
Embark on a journey to a realm overrun by demons in a new epic RPG from the creators of the critically acclaimed Pathfinder: Kingmaker. Explore the nature of good and evil, learn the true cost of power, and rise as a Mythic Hero capable of deeds beyond mortal expectations.
Most likely between $1.7M and $4.9M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $3.99 | 83% | approximately $2.9M |
| Epic | $19.99 | 95% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 1502 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
I actually hate this game. The companions are terrible and way too happy for the setting and story. Speaking of which there really isn't much of a story. What drew me to this game was the amount of classes and the fact that you can go on these mythic ascension and eventually turn into cool things like a lich or an angel, but it is not worth it. I had to force myself to beat the terrible first act before trying to convince myself that it'll get better... Spoiler alert it doesn't! The game adds some random crusade army manager mode which has no reason to exist. Overall I hate almost everything about this game and the U.I. has me questioning if the devs were smoking crack while making this game.
“Janky. Buggy. Broken. This is the worst CRPG I’ve ever played. Core systems constantly fail, the UI fights you, and basic gameplay feels unstable and unfinished. Every hour reveals another glitch, another inconsistency, another mechanic that doesn’t work the way it should. The ambition is huge, but the execution is a mess. I’m genuinely glad I didn’t pay full price.”
This is the worst dialogue I've ever heard. Theater kid levels of cringe.
Замечательный сиквел первой части. Лучшее с первой части докручено и улучшено, появились новые фишки, сюжет заставляет проходить игру взахлёб и переигрывать на разные пути(спойлерить не намерен), в общем, за реиграбельность, обилие концовок, а проветриваемый от душнины геймплей делает из игры просто конфетку. Лайк.
I tried to like this game several times. Most of my time is in the roguelike dungeon mode thing. There's so many options and things you could do, lots of detail, ways to play. I should love it. Yet I never could bring myself to even get close to finishing it. I initially gave this a thumbs down in protest against the company's actions (twice). Since they have gone back on those actions. I would make it neutral or delete it if I could. Instead I keep it thumbs down because it's not a game I see myself returning to and I will never complete it. This is a niche game that if you love this sort of game - go for it. I tried 2 or 3 times. It just becomes a chore to play after awhile.
Deeply enjoyable, challenging, with monumental replay value. I like a good crunchy RPG, and this is the gold standard. I hold this in equal regards as BG3, just mirrored in terms of their strengths and weaknesses.
Too much of this game feels deliberatly designed to waste your time
This is not a game I would blindly recommend to everyone, but for the right kind of people it is genuinely excellent. It is (obviously) based on the tabletop RPG Pathfinder, which means that the start is much more rough if you do not know the system. You can play it without prior knowledge, but there is a lot to learn (between classes, feats, archetypes, buffs, paths, multiclassing) and the game expects you to know these. The game offers an absurd amount of mechanical character building and optimization, and learning how all these systems fit together is a huge part of the fun. If you enjoy optimization, theorycrafting, or slowly turning a character concept into something powerful, this game has a ridiculous amount to offer. That also means it can easily overwhelm you. It is dense, clunky, and you are expected to read, plan, understand and research/look things up heavily. It is not a casual RPG where you just pick and progress through the story without thinking. The campaign itself has a strong dark-fantasy atmosphere, memorable companions, and meaningful replayability (which is important for a game that offers 25 classes, 12 races, and over a thousand spells, feats, and abilities). It is not perfectly polished, and some systems work better than others, but its ambition and identity carry it. Pathfinder: Wrath of the Righteous is definitely not for everyone. It is dense, long, and demanding — but it genuinely rewards you for putting hours into it and understanding its nuances. The complexity is meaningful and the choices are not just cosmetic but shape how you play, how your party functions, and how powerful your character becomes. if that sounds appealing rather than exhausting, it is one of the most rewarding CRPGs out there.
They make a buggy game with hardlocks, softlocks, crashes, and a bunch of problems, and release it on Steam, and polish it with patches for years. Steam players—pay for the game, pay for every DLC. Eat what they get. They, however, release a buggy game with hardlocks, softlocks, crashes, and a bunch of problems, and release it on Nintendo Switch 2. Oh, excuse us, here are all the current and future DLC for Rogue Trader for free. Why should I pay for DLC under the same conditions as Switch 2 players, but they don't? A rhetorical question. If this is how they treat their PC audience, well, then all they get from me are negative reviews of their games, and they won't get a cent more from me. Let them make money on free DLC on Switch 2.
