
The story of Myst continues in this third entry of the series, originally released in 2001. Return to this strange and wondrous universe, where books become portals into worlds, and where the lessons of the past may yet hold meaning for today...
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 0.29/day in the week to Aug 23 → 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
The perfect place to plan revenge.
Unravel the third chapter of the Myst saga, and embark on a desperate hunt through the Ages for an embittered villain whose vengeance threatens to eradicate an entire civilization.
Myst III: Exile continues the story of familial betrayal and timeless conflicts. Featuring 6 new awe-inspiring Ages explore and dozens of puzzles to solve as you search for the elusive villain Saavedro. Time is against you as you attempt to unravel his madness and reveal the dark secrets of the brothers Sirrus and Achenar.
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Enjoy the six new worlds of Myst III: Exile, featuring a free-look movement system that allows you to view 360° at every location.
Genres
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 566reviews | 93% | — | $134.4K |
| $5.99−60% | 199ratings | 90% | — | 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.
Engagement
Reviews
Themes across 55 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Initially fun, and the true puzzles are engaging, if often easy. But anticipate frustration when you're trying to find a hidden path in a chaotic, visually muddy, and often inscrutable landscape, and every age has one. Exactly one thing in the game requires you to click and drag without introducing the concept or using it again. Exactly one thing requires you to drag inventory items onto something-- without introducing the concept or using it again. How you're meant to do those things, I don't know. Cyan may as well have made you push the 'K' key without warning or reason. Several times I found myself lost because, despite almost nothing in the environment being interactable, some random and unremarkable trash is. As others have pointed out, the acting from the villain is great, even if his dialogue is a little awkwardly molded to fit an 'audio log' format that doesn't make a lot of sense. But that's not really enough alone. In the end, after finishing the surprisingly short game, I was left with the hollow relief of having a monkey off my back, but nothing approaching satisfaction. Myst was strong-- this wasn't.
Only ever played Myst and Riven as a kid, the puzzles in this one are much more forgiving and logical (in a bizarre sort of way). I can look all around freely?! This is truely high tech, I can't wait to see what the future holds for Myst. Brad Dourif is excellent.
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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*, French*, Italian*, German*, Spanish - Spain*, Dutch**languages with full audio support
Hours played at review time, across 55 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Back in the day, Myst III was my favourite in the Myst series. After a recent playthrough, I still like it a lot, but there are kinks here and there. In brief terms, I would still recommend it, but also tell not to expect too much. As the other Myst games early in the series, the game is relatively short, which in combination with the steep price (for a game that is literally a quarter of a century old!) is a bit of a drawback. The puzzles are good, but occasionally also somewhat cryptic, because it is at times difficult to tell, whether you just need to figure out a mechanic on your own or to find some hint somewhere. The actual gameplay definitely shows aging. For example, the entire menu very much tells you that the game is very old. The navigation is tricky at best, and tedious at worst (looking at you, Edanna), but it is unchanged from the original. What surprised me the most is how bad the graphics are. Sure, they are pretty, and contain lots of details, but it is also painfully obvious that they have been pre-rendered for a particular resolution way back when. Playing on a 4K monitor nowadays feels dated. To get a feeling for the difference, the slideshow on the store page can be put to full screen - the effect is basically the same. Still, the music, the atmosphere, and the antagonist are very much enjoyable.
