
Unique, truly open-ended fantasy adventure in a strange, new world. Use battle or cunning to change the world, served by your own army of custom-made mutant monsters. Over 80 zones to explore and 50+ hours of gameplay. Multitudes of skills, abilities, factions, treasures, and servants to create.
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
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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, 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 | $5.99−70% | 443reviews | 94% | — | $54.5K |
| $5.99−70% | 74ratings | 92% | — | not modelled | |
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I played through the original Geneforge 1 several times years ago and first played through Mutagen on Epic after the giveaway. I've always considered Geneforge Spiderweb's weakest series, behind Avernum, Queen's Wish, and Avadon (in that order). I find managing groups of generic creations tedious compared to working with fully fleshed out parties, the map system of clearing discrete node by discrete node is less interesting to me than the more open worlds of the others, and the way you get force railroaded right from the start into one of three very sharply defined factions I find off putting from a story perspective. They're still good games (well, at least the first three, I'm not sure if I ever finished 4 and 5 all the way to the end) but not great games like Avernum or Queen's Wish or very good games like Avadon. That said, I was surprised on my latest (I think fifth time including original and remake) playthrough of Geneforge 1 to have my best experience with the series doing a Torment, solo, pacifist run to pick up three achievements that didn't immediately unlock when I launched the Steam version and it read in my Epic saves. I thought I'd give that a shot and in all likelihood find it too hard and tedious to stick with, but it was actually surprisingly the most engaging way I've found to play the game. The earlier sections in particular are engrossing when you have to be very strategic and careful in what regions you can clear to green status, which areas within which regions you safely enter, where you can lure monsters back to friendly characters to have them do the killing, where and how the game lets you completely bypass combat by heavily pumping up leadership and mechanics, where you can revisit areas after getting more stealth to move further into previously effectively blocked off areas -- all a lot of fun. Surprisingly, once you get into mid to late game and you're aligned with the Takers and have 11 leadership, 14 mechanics, and 12-15 stealth (and that's all you need; I had a bunch of unspent skill points when I finished the game) a Torment, solo, pacifist approach becomes probably the easiest time I've had in any Spiderweb game at any difficulty level, cakewalk rush through the entire NW and NE sections of the map containing Trajkov, the Geneforge itself, and Goettsch.
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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
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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 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Geneforge 1 – Mutagen, developed and published by Spiderweb Software, is a rich and ambitious isometric CRPG that revives one of the most unique role-playing concepts in the genre: the ability to create life and command it as both a tool and a moral burden. Rather than merely remastering the 2001 classic, Spiderweb reimagines it through updated visuals, expanded writing, refined mechanics, and new areas, while preserving the core identity that made Geneforge a cult favorite. The result is a sprawling, open-ended RPG experience that emphasizes freedom, consequence, and strategic depth in ways few modern games attempt. You begin the game as an apprentice Shaper, part of an elite society whose members wield the forbidden art of creating living, thinking organisms from raw biological essence. After a mysterious attack leaves you stranded on Sucia Island — a place long sealed and abandoned by your order — you quickly discover that the island’s creations have evolved far beyond what the Shapers intended. Some crave freedom, some resent their creators, and others seek power for themselves. This setup creates an immediate sense of mystery, drawing you into a world defined by competing ideologies and moral ambiguity. From your first steps on Sucia, it becomes clear that Mutagen is not a linear RPG but a complex web of choices, allegiances, and consequences, where your decisions shape both narrative direction and gameplay style. One of the game’s most compelling strengths is its immense freedom. Mutagen offers more than eighty interconnected zones, numerous factions with conflicting agendas, multiple routes through quests, and diverse character build paths. You can play as a warrior who crushes foes with brute strength, a powerful spellcaster who manipulates the battlefield with destructive magic, or a Shaper who constructs an army of creatures tailored to specific challenges. The shaping system, in particular, elevates the gameplay: each creation has its own abilities, stats, and potential upgrades, and your capacity to control them depends on your own skill investment. Push your shaping abilities too far, and your own creations may rebel — a constant reminder that power in this world comes with risk. This dynamic makes every choice meaningful, encouraging experimentation while forcing you to consider long-term consequences. Exploration is the backbone of Mutagen’s experience. Sucia Island is full of ruins, abandoned laboratories, hidden workshops, rebel camps, hostile factions, and intricate lore. Each location feels handcrafted, with environmental storytelling woven through notes, conversations, computer terminals, and ancient mechanisms left behind by the Shapers. The open structure allows players to approach challenges in their own way: confront threats head-on, negotiate uneasy truces, sneak past dangers, or manipulate factions behind the scenes. This flexibility gives Mutagen its distinctive flavor — one where you’re not simply following a story, but actively carving your own path through a morally fractured world. The game frequently rewards observation, creative thinking, and a willingness to take risks. Narratively, Mutagen excels by refusing to offer easy answers. The factions you encounter — from oppressed creations seeking independence to radical groups looking to reshape or destroy the Shaper order — are presented with nuance rather than clear-cut morality. You can support the establishment, empower renegade creations, or forge your own ideology that defies both sides. The writing reflects Spiderweb Software’s signature style: clear, concise prose enriched with strong world-building and subtle political commentary. Conversations matter, choices echo throughout the campaign, and the ultimate resolution depends entirely on your philosophy and decisions. Mechanically, Mutagen remains faithful to its CRPG roots: turn-based combat, ability-focused character progression, and resource management all play central roles. The tension of balancing your essence between shaping creatures and casting spells adds strategic complexity, while encounters challenge you to adapt your approach rather than relying on a single tactic. At the same time, the game retains some of the clunkier edges of its classic design. Combat animations are simple, environments are functional rather than visually lush, and the UI — while improved — still reflects the studio’s focus on systems over presentation. Players seeking high production values or cinematic storytelling may find the aesthetics modest, but for those who value mechanical depth and narrative freedom, these limitations are easy to overlook. Perhaps the most impressive aspect of Geneforge 1 – Mutagen is how thoroughly it supports experimentation. Few RPGs allow such drastic variability in playstyle and outcome. You can finish the game through diplomacy, stealth, overwhelming force, or a combination of all three. Entire factions can rise or fall based on your decisions. Entire regions can remain unexplored or be conquered methodically. Mutagen invites replay, not through superficial branching choices, but through fundamental shifts in how the world responds to your actions. In the end, Geneforge 1 – Mutagen stands as one of the most distinct and liberating RPG experiences available on Steam. It is dense, demanding, and unapologetically old-school, but its depth, originality, and narrative complexity more than compensate for its simple graphics and utilitarian interface. For players who enjoy long-form, choice-driven RPGs where their decisions genuinely matter — and who are willing to immerse themselves in a world built on creation, control, rebellion, and consequence — Mutagen delivers an unforgettable journey. Spiderweb Software has crafted not just a remake, but a rejuvenation of a classic that still feels ahead of its time. Rating: 8/10
I love the Geneforge series and I'm so glad they decided to modernize the first game. I got hooked on the demos when I was young - something about the branching story and the magic of shaping creatures just enthralls me. 80 hours later, I have explored the world of Geneforge 1 and finished all achievements. If you're on the fence about trying a Spiderweb Software RPG, I recommend giving this a try!