UPDATE TO UPDATE: Do not buy from OwlCat. APR15 Update Response: There is an entire gaming category for people who want to simulate relationships/pursue "romance", which is usually indicated by a sexual act. NO ONE plays a CRPG to romance. You guys are lying to yourself and the community. If a player's priority, in a situation where your world is ending from a demon invasion, is to romance other characters in the world, that person's priorities do not align with the game you've created. Period. You're now trying to cater your game to people who are playing it for purposes other than why you created the game. And this makes sense to you? Then you pretend like writing romance is hard, probably because most of your devs have little experience with it. This is embarrassing for everyone involved. "we don't understand how relationships work" would've been a better PSA. "Hey guys, we're pretty anti-social here. Sorry if we don't have more complex relationship options while you're becoming a god trying to save the world." That's what it should have said. Then go back to fixing the actual game. You just patched Rogue Trader's basic game failures AFTER you spent all this time lying to everyone so you dont have to take responsibility for what you suck at. This NIki Aborti person needs to be laid off. This is complaining to her community because she can't do what every single player who plays the game does. Literally the tabletop is a game for players to create relationships with one another. Maybe she should play the ♥♥♥♥♥♥♥ game. Review: The game crashes constantly, including when opening. It often simply stop responding. Probably 50 times per hour. Every Owlcat game pretends it supoorts controller and then while using controller it simply stops working for minutes on end for no reason. The controller is working in every other app but Owlcat apps. It's really hard to express all the aspects of this game that were poorly made. A simple example is the world map. You can go to select a location on the world map. If you haven't visited it yet and it's far enough away, you won't be able to zoom out to see the path to get there. The to pan the camera to view the path (thus what you might encounter on the way) you have to move off the location and then the path disappears. If you open the more zoomed out map of the entire city, this map doesnt show your path. So, there is no function in the game for controller players to see where they are going, unless they go short location to short location. Idk no one in the studio never saw this. Never had this problem. No one else tried to go to the mansion right away like you were told to to get 1000 gold early game? You didn't plan for ANYONE to do that? That's just one example. That's an easy fix. They clearly were making this game and got the Rogue Trader offer and now both games are worse than they should be. Why is it either or? Why is it KB&M OR controlller? If i could use my mouse to overcome your lack of controller programming I could solve many of my issues on my own, but no. You made that impossible. So you failed to program the game for the tool you claim I can use to access it then you made it so I couldn't, on my end, find a hybrid solution to the problems you left in your game. Terrible decisions left and right. I made it to level 3 before my first prologue Boss fight. The boss has 20+ feats. Feats. Like what? That's contradictory to the most basic parts of the game. So the enemies dont have to follow progression at all? You made characters who break the character progression as the first boss? Like what? I held her and killed her without her doing ♥♥♥♥, but still. Like what? How does that make any sense at all? Why is there dice rolling for a potion? So when you make a potion you need to dice roll for the quality, to ensure the potion is made. Then when you drink the potion you need to roll again...to see how effective it is? So there are situations where you might need to drink 4-5 potions in a row to gain the same amount of health that 2 potions might otherwise provide. Why? How does this make any sense? It's incongruent with any aspect of the game. "because it's in pathfinder tabletop". Please. Like that determined anything else. Like we dont see how you update the games showing that "because its in the tabletop" was not enough of a reason to add it to the game. Why would I, as a person, get less health from a potion I made, if I made both potions successfully? .... ? Then you can drink 2 potions in combat. It''s gauranteed that they won't provde equal amounts of health. What kind of world is this where people, half of them combat trained, go into battle constantly having no idea how effective their healing measures are? That's beyond stupid. What does this mechanic add to the game? It just forced you to give me 56 light health potions in the prologue. Why? So I can sit there and watch them not work? Just give me a potion that works, give us less of them. There is no anticipation or fun involved in these dice rolls. It's not a risk/reward system. It simply randomly works as intended or fails to. That's how the player's perceive it. You incorporated a system into the game, that you didn't need to, is not essential for the game to function, just to include it because the other version of the game, where you're not going around picking up "loot" has it. Why? To me this shows a clear lack of understanding about gaming. The studio and its devs don't understand "fun". They don't get, at the most basic levels, why doing something in a game is enjoyable, rewarding or worth doing. There is nothing about the dice roll pottion system that improves the game or the experience. Why do I have to go to the inventory and add the potion to my "belt" which doesn't exist, then go back to my hotbar and select "useable items" then add that item to the hotbar, then use it via the hotbar only for that item to now occupy the hotbar but never exist again? So the next potion doesn't go occupy that spot (despite you having 56 of them). Why have the item remain as non-existent on the hotbar? Why can't I go into the shared stash and just use the potion? Why do you guys do stuff like this? There's no benefit to making me do all this extra ♥♥♥♥ for something that doesnt make sense anyways. The character is drinking a potion for a "shared stash" that no one carries. The item never occupies any particular inventory. So its in the communal ether to start, its in the cloud. YOu then have to donwload it from the cloud to your specific character for that character to use it, but only in combat? Just limit the uses to the same number and keep the "use" option in the inventory. Such simple decisions like this really blow my mind. HAve these guys play BG3, please. OR ANY LARIAN game Just think about this. You're going into battle against demons with a cleric and you KNOW ahead of time that the cleric's spells sometimes barely work, and it's random. Meanwhile you know this guy can't really fight either. Imagine it's a warrior instead but they can only swing 4 times a day. And you know they miss randomly. You gonna bring that guy? No. Neither of them come with you. They're both ♥♥♥♥. So you made healers in this game the equivalent of a martial character who has limited strikes per day, just because you had to incorporate a dice roll rather than having the character learn how to do the thing the game claims they learned how to do. What's the lore explanation for why cleric sometimes get 1 point of healing and sometimes 8? Their relationship to their god faultered in that moment? It's "game" mechanic not a narrative one, and it does nothing AND destroys the narrative as well. It's not lost on me how lazy you were with your accessibility features. If there weren't laws you'd have skipped that for sure. Keep this in mind audience. It's not the only thing they did only to satisfy a check box.