
A hardcore high fantasy isometric action RPG set in a huge sandbox world ruled by magic and monsters. Master deep skill-based combat, forge powerful builds, explore unforgiving lands and dungeons, face brutal boss fights, uncover ancient secrets, and save Plamen from its inevitable doom!
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 0.29/day in the week to Aug 14 → 1.14/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 2,402 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.
About
In Alaloth: Champions of the Four Kingdoms, the fate of a land ravaged by ancient rivalries and dark forces lies in your hands. Step into the beautifully brutal world of Plamen, a realm divided among kingdoms, each with its own unique cultures, mysteries, and conflicts. Guided by tales of honor and vengeance, you take on the role of a mighty champion, forging your path to glory and fighting to withstand the ever-growing corruption of Alaloth, a malevolent god imprisoned in the mortal realm.

The vast, fully explorable world of Plamen awaits, a realm of sprawling kingdoms and wild frontiers, each filled with unique inhabitants and dangers at every turn. Journey through lush forests, towering mountains, and barren wastelands where the four distinct races have carved out their own domains, each with complex histories and turbulent relationships. Alongside warriors and rogues, you’ll encounter powerful mages who have honed their skills across diverse schools, from elemental mages wielding fire and lightning to necromancers drawing power from dark realms. As you venture deeper, prepare to face deadly mobs and legendary beasts twisted by Alaloth’s corruption, their very existence a test of your skill and strategy. Everywhere you go, ancient ruins, sacred sites, and thriving cities offer stories waiting to unfold tales of lost civilizations, epic rivalries, and secrets guarded for centuries. Each region brims with lore, quests, and characters that reveal the layered history of Plamen, creating an unforgettable experience in a world where every decision shapes your journey.

A hardcore combat system combines with a brand-new isometric gameplay, featuring spectacular moves in challenging fights against various enemies. You must carefully plan each move: one reckless action, and you die.

A huge Single Player Campaign, feauring hours and hours of emerging contents
Play as human, a dwarf, an elf or a orc. NPC react to this choice with different dialogues and attitude
12 memorable companions with their own backstories, ready to join or fight you during your journey
Local Cooperative Mode up to 3 players, working online through Remote Play and no extra copies needed
Competitive Mode to play against other champions
A unique, hardcore combat system, combining iso-view with skill-based action
A world-centered game: live the life of great warrior in an ever changing world reacting to your actions
Customize your character by choosing different Ways of Power, classes and skills
A huge world to explore, crafting, and ton of content to unlock
500+ NPC, 250+ quests, 280+ locations to explore, 1200+ items
A ton of amazing boss fights against dragons, demons and other giant monsters

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; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $34.99 | 1.6Kreviews | 72% | — | $1.6M |
| $24.49−30% | 82ratings | 70% | — | 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.
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 71 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
ТУПА ТОП!!!
我们姑且不论游戏廉价的画面和发售一年半多还很糟糕的本地化这些细枝末节的问题。 游戏体验里有一个很严重的问题:敌人的攻击判定范围似乎比看起来的要更大。 我推测这种做法最开始是为了让招架和格挡更好地生效,但是这种处理似乎忽略了另一个问题:这是个强制性一对多,大部分战斗环境远比其参照的魂游原型更严苛和恶劣的动作游戏。 一对一,敌人更大的攻击判定代表着更容易触发的招架和格挡判定,这没问题。但是一对多的时候,这代表玩家经常会陷入被其它方向不该命中的攻击命中的情况。能想象你只是打算跑步穿过敌人去攻击对方的施法者,但是却直接被视觉上本该已经甩开对方攻击范围的敌人轻松命中的情况吗?请不要说这种事可以用开火车,马拉松之类的做法来创造临时性一对一的环境,又或者等待后期的更多技能解决。有考虑过开火车玩法本身就是一种因妥协产生的被动性的,不积极的行为吗?或者,不是所有人在接触这种魂like战斗系统后都期望狂扔技能来破局?一个游戏为玩家开出的“题目”不该只有一两种单调的解法,视觉上可行却实际上不可行的问题也是一种对没有犯错的玩家进行的不合理的惩罚,这不是一个正常的游戏应该出现的问题。 又或者我觉得不合理受击的原因其实还是视觉问题,是等角俯视和缩放带来的对细节识别不清的影响?那么这同样也是个需要解决的问题不是吗?当我尝试快速分辨自机角色的判定边缘时,我发现角色模型本身和周围环境经常陷入模糊不清的状态,没有被鼠标指针跟随或者进入锁定的敌人的边缘也同样模糊。那这是否也是一种需要优化的问题?这甚至是只需要进行一个地区的战斗就能发现的,很难理解为什么这种直接影响重要体验组成的问题至今仍然没被优化。
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Genres
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, Portuguese - Brazil, Polish, Turkish, Simplified Chinese, Russian*languages with full audio support
Hours played at review time, across 71 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
ótimo jogo! responsivo, combate equilibrado, o sistema de XP é questionável mas ainda aceitavel
Çevirisi tamamen yapay zeka. Hayalkırıklığı. Steamde türkçe olduğu gözüken bir oyunda ilk kez bu denli kötü bir çeviri gördüm.
