
Explore the strange unknown with Pathway, a strategy adventure set in the 1930s great wilderness. Unravel long-forgotten mysteries of the occult, raid ancient tombs and outwit your foes in turn-based squad combat!
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): 59/day in the week to Jul 17 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
In a time of global turmoil, Nazi influence spreads inexorably across Europe and the Middle East. Rumors are abound of secret excavations, mysterious artifacts, and even the odd whisperings and tales of gruesome occult rituals...
It's up to you to assemble a team of bold adventurers to journey through the desert. Explore bunkers and temples of Northern Africa to discover their hidden treasures and secrets before they fall into the hands of Nazi forces.
Pathway is a turn-based strategy game designed to provide players with approachable, fast-paced and fun squad skirmishes in an early 20th century pulp-adventure setting. Quickly run for cover, flank enemies and utilize your team’s special abilities to turn the tide of battle in your favor!
On the way to the mission objective, your team will trek through a randomized map, encountering a series of brief, ‘choose-your-own-adventure’ stories. The key to a successful mission will be to manage the risks that you take during these encounters, but remember that missions can be repeated at any time - with a new series of events to encounter each time you restart.
DYNAMIC ADVENTURES - Discover 5 different campaigns of varying difficulty, each attempt generating a new web of events...
TOUGH CHOICES - Explored locations often present a brief, hand-crafted story event. Search the well? Save the villagers? It's up to you!
DECISIVE CONFLICTS - Use cover and positioning in exciting turn-based squad combat. Learn to make the best use of your team's abilities and equipment in order to defeat the enemy!
BUILD YOUR TEAM OF ADVENTURERS - Each of Pathway’s 16 unlockable characters has their own set of skills and quirks which can impact combat and story encounters.
HIDDEN TREASURES - Trade-in your high-value loot in order to upgrade your team's arsenal with increasingly rare weapons and armor.
RECOVER & REPLAY - Experiment with different team combinations until your foes have been vanquished!
THRILLING VISUALS - Classic 16-bit pixel art enhanced with unprecedented depth, lighting and shadows using Pixel/Voxel Hybrid Technology.
With soundtrack by the critically-acclaimed composer, Gavin Harrison of Halfway fame!
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, GOG, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
Engagement
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Pathway is a fun and interesting adventure tactics game. The main premise is in getting ourselves a group of adventurers with various skills and perks, and having them traverse the hostile desert areas of Middle East and Africa of the 1930s to complete several campaigns. Think the kind of setting from Indiana Jones and The Mummy. As we move through the desert, we try to uncover secrets of the ancients, whilst battling German Nazis and some supernatural enemies too, such as zombies and the cultists that engage in mysticism. The gameplay has us go through nodes on the map of an area. Each node represents a location. Each time we move to the next node, we use up fuel, of which we have a limited supply. The nodes give us various story events, which are randomized on each attempt. You may come across a combat encounter, some loot, a merchant, or a story event with a skill check that could yield some rewards. If we engage in combat, it's grid-based and turn-based (though not isometric), and utilises simple cover system that we're all familiar with. The fun is in experimentation by trying different teams of adventurers. We initially have 6 available, but over time get to unlock many others, and each have their weapon type of choice, as well as special perks and loadout options. For loadout options, some can equip grenades, some can equip medkits, etc. As for perks, these are mainly useful during skill checks. For example, an engineer perk would allow a character to fix something during a story event. And of course the main challenge, besides combat, is in managing your resources - fuel, ammo and supplies (these enable use of medkits and other items). Fuel perhaps is the hardest one to manage as it gets used up every time you move to the next node on the map, so you likely won't be able to visit all the side paths. And if you run out of fuel, you have to walk on foot, which damages party's HP. It really is a neat and fun adventure game with tactics and management elements, so I'm not sure why it's sitting at "Mostly Positive" rating, as it offers a lot of fun gameplay elements and is well-polished. Sure, it can feel a bit repetitive over time, but most games of this type do. I personally think the campaigns (beyond the first one) can feel quite lengthy, and most combat encounters start to feel samey. But the game allows you to choose some options prior to starting a campaign. You can choose to start with more or fewer supplies for example. And you can make combat encounters shorter or longer (by having fewer or more enemies in each one). The most unfair thing that you *might* feel during the game is running out of fuel and being unable to find any nearby for a while. The visuals use a charming pixel art style, and the music is pretty much of the heroic adventure style like we heard in Indiana Jones films. Sound effects and UI all work well together to convey the information and other important aspects. I'm yet to complete all the campaigns, but I'm enjoying the game. It's really worth playing for anyone who is a fan of management and turn-based tactics.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, French, Japanese, Simplified Chinese*languages with full audio support
