
Kratos and Atreus embark on a mythic journey for answers before Ragnarök arrives – now on PC.
Modeled estimate, not a reported figure. How we estimate →
About
From Santa Monica Studio and brought to PC in partnership with Jetpack Interactive comes God of War Ragnarök, an epic and heartfelt journey that follows Kratos and Atreus as they struggle with holding on and letting go.
The sequel to the critically acclaimed God of War (2018), God of War Ragnarök picks up with Fimbulwinter well underway. Kratos and Atreus must journey to each of the Nine Realms in search of answers as Odin’s forces in Asgard prepare for a prophesied battle that will end the world.
Along the way, they will explore stunning, mythical landscapes, and face fearsome enemies in the form of Norse gods and monsters. As the threat of Ragnarök grows ever closer, Kratos and Atreus must choose between the safety of their family and the safety of the realms.
Atreus seeks knowledge to help him understand the prophecy of “Loki” and establish his role in Ragnarök. Kratos must decide whether he will be chained by the fear of repeating his mistakes or break free of his past to be the father Atreus needs.
The Leviathan Axe, Blades of Chaos, and Guardian Shield return alongside a host of new abilities for both Kratos and Atreus. Kratos’ deadly Spartan skills will be tested like never before as he battles gods and monsters across Nine Realms to protect his family.
Journey through dangerous and stunning landscapes as Kratos and Atreus search for answers.
Available right at launch with your purchase of God of War Ragnarök is access to the God of War Ragnarök: Valhalla DLC for no additional cost!
Accompanied only by Mimir, Kratos embarks on a deeply personal and reflective journey that pushes him to master mind and body as he is confronted with the challenges of Valhalla in an unravelling, replayable adventure that blends the beloved combat from God of War Ragnarök with brand new elements inspired by the roguelite genre.
Kratos’ journey continues as he enters Valhalla, a new location in the God of War Norse saga. Faced with echoes of his past, he fights to overcome the trials within himself and walk the path laid out before him.
The beloved combat from God of War Ragnarök with fresh and experimental twists inspired by the roguelite genre. Valhalla will push you to master different aspects of Kratos’ arsenal during each attempt as you face new combinations of enemies and some surprises along the way!
Death is never the end. Kratos will have access to his weapons, skills, shields and abilities, but each new attempt will reset his Stats, Runic Attacks and Perks. As Kratos progresses through each attempt, you will be presented with choices between rewards that will help you push deeper into the mysterious depths of Valhalla while building resources toward persistent upgrades.
Partnering with Jetpack Interactive once again, God of War Ragnarök on PC will harness the power of the platform to deliver an exceptional experience.
Unlocked framerates and the option of true 4K resolution expand the full potential of our cinematic no-cut camera as you travel through the stunning vistas of the Nine Realms.¹
Behold enhanced reflections, lighting, and higher fidelity shadows, as well as increased geometric detail.²
Full integration with NVIDIA RTX™ Deep Learning Super Sampling (DLSS) 3.7, AMD FidelityFX™ Super Resolution (FSR) 3.1, and Intel XeSS (Xe Super Sampling) 1.2 will allow you to reach higher graphical settings and output resolutions.
Utilize NVIDIA Reflex low latency technology allowing you to react quicker and hit harder combos with the responsive gameplay.³
Enjoy the breathtaking beauty of the Nine Realms in panoramic widescreen with 21:9 ultra-widescreen and 32:9 super ultra-widescreen support!¹
Play your way. With support for the DUALSHOCK®4 and DUALSENSE® wireless controllers, a wide range of other gamepads, and fully customizable bindings for mouse and keyboard, you have the power to fine-tune every action to match your playstyle.
Feel your journey through the Norse realms, made possible by immersive haptic feedback and adaptive trigger functionality.³
Take advantage of highly accurate, spatial 3D Audio; hear enemies approaching from any direction, including from above and below you.⁴
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¹ Compatible PC and display device required.
² Compatible PC and graphics card required.
³ DualSense™ controller and wired connection required to experience the full range of in-game controller features.
⁴ 3D Audio via analog/USB stereo headphones.
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*, Arabic*, Czech, Dutch, Greek*, Hungarian, Japanese*, Korean +10 more
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 770 reviews with recorded playtime.
