives [/h1] [list] [*]The game takes place in mid-14th Century, France, during the Hundred Years' War in 1348, a time that also had the Black Death, one of the most fatal plague pandemics in human history. As someone who often sticks to video games as my main source of media consumption, I've hardly played or seen anything about the Black Death and to have it be on full display as one of the main themes or premises of the game sets this dark, gruesome tone that doesn't go away [*]I praised Innocence for its incredible visuals, so I'm just gonna do it again. This game is one of the best looking games I've ever played. Using the Zouna engine once more, it's pretty much more of the same, but on a gigantically bigger scale to where there's plenty of opportunities to make use of the game's photo mode and take beautiful screenshots. I probably took at least 5, considering the different environments and places this game takes you through. The lighting in Requiem is top notch, volumetric fog looks and "feels" incredible and though you have to rely on upscaling this time around to get your FPS up, you can still run the game without it if you so please and the sharpening filter is solid, so no need for ini edits or anything like that. Didn't have any crashes or stutters, ran really well for me! [*]The game continues the story of Amicia & Hugo, who alongside their mother Beatrice and good friend Lucas, move out of their now destroyed town Guyenne and onto Provence in search of a secret group known as The Order, who knows about Hugo's curse and how they can remove it for good. This prime objective sets the story for Requiem as they'll be going through plenty of hurdles, meeting new characters once more (albeit a LOT more this time around) and taking themselves on a journey that is twice the size of the first game that thoroughly explores the themes of hope, grief, love and facing the inevitable. Just writing about this makes me want to cry, because this game is one of the most emotional, heartbreaking and gut-wrenching stories I have played in recent memory. Without spoiling anything, you'll be put through so many scenarios, some being short-impact, others being long-impact and this will of course depend on [b] YOU [/b] and how you take these sorts of things, but just know that this world is brutal and no matter what decisions you make, there's always going to be some sort of consequence, even if you don't see it [*]Between Amicia and Hugo, Hugo is the star of the show here. Not only does he talk more, he has more of a presence and plenty of character development + things to say for a 5 year-old boy, starting off as being quiet but opening up and beginning to appreciate everything in life, from his now close sister to the things around him, even when times are so dark. There are also plenty of moments for him in Requiem that I don't want to spoil, but just know that he plays a bigger part in the plot than before [*]Gameplay is similar to the first game, but with a few new additions. Amicia now has a crossbow, which gives her a second ranged weapon on top of the sling and can be used to craft alchemical mixtures, much like what we had in Innocence. One cool gimmick I like is that fire arrows can be attached to wooden walls to give you a light source, safe from harm and adds a small layer that goes along with dealing with the rats. I also love how pots can now be combined to make different mixtures as well instead of just being a distraction tool, like making use of Extinguis to remove fires and let the guards give into the rats or throwing a big pot of fire between a group of rats to give you a bigger radius. There's also new mixtures like Tar which function as a flashbang, but can also be used to ignite enemies from a distance. Another addition is the Knife, which is pretty much Last of Us' shivs but in Requiem, giving Amicia a chance at close range since the first game guaranteed your death the moment you had someone closely approach you. On top of that, there's also counters, allowing you to temporarily stun an enemy and reposition to either escape or take said enemy out [*]Levels are [b] bigger, badder and bolder, [/b] and I mean that in every way possible. Levels are more open-ended, there's a lot more things to find in the world and on some occasions you'll have the freedom to go around and roam as you please, taking note of any [b] souvenirs, [/b] which replace the items that Amicia would collect from Innocence, flowers and feathers as Hugo has grown a love for birds and secret chests that give you resources [*]Hugo's also got some upgrades too - You can now control the rats at your own will during specific sections and has a "listen mode" (again, Last of Us) that lets you see the whereabouts of enemies through walls. Controlling these rats are really cool and makes me wish for a standalone game of some kind where I control these and just ensue chaos. Really fun stuff [*]On top of the sling upgrades, there's now a second progression system that allows