| $15.99 |
| 149ratings |
| 76% |
| — |
| not modelled |
| $15.99 | — | — | — | not modelled |
| $16.99 | — | — | — | $0 |
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 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Would I recommend it? I'm honestly not sure. I was really attracted to the concept, it's an Indiana Jones-style adventure, with FTL-like exploration, turn-based combat, and amazing pixel art. At first, the atmosphere is solid, and the setting is exactly the kind of thing that should make for a fun adventure game with a good music to supplament it. But after playing it for a while and finishing all five missions, I felt that the game was much less interesting to play than it was to look at. My biggest problem was that the whole experience feels very repetitive - The random events falls into few simple variations of the same things: find some loot, encounter some enemies, visit a shop, or make a choice that usually leads to combat. And after a while, I found myself clicking through the events rather than reading the flavor text. The combat is probably the most disappointing part. The game clearly takes inspiration from XCOM, but it doesn't have anything close to the same tactical depth. Most fights eventually become a matter of finding cover and shooting enemies one by one. There simply aren't enough abilities, objectives, environmental interactions, or tactical options to keep the battles interesting. The roguelike concept also falls flat also. The game encourages you to play carefully and conserve resources, but this often discourages you from actually investigating locations and taking risks. Since the game is also relatively easy, you rarely feel like you are truly fighting for survival. In fact, you really have to go out of your way to die or run out of fuel and lose an entire adventure. Character progression and loot also don't feel meaningful enough to keep me coming back. There are different characters, skill trees, weapons, and equipment, but the upgrades often feel too incremental. There isn't enough variety or depth to make building and developing your team feel particularly exciting. The saddest thing is that I kept thinking about how much potential Pathway actually had if more time had been invested in developing additional content and deeper gameplay systems. The art is great. The setting is great. The basic concept is great. There are some genuinely enjoyable moments, and I can see the game the developers were trying to make. But the actual gameplay loop feels too shallow and repetitive to keep the experience enjoyable for very long. For me, the experience still feels too bland. Not necessarily bad, just much less exciting than it should be.
This was a very vanilla experience, tho if this was someone's early attempt at game making: thumbs up. What hinders this game is the scarcity of fuel for your vehicle. Moving one space on the map cost one fuel. Everything cost a lot in the game. Fuel costs a lot. You gain little compensation for killing enemies. Therefore, making money is hard. Without money, you can't buy fuel. If you can't buy fuel, then you can't explore many of the extra points of interests on the map because if you travel without fuel you lose 15-25% of your health every time you move to a new point on the map; therefore, my journeys stuck to the shortest routes possible. But by the end of Adventure 2 that's fine because you have pretty much seen everything the game is going to offer. Also, oddly enough, adventure 2 is the longest adventure which is weird because there are 3 more after it. The adventures hold no emotional value or weight or continuity. In fact, I'm not sure why I am even driving around genocide-ing the "Cult" in Adventures 3-5. You are dropped into the Middle East to kill people trying to perform resurrections. Resurrections that wouldn't harm anyone as far as I could tell. Very Western Hemisphere thinking in that regard, i.e. let's go to the Middle East and blow it up in the name of Peace. And game-wise literally every Adventure ends with a, "it was just a dream" type ending. Even tho the game is often only a dollar or two, the story, the combat, the loadout system, it's all extremely meh.
A fun casual game that can be made more challenging using sliders for each adventure for those who want it. The art style is nostalgic and lends to the trope of Indiana Jones-esque adventure. I enjoyed getting into the flow of the mechanics and playing while watching sitcoms or another friend playing their own game. Also a game that doesn't demand much of your attention if you want to play it in the background during workhours. See a Nazi, punch a Nazi!
let's call this the spiritual successor to [url=https://steamcommunity.com/id/dohi64/recommended/253150]halfway[/url], a decent sci-fi tactics game with serious design problems. no mid-mission saving was the biggest problem there, which was alleviated here by offering shorter encounters. that is not how you address basic functionality issues. same great pixel art but they went the lazy, shallow and ultra-repetitive roguelike way. there's a map, choose where you want to go, do some turn-based combat and events, manage resources, the usual stuff. then you die and try again. wouldn't have minded this indiana jones-like coat of paint instead of sci-fi if the gameplay was engaging or satisfying, but it's just extremely dull.