Podría decirse que este juego mezcla en su jugabilidad Baldur's Gate (aunque de forma simplificada), Dark Souls y Diablo. El combate de este juego es lo que siempre había buscado en un Baldur's Gate y que nunca encontré. No me acaba de gustar el combate por turnos y el combate tipo Diablo es demasiado frenético con mucho spameo de magias. Sin embargo, en Alaloth el combate es bastante estrategico, debes guardar las distancias con el enemigo, ya que si vienen 3 o 4 enemigos juntos, te pueden pegar una buena paliza si no juegas bien tus cartas. Se podría decir que el combate bebe un poco de los Dark Souls. Cada enemigo aquí es importante, no es un mero enemigo debilucho como en un Diablo. Pero a su vez, puedes usar tu movimiento y habilidad para vencer enemigos difíciles, que por ejemplo en un Baldur's Gate sin el nivel suficiente hubiera sido imposible. Puedes atacar y esquivar, usar parris o lanzar magias. Cuando consigues puntos de talento y aprendes habilidades, el combate se vuelve más asequible, ya que al inicio es bastante difícil, debido a que tu personaje no tiene habilidad alguna, solo el arma principal. El progreso en este juego, no es como en el resto de juegos donde matas enemigos y consigues experiencia para a su vez subir niveles y conseguir nuevas habilidades. No. Aquí tienes que limpiar zonas / mazmorras / escondites, etc y con cada una de estas zonas terminada ganas un punto de talento, habilidad pasiva, subida de estadísticas, etc. Una vez entras en una de estas zonas, no puedes cambiar armas, ni abrir el inventario, ni huir. Debes prepararte antes de acceder a la mazmorra y luego entrar con lo que lleves equipado. Solo puedes curarte con los 4 objetos que llevas equipados, nada más. Si te matan, apareces en el santuario más cercano (Tipo Dark Souls o World of Warcraft), habrán pasado 3 días y tú equipo habrá perdido durabilidad. Si te han matado en medio de una zona de mazmorra, el loot conseguido se pierde, es como si no hubieras obtenido nada. Puntos positivos: + El combate depende de tu habilidad y no tanto del azar (como sí podría pasar en un Baldur's Gate). + El mundo es grande y con muchas zonas por explorar. + La habilidades están bastante bien y marcan la diferencia. + El combate en general está bastante bien cuando lo dominas, aunque puede hacerse algo repetitivo. + El viaje por el mapa me parece bien, es grande y amplio, con eventos que van apareciendo (viajas por un mapa de papel no es un mapeado 3D pero no está mal). Puntos negativos: - Cuando entras en una zona de mazmorra y pierdes, es frustrante porque es como si no hubieras hecho nada y son zonas largas y difíciles. - Moverte por mapa y matar los enemigos que aparecen, no tiene demasiado sentido. Solo ganas algo de loot, pero no ganas experiencia. - No hay viaje rápido, lo cual puede hacerse tedioso si tienes que recorrerte todo el mapa de punta a punta. - No se permite elegir dialogos o tomar diferentes decisiones a la hora de hablar con los NPCs. Solo hay un dialogo que es el que es. Diría que este dialogo dependen de tu decisión inicial (al crear el personaje) si decides que tu personaje es bueno, neutral o malo, tendrá unos dialogos u otros. A tener en cuenta: * Solo puedes curarte yendo a las posadas y pagando una pequeña cantidad por dormir en ellas o resucitando después de morir. También puedes curarte usando objetos en la hoguera de antes de las mazmorras. En resumen, es un buen juego con un combate satisfactorio, más estratégico que un Diablo y más agil que un Baldur's Gate, aunque se siente como un juego bastante más simple que un Baldur's Gate al no poder tomar decisiones. En general es un juego que te puede dar bastante horas, le daría un 8 de 10.
