
Avowed is a first-person fantasy RPG set in the world of Eora, where your choices carve a path through war, intrigue, and ancient mysteries. Navigate a land in turmoil, forge powerful alliances or deadly rivalries, and wield magic and steel to shape the fate of the Living Lands—and your own destiny.
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About
Welcome to the Living Lands, a mysterious island filled with adventure and danger.
Set in the fictional world of Eora that was first introduced to players in the Pillars of Eternity franchise, Avowed is a first-person fantasy action RPG from the award-winning team at Obsidian Entertainment.
The Living Lands is an island where the air hums with ancient magic, the flora seems to move with a mind of its own, and the ground beneath your feet shifts with secrets waiting to be unearthed.
Now, the Living Lands faces a dire threat—a mysterious plague that defies nature and reason, spreading chaos across its sprawling wilderness.
As an envoy of Aedyr, you are sent to investigate, but what begins as a mission of duty soon becomes deeply personal—you feel as though the land recognizes you and is pulling you toward something greater. The choices you make will ripple across the Living Lands, shaping the fates of its people, its creatures, and even yourself. But beware, for every decision carries weight, and the forces you encounter will not hesitate to test your resolve.
Can you navigate the tangled web of intrigue, power, and danger to uncover the truth? Can you save this unknown frontier and your soul from the forces threatening to tear them asunder?
Even more to do in the game! This update brings New Game Plus, a Photo Mode, a brand new weapon type with two-handed staves, the ability to change character appearance whenever you’d like, new character creation presets, additional Godlike presets, custom game difficulty settings, and the addition of three new playable races: Dwarf, Aumaua, and Orlan.
The Living Lands is a place that feels foreign yet somewhat intrinsic to you as it feels the island itself is calling out to you for help. Explore an island home to many different environments and landscapes, each with their own unique ecosystem.
Mix and match swords, spells, guns, and shields to fight your way. Dig into your grimoire for spells to trap, freeze or burn enemies, bash them with your shield, or use range bows to attack from a distance.
Companions from a spread of species will fight alongside you, with their own unique set of abilities. From a former mercenary to an eccentric wizard, they will be part of your journey with your choices shaping them as you help them with their quests.
High Fidelity Graphics
Discover the breathtaking beauty of the Living Lands as you embark on your journey as the envoy of Aedyr. Avowed delivers stunning visuals, enhanced on PC, with support for true 4K resolution on compatible devices and unlocked framerates for smooth, seamless performance. Every detail of this weird and wonderful world is designed to feel alive and immersive.
Ray Tracing
Enter a world of unparalleled realism with ray tracing technology in Avowed. From the dappled sunlight filtering through a canopy of trees to the flicker of torchlight in ancient caverns, ray tracing brings the Living Lands to life with lifelike lighting, reflections, and shadows. Every scene is rendered with incredible detail, enhancing your immersion in this magical, enigmatic world.
NVIDIA® DLSS and Reflex Support
Enjoy peak performance without sacrificing quality. NVIDIA DLSS leverages AI-powered upscaling to deliver sharp, stunning visuals while boosting frame rates on supported NVIDIA GPUs. Meanwhile, NVIDIA Reflex ensures ultra-responsive gameplay, reducing input lag to help you react quickly and confidently in battle.
Ultra-wide Support
Immerse yourself in the sprawling landscapes of the Living Lands like never before. With support for ultra-wide 21:9 displays, Avowed offers a cinematic, panoramic experience that expands your field of view. Take in the scale of towering mountains, vast grass-filled fields, and ancient ruins, all crafted to make every moment feel epic and unforgettable.
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, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America, Japanese, Korean*languages with full audio support
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
Hours played at review time, across 605 reviews with recorded playtime.