Reviews
Themes across 767 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
The base game is exceptional and added a lot to 2018 (there are now more then like 4 bosses). The story conclusion was great and I loved how everything went down. The Ragnarok DLC is a great rouge-like and my god the MUSIC is special, hearing "Master Thyself" made me incredibly happy and that ending that made me tear up. What an exceptional game.
tem que god of war, muito bom jogo
Mükemmel
It's a very beautiful game with great plot, the gameplay has improved and the combat is more interesting. But there are things that are actually annoying during the gameplay, which imo are a huge downgrade from 2018. 1. Dialogues: The dialogue writing (especially the ones that happens out of the cutscenes) is just sub-par. Many dialogues are neither meaningful to the plot nor helpful to character development. It's awfully stuffed throughout the gameplay that actually distracts me a lot, especially in scenes that are serene, or deeply emotional, or thoughtful. GoW 2018 has so many moments that the brief interactions between Kratos and Mimir/Atreus that brought depth and humor into the convo. But it's just not here in Ragnarok. It's replaced by constant talking things that don't promote ANYTHING. I still feel the 2018 level of profound writing in Kratos scenes, but the Atreus scenes' dialogue design is very disappointing. It lacks depth or meaning, I even feel bad for not being able to bond with Atreus. 2. Plot writing: I enjoy the general plot, but the pace is horrible and thus the gameplay feels bad. Ever since Atreus goes to Ironwood, the main story stays very fragmented, jumping from character to character. It was totally fine when you watch the plot only, but as in gameplay it feels very bad. There's no consistency. It's genuinely confusing, and you don't get the immersive bond with either Kratos or Atreus. Also, I actually hate it when the development of the main character becomes a "family therapy" -- definitely not because it's a bad theme, but because it's shoved down the throat of the player by writing very mundane (even tasteless) dialogues in a quest which serves no other meaningful purpose. It presumes the low emotional capacity of the player, it totally contradicts both the intelligence Atreus has and the thoughtfulness Kratos has. It is so childish that it becomes unbearable to some point. - There are some plots and dialogues that are so superior to others, so beautifully written, performed, integrated. Kratos, Sindri, Freya, Brok, they all have scenes that moved me deeply. Comparingly, there are scenes that are so horrible, mostly the Atreus solo ones. I get even confused why the disparity is so huge. 3. Fantasy? Culture-based? I'm not trying to be woke, it just .... feels off. I know it's a fantasy game, that everyone speaks perfect English is no different from speaking with an accent. But it turns out, Mimir feels like the only one who actually belongs to the Norse mythology. I can't say for most people, but it surely does make it harder for me to bond with the story. In some ways, I think the Nordic culture is being "Americanized". I'm watching people using a Nordic makeup to perform Nordic stories. It's just strange. I hope when Laufey comes out, with many patheons merged into one in the afterlife, we could see more cultural presentation with their characteristic faces, clothes, and VOICES. I would recommend this game if I hadn't played 2018. But compared to 2018, it upgraded some and downgraded some. Which, in my opinion, downgraded more because of the less immersive experience in general.
beautiful gameplay and a masterpiece of a story
Easily one of my favourite games of all time. Even after 100% completion I’m sad it’s over, which speaks for itself.
good game
儿子的剧情简直无聊又臭又长,玩过一周目再去玩二周目直接劝退不想玩了
25 hours and i still don't know when the games ends
Боевка вообще не чувствуется, бог войны, нет я повторюсь, БОГ ВОЙНЫ, вязнет в каждом мобе на 20+ ударов, а школьник с луком наносит больше урона балансу врага, чем оружие, убившее кучу богов. Кстати в игре отсутствует какая-либо вменяемость и индикация станлоков у врага, так что сраный драугр может посреди вашей комбухи влепить тычку на половину здоровья Враги нападают со всех сторон, вместо того, чтобы просто рубить всех в капусту, ты смотришь в левый нижний угол как бы к тебе со спины не подошли Рунические атаки не дают неуязвимости и кастуются три года, а любой пропущенный удар стоит половины здоровья. Сонигои скажут: "ну значит надо сначала застанить врага, потом в стан кастовать", а я скажу — сонигоям не в первой терпеть мочу на лице от игры, а нормальные люди хотят грамотный микс из реактивного и проактивного геймплея и ощущение того, что бой зависит от тебя и твоих решений, а не спарировать 20 атак от 15 драугров, чтобы потом нанести 10 урона (у рядового моба 100 хп) Ну и в целом ссал на лицо каждому сонигою, что тут, что в Цусиме, боевка отвратная, притом что цусиму даже слешером назвать нельзя. А я повелся и обе игры купил и прошел на харде, вот и думайте.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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