Myst III: Exile delivers a compelling narrative continuation, providing a strong follow-up to its predecessors by effectively picking up the thread of Atrus's struggle to rebuild the D'ni civilization. This cinematic journey is anchored by memorable live-action performances, most notably Brad Dourif's visceral and emotionally charged portrayal of the antagonist Saavedro, which adds immense weight to the story stakes. The experience is incredibly accessible on modern systems, shipping with widescreen compatibility and modern engine support to offer an improved aspect ratio compared to the original release. The exploration thrives on distinctive Age visuals, where each unique world boasts a standalone aesthetic, ranging from the organic, layered plant life of Edanna to the hexagonal, mechanical design of Amateria. Navigating these environments relies on engaging environmental puzzles that offer a satisfying sense of accomplishment, such as a clever light-reflecting challenge on the hub island or complex weight-based counterbalancing. This progression is further enriched by immersive soundscapes filled with whistling rocks and chirping wildlife, all serving a clever lesson mechanic where each puzzle is structurally tied to the education of Atrus's sons. However, this classic adventure game still faces a few notable hurdles stemming from its archaic navigation and vague feedback loops. The gameplay suffers from a jerky movement system, creating a point-to-point transition between locations that feels jumpy and far less fluid than modern free-roam remakes. The pacing can also take a massive hit due to excessive and frequent reading requirements, relying heavily on incredibly long journal entries to explain mechanics and plot points that can easily overwhelm you. You will also encounter frustratingly vague interaction logic, highlighted by a notorious vibration and sound puzzle in Amateria that lacks clear feedback and leads to tedious trial and error. This friction is compounded by obscure visual cues, as critical interactive levers, gear shifters, and small buttons are often very difficult to spot against the hyper-detailed backgrounds. Furthermore, navigation can become disorienting inside identical pathway layouts that reuse repetitive textures, making it easy to lose your bearings in specific chambers. The puzzle design can occasionally feel unpolished due to inconsistent puzzle feedback, where certain blue dial buttons interact without any clear purpose or result while other challenges provide a satisfying click and lock audio cue. Finally, the user experience is slowed down by an archaic save system. The save and load menus feel clunky and unintuitive, requiring several unnecessary clicks and direct keyboard inputs just to perform a simple save operation. Overall Myst III: Exile is a remarkably atmospheric, visually distinctive, and narratively gripping adventure classic that excels through its phenomenal live-action acting, unique fantasy world themes, and highly rewarding environmental logic. While the cerebral journey is occasionally burdened by jumpy movement transitions, pixel-hunting visual hotspots, repetitive room textures, and a clunky interface setup, the brilliant overarching puzzle design and magnificent story presentation ensure it remains a definitive and memorable milestone for puzzle enthusiasts.
very nice sequence to riven. unraveling the dysfunctional family of Atrus.
Overall this one is pretty good. The puzzles are fairly abstract, but if you are working your way through the Myst series it is way easier than Riven, but harder than Myst. Ultimately I solved 99% of the game without looking anything up, and the one part where I got stuck and had to look up what to do was because I couldn't see a pathway to walk down, probably because the graphics are so blurry. Some of the puzzles are a bit annoying because they are more about trial and error than using any kind of logic, but it's mostly satisfying.
Classic puzzling, just as good today as in 2001.
Now for the 2026 play, my 3rd time through the game. It really needs an update. The Steam version is the original, and it seems odd to see the low resolution, especially after playing so many new games recently. Even so, it's still quite a pretty game to look at. We played it together, though we needed lots of help. The only way to truly understand what the hell is going on and why is to use the Prima Official Strategy Guide, which we kept handy and used liberally. There are five worlds that require puzzles to be solved to advance the story. The game opens on Tomahna, the house of Atrus and Catherine and Yeesha that we will see more of in Myst IV. However, we are quickly taken to J'nanin, the world that is central to the game. For most of the images below I have cropped out the bottom of the screen, which shows the inventory items, mostly books. The game play screen is 640 x 480, more square than these cropped images. None of these worlds were meant for anything except to train Atrus' two criminal sons how to manipulate worlds and get along together to solve problems. I wish the Myst stories had left those two alone, already imprisoned by Atrus at the end of Myst. We now have to deal with a man driven mad by the cruelty of those two boys. Saveedro, played with full force and intensity by Brad Dourif (Wormtongue in LOR), is rightly upset with Atrus for not keeping a close rein on the boys, and the game is all about his seeking revenge. He has been separated from his wife and kids for twenty years, and is now a raving madman. Anyway, there are three main puzzles to solve in J'nanin, also referred to as the lesson age. The solving of each puzzle gains the player a different world to explore. There is also a minor puzzle to solve beneath the main elevator, found in the art nouveau house shown above. The elevator gains the player access to the main tusk summit, which has solutions to each of the three main puzzles. There are also three