
The hit RPG returns! Remastered with stunning visuals and refined gameplay Re-Reckoning delivers intense, customizable RPG combat inside a sprawling game world.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 1.71/day in the week to Aug 8 → 3.29/day in the week after.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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; PlayStation, Xbox, GOG, Epic, 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 | $39.99 | 8.2Kreviews | 77% | — | $5.9M |
| $54.99 | 11.1Kratings | 87% | — | not modelled | |
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
Reviews
Themes across 894 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I love this game since I first played the original on the PS3. Thoroughly enjoying the new content so far, still have some stuff to do before I finish Re-Reckoning. Only other games I get this much enjoyment out of is the BioShock franchise and Deus Ex: Human Revolution.
Says i've played this game 2 hours in the last week, 6 hours total. I don't ever remember playing it at all. Must have hit play and fell asleep. But sure, the video of the game looks good.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
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, Japanese, Russian, Simplified Chinese*languages with full audio support
| $39.99 |
| 1.8Kratings |
| 82% |
| — |
| not modelled |
| $39.99 | 255ratings | 76% | — | not modelled |
| $39.99 | — | — | — | $0 |
| $39.99 | — | — | — | 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 899 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great Combat, Especially with late game armor set giving you different play style (If only it was available in the first few tenth of gameplay hours), great world building and town felt lively (Cept the Fatesworn too many unamed NPCs) though in Mithros the buildings and dungeon design is new and had more verticality.
Fantastic game and story too!! ,just a downside to it ,is when you are cornered by bunch of enemies you can't even dodge their attacks
Beautiful graphics, fantastic storyline. Never mind the side quests, I've spent hours simply exploring.
This game is fun as hell. it has the x factor. combat is fun, im 10 hours in and the difficulty is still rather balanced. i love the story, especially because one of the most respected authors in fiction wrote the lore, RA Salvatore. THQ Nordic, if you're reading this lol please make a sequel! no one bought fatesworn bc you retconned nearly everything about the base game's lore! u can't blame low sales on the popularity or lack thereof of an IP when you didn't deliver the product to satisfaction playing this game is like playing an improved wow with a story and world that remind me of my days reading lotr, enid blyton, and other books with charming fantasy worlds.
It's a single-player AA version of WoW I'm about to enter Rathir, which I assume to be halfway point of the base game and I can tell some things: You gain levels far too quickly, to start with there should not have been exp potions Loot is randomized, in that annoying way where the Hammer of the Death of the Gods can be inferior to the Peasant's Broken Fork The First region and it's areas (Dalentarth) far outstays it's welcome, while Erathell was a breeze to get through Game economy is broken, that's normal in games but very noticeable here Combat encounters are devolving into spamming your aoe attacks, rather than needing strategy
TL;DR: Recommended, but with the caveat that you're getting a game from the golden age of 6.5/7 out of 10s (that already felt like a homage to those very same 6.5/7 out of 10s), whose gameplay and design choices may mean it wears out its welcome long before you've experienced all it has to offer. Grab this one on a steep discount. Story: I spent my first 10 or so hours in KoA: Re-Reckoning carrying out sidequests and mostly ignoring the main story beyond the tutorial, before hitting a wall with side content and making a bee-line through the main story. I think if I was in a certain kind of mood, the Classic WoW-esque quest design would've been a great way to explore the world on a deeper level for a while, but from a gameplay perspective, the fetch and/or breadcrumb design really didn't click with me for long, this time. This means I likely missed many story beats which explain more around the Fae, the other races, the world itself and the belief systems that are a part of it, which weren't always explained in the main quest. There were, however, interesting flashes throughout the story of a Morrowind-esque oddness to some of the characters and the Fae environments, with the overarching story of the Fateless One being almost reminiscent of the concept of CHIM which sorta explains away the high-level player character's actions in Morrowind. As an exploration of the concept of fate, and a world in which people are aware of their fate (up to and including how they'll die), KoA certainly shines. Lore tidbits are spread throughout and found everywhere and somewhat absorbed by osmosis - there's a real hand-crafted vibe to many locations despite a lot of visual similarity, with books and scraps of notes and overheard conversations abounding for those who are enchanted by the world. One thing I can say for certain is that I can see why KoA is immersive for the right audience, at least in terms of its setting and how "lived in" its environments feel. Gameplay: First, two things to note right off the bat: I