
Welcome to a vast, social sandbox MMO inspired by the legends of the medieval era. Here, myths are real, ghosts exist, and magic is unquestioned. Join thousands of players as you explore the land, build your home, forge your reputation, and craft your own stories. What world will you make?
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 691/day in the week to Jul 17 → 4.86/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
Begin your adventure into the world of Pax Dei. Use the public crafting stations to build your first tools and gear. Explore the wilds, battle enemies for Gold and loot, and trade, or fight, with other players. Accumulate Grace to perform Miracles and claim your own Plot of land inside the game. Welcome to our world.
Includes:
Game access
2x Character Slots
1 Plot Token*
1 month of Premium Status**
*Use Plot Tokens to claim or extend ownership of a plot of land for one month.
** +50 % Grace from Daily Login, +50 % Grace from Gold Offerings, and +50 % XP boost.
Everything essential for enjoying the world of Pax Dei is included in the Base Game. For those seeking to enhance their journey, our in-game shop offers a choice of Membership plans, unlocking VIP benefits to elevate your experience. The choice is yours.

A Membership is not required to play Pax Dei. Additional fees apply. For more details, visit our official website (playpaxdei) — the link is on the right of this page.

Welcome to a vast, social sandbox MMO inspired by the legends of the medieval era. Here, myths are real, ghosts exist, and magic is unquestioned. In this immense, open-world playground, you choose the role you want to play. Immerse yourself along with thousands of other players as you explore the land, build your home, forge your reputation, and craft your own stories.

Travel in the relative safety of the Heartlands and find the perfect plot of land on which to build your home. Protected by the grace of the Divine, your village is a safe harbor where your Clan can grow and prosper.
Everything in this world is produced by the players' hands and skills. Your village needs clothes, walls, food, flowers, and prayers. Your Clan, weapons, and armor. Others require tools, materials, or mysterious reagents. It’s easy to find your place and play your part in this breathing world.

Adventure awaits as you set foot into the Wilderness. Here, you’ll battle evil beings, uncover mysteries of an ancient and wondrous past, and square off against rival Clans as you struggle for power, position, and resources.
A word of warning: The further you journey from home, the stranger and more dangerous this world becomes. The glory, bounty, and secrets you bring back will enrich your entire Clan. How much challenge are you willing to accept? That’s for you to decide.

Skinning a basilisk, choosing between war and peace, picking flowers: it all matters. In a fully player-driven world, all play styles connect and complement each other. Join the community and be part of the stories about to take shape.

Enter a medieval fantasy world inspired by medieval myths and shaped by social bonds, sandbox freedom, and the persistent world of an MMO.
We’re constantly expanding the game both in terms of content and systems.
Here is a snapshot of what’s currently available for our players to enjoy.
Explore a vast world - Covering around 300km² (116 mi²), the lands stretch across five Provinces and offer 40 unique home valleys for you to settle.
Harvest and craft away - Everything in the game is made by players. Travel across different biomes, harvest dozens of resources, and unlock hundreds of recipes already available!
Build your home - Place your plot and claim a corner of the world to yourself. With dozens of building pieces to work with, the only limit to creating the home of your dreams is your imagination… and our structural integrity system.
The tools of the trade - Set up a market stall on your plot to showcase goods, crafted items, or rare resources. Use the gold you bring back from your adventures to trade with other players.
Call the Divine's favor - Spend Grace to perform Miracles providing you with powerful--or practical--abilities and bonuses.
United we stand - Form a Clan to pool resources, combine plots, build an entire village--or a massive fortress! You’ll need friends and allies to storm dungeons or clash with other Clans.
Discord-powered chat system - Link your Discord account and keep the conversation going even outside the game. ‘want to check what your Pax Dei friends are up to? Just open Discord, et voilà!
Craft your own role - With hundreds of items for mixing and matching and skills to master, you will have no lack of choices in deciding your own play style.
It is dangerous to go alone - Mysterious ruins and hidden dungeons filled with treasures await… guarded by merciless foes. Don’t wander away from home without a party and the proper equipment.
Welcome to fight club - Divine peace holds no sway in Lyonesse. This contested zone offers valuable resources, but at a cost. Full PvP rules apply, with no safety beyond those you can trust. Enter wisely: here, death carries consequences.
More to come - Our team is hard at work fixing, polishing, and expanding the game. Join our Discord server to follow our progress!