Amicia to earn skills based on how the player approaches each encounter. These are divided into three categories: Prudence, Aggressive and Opportunism, each having their own requirements to progress, such as being sneaky and silently taking people out for Prudence, battling and taking enemies head on with your weapons for Aggressive or making use of alchemical tools and mixtures to dispatch guards for Opportunism. It's a very vague system since they give you no context for how to earn these at all, but they do give you handy skills such as faster movement speed while crouched, quicker recovery and faster crafting. Part of feels like this was unnecessary, but it's nice to have something else to work towards on top of the sling (i'm a sucker for progression systems :P) [*]Rats have been expanded upon to feel more dangerous, and WAY, WAY BIGGER IN SCALE. I think this is where the higher budget got put towards, because on the first instance of seeing these things, you are away from a tsunami of them, I'm not even kidding. It is freaking incredible to see so, so many of them at once and I'll never forget about that with the Plague Tale games for years on end. In terms of gameplay, it's also the same as the last game, just with a few new ways to do so like the aforementioned fire arrows or Sophia's prism thingy, one of the new characters. Killer character by the way, cannot wait for her title which comes out in a few weeks!! [*]Soundtrack in this game is PEAK! I enjoyed the first game, but not as much as this one. The main menu music is a standout track for me, incredible way of getting you into the game while also imagining how the characters are feeling [/list] [h1] Negatives [/h1] [list] [*]Game's pacing is all over the place - At times it's fast, others it's slow that it often feels tedious and dragged out for no reason other than time [*]Puzzles are still too easy to complete [/list] [h1] Conclusion [/h1] I'm running out of space, but Requiem is a great sequel that takes everything from the first game and improves upon it. Think of it like Innocence 1.5, but with a bigger budget, story, levels and more gameplay options that brings the story of these two to it's conclusion. Though I'd argue the game is too long as well, this is definitely one of those games you want to take your time with. You'll feel better playing it that way and it'll be less of a slog.
Первая часть данной игры была более компактной по прохождению, несмотря на то, что механика там была попроще. Но развитие сюжета и геймплея было более насыщенным. В данной части на самом деле хорошо додумали механику боя, Амиция теперь стала машиной смерти, но можно и стелсить при желании. И подобные боевые моменты играются интересно и затягивают. Проблема оказалась в том, что примерно со второй половины игры этих моментов становится очень мало, зато становится много бесполезной беготни, сюжета, который по мне уныл и неинтересен. Просто персонажи ноют всю игру и только. Разработчики говорили, что не растягивали специально игру, а насытили её концентрированным сюжетом, геймплеем, так вот я считаю это лукавством с их стороны. Так как после вымучивания игры до титров, ты прекрасно понимаешь где можно было бы подурезать, чтобы было действительно насыщенно. Под конец игры, она меня настолько утомила, что я чуть ли не взвыл, когда оказалось, что и в эпилоге надо ещё играть. В общем хорошо начинали, но не дожали, из за чего общее впечатление об игре в финале остается как УНЫНИЕ. Играйте только в первую часть, эту советовал бы пропустить
J'ai 18 ans de gaming dans les pattes, des jeux narratifs j'en ai fait un paquet, des bons comme des mauvais. Celui là entre dans la catégorie du chef d'oeuvre, encore meilleur que son prédécesseur déjà excellent, bien que les deux constituent un tout qu'il faut jouer en intégralité. L'histoire est poignante, bien écrite. La suite, et la fin du voyage démarré avec Innocence. Si vous aimez être touchés par des jeux, ou vous sentir engagés émotionnellement dans un narratif, celui là va vous mettre un high-kick en plein visage. Je ne suis pas du genre à lâcher une larme sur des films ou jeux, mais là je ne pouvais pas faire autrement. C'est un voyage. L'ambiance est sublime, alternant sans difficulté entre chaleureux et très pesant. Le level design maîtrisé, les graphismes magnifiques, et surtout la bande originale EXCEPTIONNELLE créent un ensemble non seulement cohérent, mais aussi particulièrement immersif, au service du narratif. C'est un travail d'orfèvre, la BO est une des meilleures que j'ai jamais d'expérimentée, si ce n'est LA meilleure. Elle ne fait pas qu'accompagner, elle est un élément cardinal de l'ambiance. Elle vous sautera aux oreilles par moment, avec toujours la même pensée qui s'impose à vous : "bon sang que c'est BON". Un voyage sublime qui vous prend les tripes. Vous aussi, prenez le chemin, en commençant par le 1er. Vraiment, c'est un must du genre.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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