Reviews
Themes across 600 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Avowed isn't a terrible game, but it really suffers from god awful dialogue and for a triple-A RPG released in 2025, it feels badly outdated; and let's consider the following larger context: [list] [*]Although I bought it for the much more reasonable sum of $40, it released at the eyewatering pricepoint of $119.95 for the standard, and $139.95 Australian for the premium edition. This pricing model alone immediately sets a certain level of expectation. [*]This is an Obsidian title, who have previously released two of my personal goats (Pillars of Eternity & South Park: Stick of Truth.) The strength of the writing and narrative design has always been a unique strong point in their games, whatever genre they may be. This sets a certain level of expectation. [*]They have two absolutely massive previous games' worth of lore and worldbuidling to draw from. This sets a certain level of expectation. [*]Made with the backing of mega megacorp Microsoft. [i]This sets a certain level of expectation.[/i] [/list] Were any of these expectations met? Not really. These factors really should have coalesced into a strong goty contender, but what they've delivered here is one of the most middle of the road 6/10 very OK experiences imaginable. Avowed is a basic ♥♥♥♥♥ popcorn RPG, akin to Bioware's modern releases. Streamlined, lacking surprise or personality, will not be rembered for long. I feel like this is very symptomatic of a designed by committee process. Completely lacks any sense of creative vision in an attempt to appeal to as large a market as possible, making it one of the blandest RPGs I've played in a very long time. Dragon Age Veilguard, as bad as it was, at least had the balls to commit to something and suck ass with confidence. Avowed seemed afraid to establish an identity for itself. The story was fairly decent, but it was really let down by the majority of the dialogue and characters being straight up soporific. At about the 15 hour mark I've hit my limit and started to routinely skip most of the dialogues. I consider this by far the most significant failure of the game and the biggest reason for the negative review. At 25 hours, I started to skip most of the side content too. I just cbf with listening to another dull character's endless dialogue, or clearing out another group of identical copy and paste enemies. But I did wanna see it through and find out how SoDoSoPa's story ends, however this says more about how my brain works rather than the quality of the game itself. The writing ranges from deadass snoozefest to being barely adequate just as a vehicle for the gameplay. Do better Obsidian. We all know you can. Or at least there was a time when you could. Not only is the writing here pretty ♥♥♥♥ in general, but it also lacks any sense of reactivity or consequences for your decisions despite the game trying so hard to make a song and dance to the contrary. Reloading an older save and taking an ostensibly different path revealed just how railed the game truly is. There is also something off about the world design that is difficult to put my finger on. It generally looked pretty, I enjoyed the verticality. There's a lot of opportunity for exploration, which was almost always rewarded. But it just felt more like a themepark than a real place, if that makes sense? Immersion wasn't super high on the priority list, and the world design felt like it was made with tightly defined goals and protocols in place, as opposed to being driven by lore or internal logic. Wizard combat was pretty fun, although having to manage stamina alongside mana as a pure caster was a major annoyance and a very odd decision. In most aspects it's basically just Skyrim 1.5, with many areas being more of a downgrade - which I would remind you released anno 2011. It is pretty barebones as an action adventure, but when judged as an RPG in the Pillars universe it really is baby stuff. Enemy AI is... functional. And very repetitive. During many encounters, extra adds would spawn out of thin air which as a glass cannon caster was not something I appreciated. The first two Pillars games, but particularly the first one, walked such a wonderful tightrope between introducing new and fresh ideas and exploring some really interesting concepts, while still being firmly set in that DnD style of comfortable and familiar fantasy. Avowed has mostly turned that into a messy hodgepodge of boring and tired tropes and cliches without much surprise. It's just so woefully predictable. I guess I'm just tired of studios using established / legacy IPs and forcibly mashing them into something radically different that completely misunderstands what made them successful in the first place. Take the risk and make something original, or if you insist on capitalizing on an inbuilt fanbase then respect the source material. This isn't rocket science. I mean... Are existing Pillars fans really going to like this generic, streamlined, guard-railed, modern audience targeted mess? And are newcomers to this first persion action based game gonna give a ♥♥♥♥ about ye olde timey CRPGs? That isn't so much a venn diagram, but just two circles on a page. So what was the goal here? Ugh.... In one word, the writing in particular, and the game in general are painfully uninteresting. That's several words, but idgaf. Call the cops.