What would happen if Mary Shelley and Jules Verne had a grand-grandson who was an old-school C-programmer with a knack for game development? This might as well be Jeff Vogel who has been running Spiderweb Software game studio for some 30 odd years. Geneforge is equal parts sci-fantasy book and tactical CRPG. If you like both those art forms and don't mind a somewhat retro look in a game (though Geneforge Mutagen looks very pretty if you can look past its retro roots), you don't want to miss this title. In fact, all series by this studio are amazing in this regard - just be careful to not buy older versions of the games, as those definitely show their age. I appreciate that they are still listed here, but for anyone not performing game archeology, there's no reason to reach for those older titles when much prettier modernized remakes are available. They all go on discounts periodically, so the bang-for-the-buck is truly stupendous - if reading long, original, high quality fantasy stories in exploration-driven tactical RPG game form is your bang, that is. Make no mistake, these aren't VNs, they are pure bred RPGs, but the amount of story content dwarfs even some long VNs, especially considering that most of these series run 3 titles long, and one, Avernum runs 6! (Avernum remakes are up to 4 at this point, but I'm sure we'll get all of them in due time). Now excuse me, I have to read just one more page of this game before bed... I mean, I need to have one more fight in this book... oh chucks.
I've played the original twice, and the remake once, and its very close to my ultimate concept of perfect RPG on the fantasy side (Fallout is the best overall, but not fantasy). It's innovative use of the party system, the spells, the monsters you control, the use of "choice matters", the different factions, the politics, the overall story, the correct balance between going everywhere and guiding the player, it's all here. It's a real great RPG and I can't recommend it enough.
Tedious inventory management and repetitive encounters due to a crude ruleset, but the setting, the worldbuilding, the story, its moral ambiguity, and the writing are honestly surprisingly interesting and original for a one man game. Just make sure you have a playlist to be played in background since the game has no music at all
The Geneforge series contains some of the most original and interesting worldbuilding in the crpg space. I hope people don't get put off from and its simpler graphics and give this series a chance because it is a fantastic series. I never played much of the originals, but from what I understand the changes here are considered improvements. The story is pretty straightforward but it is interesting. I will say the inventory management is tedious. But its something worth overcoming to experience the game. There are multiple solutions to challenges and quests, multiple factions to align with. The story is full of moral ambiguity, and the world contains morals completely align to most fantasy found in video games. I also think gamers should just support the work of Jeff Vogel and Spiderweb Software. He has bringing us CRPGs for decades now, and the work that has gone into each game with so little resources but so much passion and soul and such great outcome is astounding.
It's not a very good game. The story isn't bad, but everything else leaves a lot to be desired. The graphics and user interface are weak. Progression is slow, and the back-and-forth running is boring, which is not helped by the fact that some levels are designed like mazes. A significant portion of the game revolves around exploration and combat, and character development would add a lot to it, but level-ups are rare, there are few skill points, and even those have a fixed allocation. For example, the mechanics (lock picking) and leadership (diplomacy) skills are important, and for the first 6-8 levels, I could only really develop those. This makes it not very varied. As a Shaper, I'm using the same creatures since the start of the game, the same way in every fight. It says a lot about the game that only 15% of players have earned the faction joining achievement (which is perhaps a third or half of the game), meaning the vast majority of players quit before this point. I would definitely not recommend it at full price...
I first played Geneforge 1 in the late 00's. I remember being completely entranced by the universe that Spiderweb had created. More than fifteen years later the world of the Shapers is still one of the most unique settings I've encountered. I have enjoyed the entire series numerous times and this remaster is wonderful. I am very much excited for the rest of them. The story is incredible and the gameplay is brought up to Spiderweb's current standard. I would highly recommend the series to any lovers of fantasy.
Marvelous writing, it really feels like a good book. Has some downsides, like I feel since all the areas in the game are square the devs wanted to fill them all in which is sometimes unnecessary. The graphics are, of course, not astonishing, too. But it was a blast and a great story.
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Players by region
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