Pathway is a turn-based tactical RPG that blends roguelite progression with pulp adventure storytelling, creating a game that feels like a playable homage to classic 1930s serials. Developed by Robotality and published by Chucklefish, it places you in a world of hidden temples, desert expeditions, and Nazi occult conspiracies, where a group of adventurers races to uncover powerful artifacts before they fall into the wrong hands. The premise is familiar but effective, and the game leans fully into its adventurous tone, presenting each mission as part of a larger journey filled with danger, discovery, and occasional unpredictability. The structure of the game revolves around a series of campaigns, each presented as a branching map of nodes that represent encounters, events, and combat scenarios. Movement across this map is limited by resources, particularly fuel, which forces players to make meaningful decisions about their route. Choosing whether to take risks for potential rewards or play it safe to ensure survival becomes a constant balancing act. This layer of strategic planning outside of combat is one of the game’s strongest elements, as it gives each run a sense of tension and unpredictability. No two journeys unfold exactly the same way, and the procedural elements help maintain a feeling of exploration even after multiple playthroughs. Combat takes place on grid-based battlefields where positioning and cover are essential. Each character can move and perform actions within a turn, and success often depends on careful planning rather than brute force. The system is easy to understand, making it accessible to newcomers, but it still offers enough depth to reward thoughtful play. Characters have unique abilities that can be used to gain an advantage, whether through offensive attacks, defensive positioning, or tactical support. The pacing of combat is brisk, keeping encounters engaging without becoming overly drawn out. However, while the mechanics are solid, they do not evolve significantly over time, which can make battles feel somewhat repetitive during longer sessions. A key part of the experience is the cast of characters, each with their own abilities and roles within the team. Rather than rigid class systems, the game emphasizes individuality, encouraging players to experiment with different combinations to find effective strategies. Characters can be recruited, leveled up, and equipped with new gear, providing a sense of progression that carries across multiple runs. This persistent development helps soften the impact of failure, as even unsuccessful attempts contribute to long-term growth. Over time, players build a roster of adventurers that can be adapted to different challenges, adding a layer of customization to the experience. Narratively, Pathway takes a more episodic approach. Instead of a single, continuous storyline, the game presents a series of loosely connected adventures, each with its own objectives and encounters. Along the way, players are presented with text-based events that offer choices, sometimes leading to rewards and other times to unexpected consequences. These moments add flavor to the journey, reinforcing the sense of adventure and unpredictability. However, the writing, while charming, can begin to feel repetitive after multiple playthroughs, as events and scenarios are reused across campaigns. The lack of a strong central narrative may also leave some players wanting a deeper, more cohesive story. Visually, the game stands out with its detailed pixel art, enhanced by lighting effects that give environments a sense of depth and atmosphere. The desert landscapes, ancient ruins, and interior locations all contribute to a cohesive aesthetic that captures the spirit of classic adventure tales. The presentation is further supported by a fitting soundtrack that complements the tone without overpowering the gameplay. Together, these elements create a strong sense of identity, making the game visually and thematically memorable. Despite its many strengths, Pathway does face issues with repetition and limited variety. The procedural nature of its design means that encounters can begin to feel similar over time, and the range of enemy types and combat scenarios is somewhat restricted. Progression can also feel uneven, occasionally encouraging players to replay missions to gain better equipment or experience. While these elements do not detract from the overall experience, they do prevent the game from reaching its full potential in terms of long-term engagement. Even so, Pathway succeeds in delivering a cohesive and enjoyable experience that combines strategy, exploration, and storytelling in a way that feels approachable and rewarding. It does not aim to overwhelm players with complexity, instead focusing on a streamlined design that emphasizes decision-making and adaptability. The result is a game that is easy to pick up but still capable of providing satisfying moments of tactical play and discovery. In the end, Pathway is a strong example of how a clear vision and consistent design can create an engaging experience without excessive complexity. It captures the essence of adventure while providing a solid tactical framework, offering a game that is both accessible and replayable. While it may not have the depth or variety of the most expansive titles in the genre, it remains a memorable and well-crafted experience that stands out through its style and execution. Rating: 8/10
Gutes Spiel, aber nach 2 Stunden ist die Luft raus
Turn based Indiana Jones Nazi slapping shinanagins (with rogueish like elements?) A fun little adventure game, combat looks rather simplistic but with prolonged play you will notice it's subtleties, good for playing when you have a few moments spare. I like the little jeep travelling about on the big map
Good game. Love the Stargate reference! Shal'kek nem'ron!
Fun turn-based combat game. Love the athmosphere, exploring Morocco and other places with referencers to local cultures (berber, bedhouin, etc)
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