I wish I had the words and knowledge to explain WHY this game feels bad to play, but all I know is that it DOES. The combat is generally pretty infuriating, usually just down to fighting hordes of damage sponge enemies while your compatriots do very little to help. The visuals are polished, but I don't know if anyone cared at any point to ask what it was they were polishing, and if it was worth doing so. Everything is so flashy, so loud, so bombastic: why does my BOW make an exploding noise every time I pull it back all the way? Christ, why does my companion shout KEEPING QUIET every time we sneak? It almost feels like satire. Ten billion fantasy names and factions for you to learn, said by voice actors that sound like they're all on stage. There is no subtlety anywhere: it feels like a Marvel movie (pejorative).
I was one of the most avid haters of this game when it was first released, because it failed to satisfy my hype, which wanted this game to be the second coming of Skyrim. A year has passed and I decided to give this game another run, with a correct expectation this time: a semi open-world fantasy RPG with focus on gameplay and exploration. And I have been greatly enjoying the game so far this time. Recently I've grown tired of all the open world games and Avowed feels like a breath of fresh air. It offers great vertical exploration without the horde of POI markers on the map. There are no dynamic events, NPCS don't move at all, the game world feels truly static. It may come as disadvantages to many people, but it will become a convenience if you just want to return the quest or buy/sell items and go on with your exploration. It has all the stuff you can think of from a deep RPG: dialogue skill check, crafting, cooking, enchanting, companions, branching quests, attribute points and abilities, etc. but none of them is deep enough to call Avowed a deep RPG. Instead, they feel like add-ons to the exploration mechanics. The game doesn't want to hold your legs at anything for too long and urge you to go back to the exploration, which is, again, really great. Plus, the combat is awesome, especially in first person, heavy weapon is slow and punchy, range is fast and tactical, magic is chaotic and well...magical. One great thing is that there are so many weapon types and you can create a tons of of fun builds: gun mage with gun in one hand and grimoire in another, spellsword with sword and grimoire , typical sword and shield with an arquebus as backup, a pure mage with grimoire and wand, an Achilles-inspired warrior with shield and spear, more and more, it's really WILD and FUN. However, one thing I don't enjoy much from the gameplay is the third person view, which is also decent but it feels a bit floaty and the animation is sometimes stiff and abrupt. You can clearly tell that third person gameplay is not the focus of the game (although the Devs said otherwise). So, a bit disappointment for 3rd person fans out there like me, but it's totally serviceable if you really want to experience it. In the end, Avowed feels like a convenient and cozy game, everything is built around accessibility. Obsidian probably sit around and said "Hey let's make the most cohesive RPG ever in Eora setting" and this is it. It feels fun and engaging, if you don't expect it to be the greatest RPG ever.
There is a lot to say about this game, most of it bad. The story is weak. The companions are boring at best and downright annoying at worst (I wanted to throw the dwarf off a cliff). The combat is probably the most OK part of the game, but there are a ton of things holding it back. There aren't nearly enough interesting abilities to choose from. The progression is so slow that it takes about ¾ of the game before you get something resembling a build. And you fight the same enemies for the entire game because the roster is just that freaking small. One thing I simply can’t get over is just how empty this game is. The cities are barely populated, there’s no passive wildlife, and you won’t ever find any friendly NPCs out in the wild who are out just doing their own thing. The world is populated exclusively by packs of enemies who are just there to get in the player's way and give them something to hit. In fact, I don’t think there is a single non-companion NPC in the whole game that is actually capable of walking around instead of standing, sitting, or lying in the same spot 24/7. The whole world feels dead. You can draw a gun and fire it in the middle of town and no one will care. Even your companions barely respond to your presence and won't even react if you walk up to them and shove your camera inside their head. These are the types of things I'd expect from a small studio who's never made an open world game before, not Obsidian.