smaller tusks, with a major problem to solve for each. We got through J'nanin without much trouble. One of the puzzles I really liked was the light puzzle, shining from one lamp to another across the small island. It's also a great island to walk in, as the player can make a complete circuit of the island without backtracking. It is a death-defying walk and quite exhilarating! The first world we traveled to from J'nanin was Voltaic, the energy age. The puzzles here are also mostly solved by a bit of poking and exploring, though the three-storey steam pipe one is tedious and overly complicated. Especially since Saveedro has damaged part of it, as he has in each world. The puzzles would be difficult enough, but by damaging them things can quickly go from bad to worse for players. Catwalks, both high and low, an elevator, underground caverns and above ground caverns, along with an airship ride, are some of the highlights of this very scenic age. Once things are up and running, there are some great sound effects. This helps immersion in the game, as the music, for the most part, is quite lame by Myst and Riven standards. Once the age has been completed players are rewarded by a scenic airship ride through the canyon. We get to take a sheet of paper with us which has a mysterious symbol written on it. Back to J'nanin via a handy linking book, and on to the next world. Amateria, the age of dynamic forces, is still my favourite of the worlds of Myst III, though the puzzles are virtually impossible without spending a lifetime of trial and error. The small island can also be walked in a circle, with indoor and outdoor scenery of a spellbinding quality. The sky was unbelievably dramatic, with lightning, thunder and some of the best dark clouds and lighting to this day. Even in 2026 I still love just walking around that place. Its Chinese themed architecture works perfectly against the drama of the overall atmosphere. As mentioned, the puzzles here can be far too challenging, and with very little in the way of help as to what needs doing, this beautiful setting can quickly become a frustrating experience. Hints and use of a walkthrough are nearly mandatory if the player wishes to exit the game in a spirit of fun and enjoyment. Whereas the payoff in Voltaic was a ride in an airship, this time one gets to ride inside an ice sphere, whizzing through a maze of track. It's best to save the game before the final code is inputted, so the ride can be taken again. Back to J'nanin with another symbol on paper, and off to yet another world. Edanna, the world of nature, is nearly a complete disaster, and one of the worst Myst creations to ever be thrust upon a devoted gamer of the series. There are many physical levels to this game, but if the player doesn't begin from the uppermost level and work downward, there is no hope of success. Should one wander down into the depths of the jungle first, nothing at all can be accomplished. It's so easy to get lost and turned around down there that I can safely bet that many players likely abandoned the game somewhere below. Even if by chance some puzzles are solved, you will never figure out what they mean. Even with a walkthrough and a map from the strategy guide, good luck finding and solving everything that needs doing. None of it makes the least bit of sense as far as teaching the boys anything about worlds or nature. The jungle at the bottom features one necessary pathway that is virtually impossible to find. It is easy to get turned around, and can become something of a maze, that dreaded feature of many early adventure games, beginning with the Zork text games and continuing on into visual games for far too long. The less said about Edanna the better; use a walkthrough if you wish to remain sane. Otherwise, expect plenty of anger issues to arise. Upon completing this world the reward is to be picked up by a giant bird and brought up to its nest. A third page with symbol is gained. The final world visited before end game is Narayan, the age of balance. Again Saveedro (who we bump into here and quite often in the game) has damaged part of the age, in this case destroying some tapestries which hold symbols related to the three we have gathered before arriving here. Again the puzzles are complex and unnecessarily abstruse. Part of the first main puzzle makes absolutely no sense at all. The second one is easier, as it is simply copying symbols from an underground tapestry collection and putting them into a machine. This world is very limited, and there is little to explore. With only three discs, the developers were running out of room. But seeing a gondola that will follow an airborne track leads the player to assume that he/she will soon be riding the vehicle. Not so. The gondola is only for Saveedro, if you make it that far in the game. Once the second main puzzle is solved, the end game sequence begins. Save as soon as you can. Next come the five endings. Choose wisely. It doesn't matter, as the game sets up the player to lose. Of the five possible endings, three of them end badly for the player and for Atrus. A fourth ending ends badly for Saveedro, but okay for us. A fifth ending, which will only possibly be found by players after all the others have been tried (I missed it entirely the first time I played and never knew of its existence), ends well for everyone. The game could really use an upgrade, and I would certainly replay it then. Though a fairly good game with lots to see and many places to wander freely, I rank it well behind Riven and a bit behind Myst. Even so, it is one of those games I find myself thinking back to often, with that little dwelling at the crater bottom on J'nanin and the mysterious and entrancing world of Amateria. It was hurtful not to see more of Atrus and Catherine's house, but we get the whole thing in Myst IV.
Great acting and fun puzzles. Just one age is a bit confusing to navigate
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