Alaloth: Champions of The Four Kingdoms is a demanding isometric action RPG that combines the broad world-building and role-playing structure of traditional computer RPGs with combat that requires considerably more timing and precision than the genre’s familiar point-and-click approach. Developed by Gamera Interactive and published by Gamera Interactive and Ancient Scroll, it takes place in Plamen, a dark high-fantasy world divided among four kingdoms and threatened by the destructive influence of the imprisoned god Alaloth. The premise is straightforward enough, but the enormous amount of lore, exploration, character development, quests, and optional content surrounding the central conflict makes the adventure feel considerably larger than a simple quest to defeat an ancient evil. Plamen is one of the game's greatest strengths. Rather than constructing its world as a collection of interchangeable fantasy locations, the game gives its kingdoms their own histories, political tensions, cultures, settlements, wilderness areas, and dangers. Players can create champions belonging to humans, elves, dwarves, or orcs, and racial selection has relevance beyond appearance because it influences how certain inhabitants perceive the protagonist. This helps establish the idea that the player is entering an already complicated world instead of appearing in a setting that exists purely for their benefit. Exploring cities, remote settlements, ruins, forests, mountains, and hostile territories regularly produces new characters, quests, enemies, treasures, and pieces of background information. Combat provides the game's strongest identity. Although the isometric viewpoint might initially suggest a conventional hack-and-slash RPG, fighting recklessly is rarely the best strategy. Positioning, timing, defensive actions, recognizing attack patterns, and choosing the right moment to strike are important parts of surviving difficult encounters. Enemies can punish careless aggression, while larger creatures and bosses demand considerably more concentration. There is a Souls-like influence in this emphasis on deliberate engagements, but the game integrates those ideas into its own CRPG-inspired structure rather than simply copying a third-person action formula. The result can occasionally be frustrating, especially while adjusting to its combat rhythm, yet difficult victories tend to feel earned. Character progression provides enough flexibility to complement this approach. Different Ways of Power, combat specialties, skills, magical disciplines, weapons, armor, equipment, and crafting possibilities allow champions to develop noticeably different fighting styles. Building a character is therefore about more than increasing statistics. Equipment choices and abilities can affect how comfortably a particular strategy works, encouraging experimentation instead of blindly equipping every item that appears more powerful. The considerable amount of loot also provides a persistent reason to investigate optional locations and dangerous areas. The role-playing side is similarly substantial. Numerous quests and NPCs populate the four kingdoms, while twelve potential companions bring their own backgrounds and motivations into the journey. Relationships are not presented as completely static, and characters can become allies or enemies depending on circumstances. Decisions and allegiances contribute to the broader feeling that actions have a place within Plamen's political and social structure. Players who enjoy reading lore, investigating side stories, searching for secrets, and becoming immersed in fictional cultures will get significantly more from the experience than those interested exclusively in reaching the next battle. Its enormous quantity of content can nevertheless become a weakness. There are so many activities, locations, characters, items, and distractions that the central narrative can occasionally lose urgency. Not every quest or encounter possesses the same level of importance, and completion-minded players may find themselves moving between objectives without much narrative momentum. The open structure is consequently best approached as an invitation to explore rather than a checklist that must be completely cleared. Accepting that philosophy makes the world feel adventurous; attempting to exhaust everything can make portions of the journey feel unnecessarily prolonged. The presentation complements the darker tone effectively. The isometric perspective provides useful battlefield visibility while allowing environments to display an appealing amount of detail. Ruined structures, wilderness areas, settlements, dungeons, monsters, warriors, and magical threats reinforce a world shaped by conflict rather than a colorful heroic playground. Its mature fantasy