Should not be verified for Steam Deck. Terribly optimized no matter what settings configuration I try to correct it. Story is poorly written and the character creator is far too basic. Did not enjoy my short time with Avowed. Probably will not pickup and play again anytime soon unfortunately.
Get the game on sale. This game is very much a folk hero's fantasy who likes politics intertwined with pantheons. If you're not here for a chosen one plot though, the sheer responsibility behind every decision will become exhausting; having to decide the fates of EVERYONE ALL THE TIME gets obnoxious. While the writing might feel dry, these characters felt like real people; I believed them when they talked. It felt good to help these characters and communities. Characters also stand up for their own judgements within reason. Felt like my choices had weight. The RPG elements felt too much like they were trying to please everyone that it diluted any challenge it could offer. I eventually just picked perks and weapons for their aesthetics with only the mildest of challenge with blocks and parries. At the very least, those aesthetics are rewarding. But each combat will eventually feel routine. Each overworld map also has a repetitive roomba routine. Task to task to task, fill checkmarks. The bounty board here, the treasures there, all sidequests have the mildest of twists and turns. It can very often feel like filler. It's not a bad game, it's just an okay game; that doesn't make a game bad. But it would feel bad if you bought this game for $50 instead of $20.
AVOWED – Die Kunst, eine Welt zu retten und dabei komplett vom Weg abzukommen Es gibt Spiele, die haben eine klare Mission. Du bekommst einen Auftrag, verfolgst das Ziel, rettest die Welt und die Credits laufen über den Bildschirm. Dann gibt es Avowed. Avowed schaut sich dieses Konzept an, lacht kurz, wirft es aus dem Fenster und sagt: „Wie wäre es stattdessen mit einer Höhle voller Loot, einem verdächtigen Pilz und einem Schwert, das zufällig hinter einem Wasserfall versteckt wurde?“ Offiziell spielst du einen Gesandten eines mächtigen Imperiums. Du wirst in die Living Lands geschickt, um eine mysteriöse Seuche zu untersuchen, politische Spannungen zu lösen und das Schicksal einer ganzen Region zu beeinflussen. Das klingt zunächst sehr wichtig. Fast schon verantwortungsvoll. Die Realität sieht allerdings etwas anders aus. Nach ungefähr zehn Minuten hast du bereits vergessen, warum du überhaupt gekommen bist, weil irgendwo am Horizont eine Ruine steht, die aussieht, als könnte sich darin möglicherweise eine Truhe befinden. Und falls dort eine Truhe steht, könnte sich darin Loot befinden. Und falls dort Loot liegt, dann muss dieser selbstverständlich sofort eingesammelt werden. So beginnt der langsame, aber sichere geistige Verfall jedes Avowed-Spielers. Die Living Lands gehören zu den schönsten Fantasy-Welten der letzten Jahre. Nicht auf die klassische Art. Das hier ist kein typisches Mittelalter-Fantasy-Land mit grünen Wiesen, netten Dörfern und gelegentlichen Banditen. Die Living Lands wirken eher so, als hätte jemand einen Botaniker, einen Alchemisten und einen Drogenchemiker in einen Raum gesperrt und gesagt: „Entwerft eine Landschaft.