Sums Steam only; Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
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 920 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I'm sorry, but I have to vent somewhere. I'm incredibly fed up and furious with this game. This game isn't relaxing; it drives you crazy. You've spent an hour filling your limited inventory with impure iron and then some bronze for nails and spear shafts. After another hour smelting and refining those ingots into iron bars, then iron spearheads at the smithy. After hunting some boars, drying the leather, and making some straps, you have enough to craft three two-handed spears on the Arcadia PTS. Your weapon skill is only one level below what's needed to make crafting those spears trivial (100% success), so you only have a 90% chance of success. So you don't think that on "very easy" difficulty, just one level below, with over a 90% success rate, the game would punish you for a single failure, let alone three consecutive failures, that would defy the odds in this universe. Therefore, you think it's not worth waiting to get two-handed spears on Trivial difficulty to craft them without risk, since the risk is currently minimal (a grave mistake on my part). For the mathematicians out there, I have a question: What are the odds of failing three consecutive attempts on "very easy" difficulty with over a 90% success rate? Wouldn't you be furious, frustrated, and angry, and think this damn game is rigged by the developers to mess with your leveling and make you spend more time grinding in their damn game? This has been the last straw for me. I don't need a game that makes me angry, I need one that I enjoy. I only recommend this game to masochists who enjoy suffering, because this game will make you suffer... a lot. Where have you ever seen a game that doesn't use multi-ingredient crafting recipes but instead uses a separate recipe for each different ingredient, like with hides and glue? These details demonstrate the developers' complete lack of technical skill. For example, instead of using sounds for the actors, they assign them by location. The deer spawn in the same spot anyway, so they assign the deer's cries to that same spot, and even if you kill the deer, its ghost will keep bellowing. That's where all those ghost sounds in the game come from: terrible design and technical shortcomings. [*«Other users have verified that the following error has been completely resolved, as of today 2026/03/07-Y/M/D»*] Another example is the complaints they received about the interaction with tin nodes. They tried to fix it, but not only did they not fix it, they made it even worse. Some developer must have thought it was April Fools' Day and intentionally disabled the removal of the static mesh when it's replaced by the cracked mesh after interacting with the node. So, when you mine tin, you'll still see the same node duplicated, and it only disappears when the Unreal Engine detects the error and tries to mitigate it. For these reasons, and many others that I have no desire to continue writing about since they are all basic community requests that the developers lack the technical capacity to implement, I don't see any future for this game. Instead of punishing a player's effort with failures, I would have at least created a system of defective items, with less power than the originals proportional to the result of the failed roll. I would have implemented multi-ingredient recipes so that, for example, I could turn beams, planks, furniture, and anything else I wanted into charcoal with just one multi-ingredient recipe for charcoal in the interface. That would also solve the recycling problem, since it would give you parts (or scrap, or repair kits, or whatever you want to call it) that you could use in those multi-ingredient recipes as substitutes for other original ingredients. All current MMORPGs implement these basic interface innovations, so why does Pax Dei still use an interface you'd see in games from 30 years ago? Is it nostalgia? Is it a game with an outdated design aimed at the old-school player niche? Are the developers of this game the ones who are outdated and still don't know how to use Unreal? I am more inclined to believe the final conjecture. * 2026/03/14 - The latest test on the Arcadia PTS implements a system where you recover at least 30% of the materials from a failed attempt, weighted by their value. At least you recover some of the rarest or most expensive materials, but it doesn't solve the problem: Your time and effort aren't rewarded with progression, but rather with failed attempts where you lose materials that took hours to acquire on your expeditions. * 2026/03/24 - This day was "Take Your Child to Work Day" on Mainframe. A child touched something in Unreal, and instantly all the tin nodes in the starting central valleys on the Arcadia Public Test Server (PTS) disappeared. Since the developers couldn't figure out what the child had messed with, they decided to fix the bug by replacing wrought iron nodes (a tier 2 resource) with tin nodes (the lowest tier 0 resource). Now, new players have to venture into a tier 2 resource biome with tier 3 enemies (dodging bears and other dangerous NPCs) to mine tin, and veteran players can't find wrought iron nodes anywhere. [Although the child incident is fictional, the story is entirely based on real events, however absurd it may sound. They called it a “quality‑of‑life hotfix for tin nodes”].