really feel like I would've enjoyed exploring this world more (and made much less use of the fast travel mechanic) had there been a mount system. Also, the inventory is not great. With those out of the way... I think gameplay is perhaps the area which made KoA wear out its welcome with me after 30 hours, and made me decide not to pursue the DLC content (or many of the sidequests). Gameplay was visually fluid and dynamic, whilst simultaneously feeling a bit too button-mashy. Players are encouraged to enhance the complexity of their combat by mixing in main and off-hand weapons, magic, and the "reckoning mode", but because the game is never particularly challenging, even on hard you're rarely having to utilise these abilities, meaning I never felt truly rewarded for pulling off a stylish combo vs. just mashing X and pressing B every time an enemy reset. By 30~ hours in, I was unstoppable, and I was only at level 26 - if I'd have played to level 40, I do wonder/worry what impact that would have on a game already lacking challenge. Different attack styles being linked to equipment felt fun to explore though, and roll-dodging enemy attacks and panning of the camera do allow you to take advantage of the environment you're fighting in. On the whole, enemy variety felt lacklustre, with a handful of enemy types introduced throughout the game, who would appear alongside their slightly buffed up equivalents as the player levelled. Once you understood the blend of enemy types and how to prioritise them, this made combat encounters with packs of roaming enemies feel quite predictable. Enemy design ranged from bad to ok, with a special shoutout to the Banshean looking like Edgar the Bug from Men In Black I. The character customisation, abilities, skills and fates systems tickled the Classic WoW part of my brain that really enjoys messing around with talent trees, and helped to add much needed depth to the game, with life-skill systems also provided to support your character. This depth, however, is not incentivised for exploration by the player simply because the sheer volume of drops/gold/chests mean you never need to worry about not being able to afford, or struggle to find, high-powered equipment or potions. If you're looking for power fantasy, this is your game! In my playthrough, I did run a Thief/Assassin character (real creative, I know), and the combat/abilities of the Finesse skill tree alongside daggers, bows, rogue-y magic and poison did give me that class feel. Committing crimes/theft could land you with a fine and/or jail time, but the lack of a discernable morality or reputation system meant that there was little incentive to play as a good or bad (or even morally grey!) character, beyond your own headcanon for your Fateless One, given that the character is by its nature a blank slate. This fed into interactions with other characters, where choosing one option over another on the dialogue wheel felt unimpactful beyond the cueing of a different voice line. I read a review of the game which said that it "encapsulates an era in game design history". Whilst that could be argued for a lot of the A and AA games of that 2010-2015 era, I think the specific way in which KoA blends various systems from the popular RPGs of the time from Bethesda and BioWare alongside sub-menus and points allocation sheets make it feel both "of its time" as an early-teenies release inspired by seventh generation titles like Oblivion & Dragon Age, and at the same time a homage to the sixth generation titles which saw even larger studios finding their feet, like Morrowind & KotOR/Jade Empire (endearingly weird jank somewhat also included like these releases, and often making up for repetitive aspects of the gameplay with its charm). Audio/Visual: The graphics were what I'd call "okay", but YMMV. At times certain vistas were screenshot-worthy, although always within the context of those 2012-era meshes. Having not played the OG release, I can't say whether the textures are upscaled or not, but there were certainly a few smeary, low-res and low-quality textures sprinkled throughout the game (not an issue for me but again, YMMV). Character models and armour looked good, but I felt within each class of weapons (e.g. daggers) there was a lack of model variety. The soundtrack was acceptable, if a bit forgettable fantasy fare for exploring elven glades, but boss fight music certainly stood out for its bombastic horn sections amidst the otherwise "dreamy"-sounding synths and strings. The large voice cast appropriately hammed up their roles, which was welcome and well-delivered. Weapon and combat sounds weren't incredible, but serviceable - however reading reviews on Steam after completing the game, I can concur that using poison does indeed sound like frying bacon. Some enemy cries and sounds your character make during running/turning and combat could become quite annoying at times. Technical: Game ran perfectly well on Steam Deck at fully maxed settings, and didn't encounter any issues or crashes. Two non-game-breaking bugs encountered: one where a boss didn't load in was fixed by reloading an autosave, and the other where some armour I picked up couldn't be trashed after I completed the quest, meaning I lost a handful of inventory slots (not a major issue, but a bit annoying until I bought a backpack upgrade).
лучшая игра на свете
super.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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