“ Überall wachsen leuchtende Pflanzen. Seltsame Pilze strahlen in allen Farben des Regenbogens. Bäume sehen aus, als hätten sie aktiv etwas gegen die Naturgesetze. Manche Orte wirken wunderschön, andere sehen aus wie die Nebenwirkungen eines fehlgeschlagenen Zaubers. Die Welt ist permanent interessant anzusehen. Selbst wenn gerade nichts passiert, erwischst du dich dabei, wie du stehen bleibst und die Umgebung betrachtest. Dann entdeckst du eine Kiste. Und die Umgebung ist wieder völlig egal. Das Kampfsystem ist wahrscheinlich einer der größten Gründe, warum Avowed so leicht süchtig macht. Andere Rollenspiele verlangen von dir, dich zu entscheiden. Willst du ein Krieger sein? Ein Magier? Ein Schütze? Avowed antwortet darauf mit einem sehr selbstbewussten: „Warum nicht alles gleichzeitig?“ Du kannst mit einem Schwert kämpfen, während du in der anderen Hand Magie wirkst. Du kannst Pistolen benutzen. Du kannst Zauberbücher tragen. Du kannst Gegner einfrieren, anzünden, erschießen, elektrisieren oder mit einem Schild verprügeln. Es gibt Momente, in denen das Spiel eher wie die psychotische Fantasie eines Waffenhändlers wirkt als wie ein klassisches Fantasy-RPG. Besonders Magier entwickeln sich im Verlauf des Spiels von harmlosen Zauberern zu wandelnden Verstößen gegen die Genfer Konvention. Am Anfang schleuderst du kleine Feuerbälle. Nach einigen Stunden verwandelst du ganze Schlachtfelder in eine Mischung aus Naturkatastrophe, Kernschmelze und technischem Defekt. Gegner brennen. Dann frieren sie ein. Dann werden sie vom Blitz getroffen. Dann explodieren sie. Dann explodiert irgendetwas anderes. Irgendwann besteht ein Kampf hauptsächlich aus Lichteffekten, Explosionen und der vagen Hoffnung, dass sich irgendwo unter dem Feuerwerk noch ein Gegner befindet. Deine Grafikkarte beginnt dabei langsam zu verstehen, warum Menschen Burnout bekommen. Doch das eigentliche Monster von Avowed ist weder die Seuche noch irgendein Endgegner. Es sind Truhen. Die Entwickler haben Truhen offenbar mit derselben Sorgfalt platziert, mit der andere Menschen Kunstwerke erschaffen. Überall liegen Gegenstände. Hinter Felsen. Auf Bergen. Unter Brücken. In Höhlen. Auf Türmen. Hinter Wasserfällen. Wahrscheinlich auch hinter anderen Truhen. Man entwickelt nach einigen Stunden einen krankhaften Sammeltrieb. Jede Abweichung vom Weg wird untersucht. Jeder verdächtige Felsen wird erklettert. Jeder kleine Vorsprung könnte schließlich zu einer geheimen Kiste führen. Normale Menschen sehen einen Berg und denken: „Das ist ein Berg.“ Avowed-Spieler sehen denselben Berg und denken: „Da oben könnte eine Hose mit 0,4 % mehr Krit-Chance liegen.“ Das Rollenspielsystem unterstützt diese Sucht auch noch aktiv. Waffen können verbessert werden. Rüstungen können verbessert werden. Fähigkeiten können verbessert werden. Alles kann verbessert werden. Das bedeutet natürlich, dass jeder einzelne Gegenstand potenziell interessant sein könnte. Selbst der rostige Dolch, den du eigentlich wegwerfen wolltest. Vielleicht braucht man ihn später. Vielleicht. Irgendwann. Möglicherweise. Unter sehr speziellen Umständen. Deshalb bleibt er selbstverständlich im Inventar. Zusammen mit den anderen 700 Gegenständen, die du ebenfalls niemals benutzen wirst. Die Dialoge zeigen dabei deutlich, dass Obsidian hinter dem Spiel steckt. Jeder NPC besitzt eine Hintergrundgeschichte. Jeder Charakter hat eine Meinung. Jeder Dorfbewohner scheint ein persönliches Drama mit sich herumzutragen. Du fragst einen NPC nach dem Weg. Zehn Minuten später diskutiert ihr über Religion, Philosophie, Politik, Identität, Geschichte und die Zukunft der Gesellschaft. Die ursprüngliche Frage ist längst vergessen. Der NPC ebenfalls. Die Brücke, nach der du gefragt hast, hast du inzwischen zufällig gefunden. Was Avowed besonders gut gelingt, ist das Gefühl eines echten Abenteuers. Nicht eines streng geführten Abenteuers, sondern eines chaotischen. Du startest mit einem Plan und endest irgendwo völlig