
Fabled Lands is a challenging old-school narrative RPG set in an open world. Complete quests, fight, trade goods and develop your character. Explore a vast land of adventure: travel across the war-torn kingdom, survive the plains of howling darkness, and escape the Court of Hidden Faces.
Modeled estimate, not a reported figure. How we estimate →
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): 0.14/day in the week to Aug 27 → 0.14/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 2,400 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.
About




Sums Steam only; GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $18.99 | 541reviews | 80% | — | $261.5K |
| $6.45−66% | 78ratings | 78% | — | not modelled | |
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Fabled Lands is a bold, old-school fantasy RPG that embraces player freedom with uncommon confidence, inviting you into a world that refuses to be neatly packaged into a single storyline. Developed and published by Prime Games, it adapts the spirit of the classic Fabled Lands gamebook series into a digital format that prioritizes agency, consequence, and emergent storytelling over cinematic direction. Rather than telling you who you are or what you must do, the game offers a living world and asks you to decide what kind of adventurer you want to become—and how much risk you are willing to accept along the way. From the outset, Fabled Lands establishes its identity through openness. Character creation allows you to choose from a range of archetypes, each with distinct advantages that meaningfully shape your early experience. There is no main quest marker pulling you forward; instead, the land is dotted with cities, wilderness regions, dungeons, and rumors that hint at opportunities without insisting you follow them. This design captures the feeling of stepping into a tabletop campaign where the dungeon master lays out the setting and waits to see what the players attempt. You might begin as a wandering mercenary, pivot into trade and ship ownership, dabble in magic, or pursue a life of intrigue and theft, all without the game nudging you toward a “correct” path. Exploration is the heart of the experience. Traveling across the map often reveals unexpected encounters, from bandit ambushes and cursed ruins to political disputes and strange cult activity. Cities feel like hubs of possibility rather than quest dispensers, offering jobs, rumors, and long-term opportunities that can evolve depending on your choices. One of the game’s most evocative systems is sailing: purchasing a ship and venturing between distant ports transforms the scope of play, opening new regions while introducing economic risk and danger at sea. This sense of scale reinforces the idea that the world exists independently of you, and that your actions simply carve a path through it. Combat in Fabled Lands is turn-based and tactical, played out on hex-based battlefields that emphasize positioning and preparation over flashy execution. Encounters tend to be concise but dangerous, especially early on, and victory often depends on understanding your character’s strengths rather than brute force. Dice-driven mechanics influence outcomes both in and out of combat, echoing the gamebook roots and reinforcing the tension that every decision carries risk. A failed roll can derail a plan just as easily as a clever one can open unexpected opportunities, lending the game an unpredictability that feels authentic to tabletop role-playing. The game’s writing and narrative presentation are among its strongest assets. Text descriptions are rich without being verbose, and choices are often framed in ways that encourage role-playing rather than optimization. Helping a struggling settlement, aligning with a faction, or exploiting a situation for personal gain can all have lasting consequences that subtly alter how the world responds to you. These outcomes are rarely signposted in advance, which makes discovery feel organic but can also lead to surprising setbacks. The absence of constant feedback reinforces immersion, making success feel earned and failure feel like part of your character’s story rather than a design mistake. Fabled Lands is unapologetically demanding. Its systems can be opaque, its difficulty spikes abrupt, and its consequences severe—particularly in modes that limit saving or remove safety nets entirely. This approach will not appeal to everyone, especially players accustomed to modern RPG conveniences and generous checkpoints. Yet for those willing to embrace uncertainty, the game’s harshness becomes part of its appeal. Surviving a disastrous expedition, rebuilding after a crushing loss, or narrowly escaping death can be as memorable as any scripted set piece. Visually and mechanically, the game favors clarity over spectacle. The interface is functional, the art restrained, and the presentation focused on conveying information efficiently. While this understated style may feel dated to some, it complements the game’s emphasis on imagination and text-driven storytelling. The lack of excessive visual noise keeps attention on decisions and consequences rather than on presentation alone. Ultimately, Fabled Lands stands apart from many contemporary RPGs by trusting the player completely. It does not promise balance, fairness, or a neatly structured journey; instead, it offers a world full of possibility and lets you determine what meaning to extract from it. Its strengths lie in freedom, atmosphere, and the quiet thrill of forging a personal narrative through choice and chance. For players who enjoy open-ended role-playing, tabletop-inspired mechanics, and worlds that feel indifferent to their success or failure, Fabled Lands delivers a deeply rewarding and often unforgettable adventure. Rating: 7/10
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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**languages with full audio support
| $22.99 |
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| 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 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Pretty fun game. Great for nostalgia if you played the books in the 90s! Thank you for bringing Fabled Lands back to life.
