
Disciples III: Renaissance is the next title in the award-winning Disciples series and represents a leap forward in the evolution of the turn-based strategy RPG genre.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
I really like the game from the entire point of view of the gameplay, and it would still be a great game today. Unfortunately there is a lot of technical issues running this on an up to date system (writing this beginning of 2025).
The game is unplayable. The number of bugs is overwhelming, the graphics glitch out, and battles freeze. Achievements don’t work, and you really have to put in a lot of effort and dig through forums to fix it. The graphics are ugly, and the map is hard to read. I recommend Disciples 1 and 2, but you can easily skip this one.
Итак, прошел я все три кампании. В целом впечатления смешанные об игре, т.к. очень много вылетов, каких-то багов, но при этом хорошая музыка, приятный визуал и неплохая история. По душе мне больше вторая и первая часть серии, но и эта имеет место быть, ведь я ее не забросил, а значит, было чему удерживать. Сначала удивило то, что переделали систему боевки: теперь юниты не стоят на месте, как в первых двух частях, а передвигаются по клеткам, как в Героях. По началу не понравилось, т.к. привык именно в Disciples к тому, что юниты стоят на месте, но потом и к этому привык и даже оценил, т.к. можно было сценарий боя выстраивать на свое усмотрение.
First of all, I'm one of the people that enjoyed this franchise for such a long time. I played Disciple 2 hundreds of hours and I considered it the biggest competitor to the OG Heroes 3, which puts it, for me and my preferred kind of games, on top 10 most influential games of all time. So, you can say I'm quite a fan. Disciple 3 tries to innovate on the initial formula. The biggest change that you will find is the battlefield grid movement, which is a love or hate kind of game mechanics. As an acolyte of Heroes 3, I wouldn't say this is a bad move. Still, it took a bit of time to get used to it for this game. The only explanation that I came to, is that I preferred the fast pace and the focus graphic on characters of the Disciple 2, both of which seem to be negatively impacted by this grid battlefield feature. Still, as I said, a got used to it and enjoyed the game. Second relevant change is in regards to the leader skill tree, which is an interesting approach that gives more flexibility to the choices that you take. Personally I like it, though I'll prefer way more variety - most of the options seem limited and artificial, and though you will get some improvements to your leader, most of them seem quite boring. Unfortunately here things take a bit of an 180 turn. The rest of the mechanics kept seem slopy implemented. The most frustrating thing for me is the lack of transparency creatures/ leaders attributes, skills, abilities information - things that are so crucial in such a kind of game. It seems almost impossible to get to some more details on creature's abilities, as example. Similar, it is almost impossible to identify the map buildings that actually do something. Maybe there is a consequence to the graphics used, but I'll expect some UX improvements can still make it work for the gamers. Still, my nostalgia, kept me motivated enough to continue playing the game. Unfortunately I can't recommend this game to anyone because it seems quite broken. Personally I never encounter a game in such state and I don't understand why such games are even allowed on the Steam platform, as everyone has something to loose.
This game is incredibly buggy. It's a shame because I really liked Disciples 1 and 2 when I was much younger. This game is buggy to the point of being practically unplayable. There are graphics glitches every half hour that prevent you from interfacing with the game properly, and it constantly needs to be restarted in order to be played for any length of time before it bugs out and shuts down, or just entirely crashes.
Disciples III: Renaissance represents a bold yet uneven attempt to modernize a cult-favorite strategy series while preserving its signature dark fantasy identity. Developed by Akella and .dat and published by Kalypso Media Digital, the game arrives with clear ambition: to expand the scope, visuals, and mechanical depth of the Disciples formula while moving away from some of the rigid systems that defined earlier entries. The result is a game that is visually striking and content-rich, but one that struggles to consistently deliver the tight tactical satisfaction longtime fans associate with the series. At its core, Disciples III: Renaissance is a turn-based strategy RPG set in the grim, war-torn world of Nevendaar. Players take control of a powerful leader aligned with one of three major factions—the Empire, the Legion of the Damned, or the Elven Alliance—each offering its own thematic flavor, unit roster, and campaign perspective. Exploration takes place on a world map filled with quests, neutral enemies, resources, and strategic locations, encouraging gradual expansion and careful army management. Compared to Disciples II, the shift to freer unit movement and hex-based combat arenas marks a significant mechanical change, allowing positioning and terrain to play a larger role in battles. Combat is where Disciples III most clearly attempts to reinvent itself, but also where it most often divides opinion. Battles are turn-based and visually elaborate, with units moving independently rather than occupying fixed formation slots. While this introduces more tactical options on paper, in practice the system often lacks the sharp decision-making and high-stakes tension of its predecessors. Many encounters become predictable once optimal strategies are discovered, and enemy AI frequently fails to apply meaningful pressure. As campaigns stretch on, combat can feel routine rather than dramatic, with players sometimes relying on auto-resolve simply to maintain momentum. RPG progression plays a major role in shaping armies and heroes. Leaders gain experience, unlock abilities, and equip a wide array of gear that influences both combat performance and strategic options. Units can also be upgraded, reinforcing the sense of long-term growth and investment in your forces. However, balance issues undermine some of this depth, as certain builds and abilities clearly outperform others, reducing experimentation over time. What should feel like a rich customization system can instead become a path toward a handful of dominant strategies. Visually, Disciples III: Renaissance is one of the strongest entries in the series. The game’s dark fantasy aesthetic is fully realized through detailed environments, richly animated units, and striking spell effects. Landscapes range from corrupted wastelands to lush forests and gothic cities, reinforcing the oppressive tone of Nevendaar. Even years after release, the art direction remains one of the game’s most enduring strengths, helping immerse players despite mechanical frustrations. The soundtrack and ambient audio further support this atmosphere, though voice acting and narrative delivery are more inconsistent in quality. Narratively, the game expands on established Disciples lore, presenting faction-driven campaigns that explore power struggles, corruption, and divine conflict. While the overarching themes align well with the series’ identity, storytelling is often conveyed through lengthy dialogue and exposition that lacks subtlety. Character development tends to be shallow, and plot progression can feel more functional than emotionally engaging. The story provides context and motivation, but rarely becomes a compelling reason to push forward on its own. Interface design and pacing issues further complicate the experience. Menus can feel cluttered, unit management is occasionally cumbersome, and long animations—particularly in combat—slow the overall flow. Combined with limited tutorial guidance, these issues make the game less approachable for newcomers and more frustrating for veterans expecting refinement rather than friction. The sheer length of the campaigns amplifies these problems, as small annoyances accumulate over dozens of hours. Ultimately, Disciples III: Renaissance is a game defined by contrast. It is ambitious, visually impressive, and packed with content, yet frequently undermined by balance problems, repetitive combat, and uneven design decisions. For players deeply invested in the Disciples universe or fans of dark fantasy strategy willing to overlook rough edges, it offers a lengthy and atmospheric journey through Nevendaar. However, those seeking tightly tuned tactics or a polished evolution of the series may find it an intriguing but flawed entry—one that hints at greatness without ever fully achieving it. Rating: 5/10
The game is great, but it has a lot of unresolved bugs. I hope they fix the problems soon so I can play the game. I played Disciples 2 a lot and I really liked it. I hope the problems will be fixed soon. I completely understand those who have bad opinions about the game, but I personally like it a lot.
Three playable races The Empire The Legions of the Damned and the Elven Alliance because variety means choosing which medieval stereotype to suffer under
its very bugged, always gets out of the game
great story line, linear action, thought provoking turn based action
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