anders. Du möchtest eine Hauptquest abschließen. Unterwegs findest du eine Höhle. In der Höhle findest du einen Schatz. Der Schatz führt zu einer Nebenquest. Die Nebenquest führt zu einer Ruine. Die Ruine führt zu einem Boss. Der Boss droppt eine legendäre Waffe. Die Waffe benötigt neue Materialien. Die Materialien befinden sich in einem anderen Gebiet. Vier Stunden später erinnerst du dich plötzlich daran, dass du ursprünglich eigentlich nur einen NPC besuchen wolltest. Avowed erzeugt dieses Chaos ständig und genau darin liegt sein größter Reiz. Natürlich ist nicht alles perfekt. Die Gegner wiederholen sich gelegentlich stärker, als man es sich wünschen würde. Manche Kämpfe fühlen sich vertraut an, weil man bestimmte Kreaturen bereits dutzende Male bekämpft hat. Einige Systeme wirken etwas vereinfacht und nicht jede Entscheidung hat die gewaltigen Konsequenzen, die man sich vielleicht erhofft. Aber erstaunlicherweise stört das selten. Denn während man darüber nachdenkt, hat man meistens bereits die nächste Höhle entdeckt. Und die nächste Truhe. Und die nächste legendäre Waffe. Und die nächste Ablenkung. Am Ende ist Avowed weniger ein Spiel über eine magische Seuche und mehr ein Spiel über die völlige Zerstörung deiner Prioritäten. Du reist los, um eine Krise zu lösen. Du wirst zu einem bewaffneten Schatzsucher. Du entwickelst die Reflexe eines Waschbären, der eine Mülltonne entdeckt hat. Du durchsuchst jedes Gebäude, jede Ruine und jeden Busch, als würdest du für archäologische Kriegsverbrechen bezahlt werden. Und irgendwann sitzt du nachts um drei vor dem Bildschirm, umgeben von legendären Waffen, seltenen Materialien und dutzenden offenen Quests, während du verzweifelt versuchst, dich daran zu erinnern, warum du ursprünglich überhaupt in die Living Lands gekommen bist. Das ist Avowed. Ein hervorragendes Fantasy-RPG, ein gefährlich gutes Abenteuer und wahrscheinlich die überzeugendste Simulation eines schwer bewaffneten Kleptomanen, die jemals veröffentlicht wurde.
I may be a bit of a contrarian, but I enjoyed it. Honestly, I found it a bit too long, at least for my playstyle (94 hours). It's a classic RPG, but I found the story interesting, the themes explored, and the companions react to what you do and what you see, much more so than I've seen in other similar games. Choices really do have consequences. I understand the "too colorful" and other nonsense people wrote in reviews, but I find them superficial compared to what I experienced.
Good, but not great. Has all the bones of a excellent RPG but none of the meat. Beautiful handcrafted world and fun combat but beyond that there isn't much. Story is bland, characters are unmemorable, and most companions (Kia excluded) are unhelpful. All magic is used for is combat, no utility spells, not even a way to make light for dark places. There is no stealing or crimes you can commit, not even a lockpicking mini game. And all the NPCs are lifeless. The weapon upgrade system is tedious but necessary for progression, just be sure to only upgrade weapons you plan on keeping otherwise you wasted hours of your time. If you don't mind this and just want a fun AA fantasy game then this is perfect for you. Otherwise you should probably wait for a sale instead of paying full price.
I'm not extremely deep into the game yet, but this one has me excited to get home from work to play. It's been a long time since video games have done that! Very rich graphics, story, dialogue, exploration, and combat.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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