
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
While not as impressive as Riven in terms of worldbuilding and story, Exile is another enjoyable entry in the MYST series. I always loved the introduction of 3D pre-rendered graphics in Exile. They put it to great use in this entry's lesson ages. Amateria still stands out to me as one of the most scenic environments we are able to explore in the MYST games, and features one of the coolest puzzle finales as the cherry on top. One of the Ages, Edanna, has the player navigate an almost entirely natural environment that features multiple levels. While pretty, it is rather difficult to navigate, even on repeat playthroughs. This game has its ups and downs. There are great environmental visuals, good soundtracks and ambience, and more lore for the world of the MYST games. It doesn't hit as high as its predecessor, unfortunately, as the puzzles are more forced on the player (given the educational nature of the ages visited), and Exile returns to the MYST formula of briefly visiting multiple ages to accomplish an overarching task. While it has its pros and cons, Exile is worth the try, and does a good job rounding out the initial trilogy of MYST games, while introducing new visual improvements to the formula.
A wonderful and beautiful continuation of the Myst series. You learn of and make right more of the problems caused by Atrus's sons while trying to rescue the Age Atrus has written for the survivors of D'ni.
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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
This is a fun continuation of the the story Myst and Riven started.
The universe of MYST ...
Great acting and fun puzzles. Just one age is a bit confusing to navigate
норм
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.
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.
Müzikler ve hikya oldukça başarılı. Bulmacalar zorlu ve yeterince uzun, elbette yaşını belli eden grafiklere sahip ancak o dönemin 360 derece bakış açısı kamerasıyla Myst evreninde olmak ayrı bir keyif. Seriyi ya da bulmaca oyunlarını sevenlere mutlaka tavsiye ederim.
worth it!
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