An excellent adaptation of the classic gamebook series. It is punishingly hard to start with, and you really have to plan in order to get our of poverty and get yourself some decent equipment. But it's also fair. If you have the right gear, yo can prosper. The stories you uncover are short self contained adventures that can be solved with combat, stealth, charisma or magery, and are inventive and flavourful. Good to dip into and do an hour now and again.
Great battle flag type role-playing game! I hope there will be more interesting and fun new content in the future! For example, the origins of more schools of thought (such as characters with single skills and magic having more initial choices, warriors can choose swordsmanship or unique weapon specialties, mages can initially specialize in a certain spell faction), or the origins of more character professions (such as the ancient Roman style centurion of the Exile, who initially carried two legion soldiers and would lose them due to death, can recruit new soldiers in the city and carry more soldiers as their level increases, can specialize in commanding or martial arts styles, affecting the overall or individual combat effectiveness of the legion) I hope different professions have more choices for different events, such as the centurion I just mentioned who can capture the castle owner with a numerical advantage in the mission of being unable to be killed, and can choose to permanently imprison him in the castle, or torture him in various ways at the cost of losing personal reputation to turn this character into a "black hound" of the legion as a combat unit Overall, I highly recommend this game and hope it continues to improve!!
I had a strange realtionship with the game, i buyed it and its dlcs but i didnt play it, i felt like there is a great game somewhere here. After started playing it grappled me very strongly, this is a great game, setting and story.
Amazing
Explore the City at Night > Succeed on Roll > lose 1 shard to fake baby. Explore the City at Night > Succeed on Roll > lose 1 shard to fake baby. Explore the City at Night > Succeed on Roll > lose 1 shard to fake baby. Explore the City at Night > Succeed on Roll > lose 1 shard to fake baby. Explore the City at Night > Succeed on Roll > lose 1 shard to fake baby. Explore the City at Night > Succeed on Roll > lose 1 shard to fake baby. Either the gameplay loops are broken or someone wrote only 1 loop for each thing :D
文本通俗,前期基本就是到处跑路做任务,没啥深意可言,换句话说算经典套路型西幻,只能给个一般的评价……我再试试吧,说不定后面好玩呢?
il faut vous attendre à une représentation vidéoludique de la version originale, hors sytème de combat, peu fun, répétitif, pas inintéressant mais absolument pas un rpg ni un tactical. enjeu faible, immersion faible. la vidéo de présentation ne reflète absolument pas le jeu, notamment sur le coté custom perso et tactical
I really enjoy this game, it can be frustrating if you dive into in higher difficulties, but when you get the hang of it and learn to avoid the harder places for a while (brotip: Stick to roads if in doubt) you can make good progress. Though there are times where, if you're not super careful, you can lose loads of progress from making a certain decisions that frankly are not very clear.
Players by region
Where this game's players are, estimated from review languages.
Related
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| $603.9K | 925 | 77% | $12.49 | |
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| $370 | 4 | 100% | $4.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $261.5K | 436 | 86% | $20.99 | |
| $261.6K | 2.9K | 87% | $4.99 | |
| $261.4K | 2.5K | 99% | $5.99 | |
| $261.3K | 688 | 62% | $15.99 | |
| $261.2K | 481 | 72% | $7.99 | |
| $261.1K | 794 | 98% | $19.99 |