atmosphere revolves primarily around warriors, war, dangerous creatures, and violent confrontations. The overall aesthetic is particularly successful when exploring hostile territory because the scenery consistently communicates that traveling outside civilization carries genuine risk. There is also more flexibility than might be expected from such a traditionally structured RPG. Alongside its extensive single-player adventure, local cooperative play allows multiple players to participate, with Steam Remote Play Together providing another convenient option. Steam achievements, cloud functionality, and related platform features further complement the package. These additions remain secondary to the main campaign, but cooperative play is an interesting alternative for players who want to experience its combat alongside friends. Steam Deck compatibility is especially good news for portable players because the game is officially Steam Deck Verified. Improvements were specifically made to areas such as readability and usability, including adjustments intended to make text more comfortable on the handheld display. The combination of controller-oriented action combat and an isometric viewpoint translates naturally to portable play, although the depth of quests, inventories, lore, and character management still makes this a more involved handheld experience than a simple pick-up-and-play action game. Ultimately, this is an ambitious RPG whose strongest qualities come from the interaction between its enormous fantasy setting and demanding combat. It offers exploration, character building, companions, crafting, plentiful equipment, nonlinear adventuring, difficult encounters, secrets, and a substantial amount of lore without reducing itself to either a traditional CRPG or a straightforward action game. Some players may find the combat unforgiving and the quantity of content excessive, but those willing to learn its systems are rewarded with an unusually dense fantasy adventure. Its imperfections are noticeable, yet they rarely erase the satisfaction of developing a capable champion and gradually mastering a dangerous world that does not constantly accommodate the player. Rating: 7/10
真不敢相信這是2024年上市的遊戲,還以為是2004或者2014 開始創角自定義基本等於沒有 進了遊戲後引導等於沒有 等級提升點天賦,2026了,讓玩家點好天賦要洗點要找神殿 自由洗天賦點很難嗎?
Херня лютая, замочить дракона электро нереально, на весь бой дают пару хилок, убежать от его самонаводящихся атак ты не можешь. Игра для любителей мазохизма
"Vim achando que era só mais um RPG genérico. Saí apanhando igual gente grande e adorando cada segundo." A história? O arroz com feijão de sempre: "salve o mundo do lorde demoníaco que ameaça nossas terras." Nada que você nunca tenha visto antes. Se você já jogou um RPG ou assistiu um isekai, provavelmente consegue prever boa parte da trama. **Mas aí entra a gameplay... e ela simplesmente carrega o jogo nas costas.** Quando você pega o ritmo do combate, tudo faz sentido. É difícil? Muito. Às vezes parece que o jogo olha para você e fala: "habilidade resolve, boa sorte." Alguns chefes têm padrões que lembram bastante um Soulslike, então morrer faz parte do aprendizado. Outro ponto que me ganhou foi a câmera em estilo *Diablo* junto da estética retrô. Sou completamente apaixonado por esse tipo de visual. Parece um jogo antigo, mas a jogabilidade é rápida, responsiva e muito gostosa de dominar. O mundo aberto em formato de tabuleiro foi uma surpresa. Você tem bastante liberdade para explorar, e isso rende vários momentos de desespero quando meia dúzia de inimigos resolve fazer uma reunião em cima da sua cabeça. É irritante... mas daquele jeito que faz você voltar cinco minutos depois pensando: "agora vai." (Spoiler: provavelmente não vai.) Os únicos pontos que realmente me incomodaram foram a história, que segue um caminho bem previsível, e a tradução para PT-BR. Em alguns momentos ela parece ter sido feita na base do "confia", porque certas frases simplesmente não fazem sentido. Felizmente o jogo ainda está recebendo atualizações, então acredito que isso melhore com o tempo. No fim das contas, se você procura um RPG desafiador, com combate viciante, muito conteúdo e aquele charme retrô, pode ir sem medo. Só não reclame quando um chefe transformar sua autoestima em estatística negativa.
สำหรับคนไทยกดซื้อกันเลยสนุกมากและตัวผกกเกมก้ใส่ใจเกมมากจะมีการพัฒนาเพิ่มในอนาคตอีกแน่นอน ผมอยากให้มีคนเล่นคอมมูในไทยเยอะๆ ถ้าลังเลเห็นเม้นนี้ก้กดซื้อได้เลยไม่ผิดหวังครับ This is the modern RPG I’ve been searching for for ages, and honestly, it’s one of a kind. I dare say that if they just upgrade or add a system for visiting towns at different points across the map, this would easily become the 100% undisputed #1 RPG.
Players by region
Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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