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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*, French*, German*, Spanish - Spain*, Polish**languages with full audio support
| $29.99 |
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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 921 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
321 hours played. Strengths first. The crafting dependency chains are deep, base layout planning actually matters, and long-term progression genuinely rewards the time you put in. There’s a strong sense of persistence in the world. When you build something, it feels like it matters. I’ve also brought two friends into the game. They’re enjoying it just as much (arguably more), and they’ve already put in more hours than I have. That doesn’t happen if a system feels predatory or unsustainable. The main controversy right now seems to be the land/plot system, so here’s the practical reality from someone who’s actually played long-term: Every player can maintain one Grace plot through in-game activity. Grace is earned through daily login and can also be bought with in-game currency. If you stop logging in for about a month, your structures don’t just disappear — they go into a Redeem Queue. You can place a new Grace plot when you return and restore your builds. What you lose is the specific land location, which frees space for active players in a shared persistent world. The common assumption I keep seeing is “you must pay monthly or lose everything.” That isn’t accurate. You can pay to maintain multiple plots long-term. That’s monetization. But you are not required to pay just to keep one functional base. Where I do think the developers need improvement is communication. The system isn’t explained clearly enough, and that confusion is probably doing more damage than the mechanic itself. After 300+ hours — and watching two other players sink even more time into it — I don’t see a design built around tricking players. I see a system built to prevent abandoned plots from permanently clogging the map. It’s not perfect. But it’s deeper and more fair than a lot of recent reviews are making it sound.
Решил зайти спустя время и пожалел. Онлайн мертв ~400 человек. Жадные разработчики решили высосать из игры оставшееся внедрив Платные токены за владение домом. Считайте сделали игру по подписке крайне подлый шаг от Mainframe для игроков которые купили игру и в ней было четко написано, что будете владеть домом. Мне кажется Стиму нужно таких наказывать разработчиков это просто скам игроков, которым обещали одно, а по факту самую главную фишку сделали по подписке.
The fact that i bought this game because of the concept and now I have to pay monthly to maintain my plot.....Lame
The need for a subscription to actually play this game is a joke. If you don't you better be 100% committed or unemployed to maintain a plot. Maybe I am wrong but I was grinding for 8 hours and I logged back in several days later and cannot get a plot now.
Pax Dei is very much a "you get out what you put into it" kind of game. If you come in looking to have fun, meet people, and create your own adventures, there's a lot to enjoy. Just use your creativity. Yes, development can feel slow at times, but many players are rushing through content, thinking thats it. It's refreshing to play a game where you don't have to sprint to the finish line only to ask, "What now?" The journey itself and the people you meet along the way is the experience. During my time in the game, I've seen the community create all kinds of events and activities: competitions, races, PvP tournaments, hide-and-seek, musical chairs, chimney-jumping contests, spontaneous riots, and even a rave party in the Lyonesse (PvP zone) during Early Access. I've watched people laugh so hard they could barely play, and I've heard countless stories of memorable adventures, achievements, and unexpected moments. For many of us, that's the true value of the game. There's is unfortunately a lot of misinformation about the monetization. Despite what some people claim, you can absolutely play and enjoy the game with just the base game. A subscription is not required. Players can maintain a "Grace Plot" using in-game currency, and a dungeon run or an occasional resource run through the PvP zone can provide more than enough to keep it active. Once you start building connections with other players, you don't even need to maintain every crafting station or resource processing prop on your own plot. Pax Dei shines when it's treated as a social sandbox rather than a race to endgame. If you enjoy player-driven experiences, community events, and making your own stories, there's a good chance you'll have a great time here.
This is a nice technical demo... At least that's what it could feel like if the game weren't around for some time already. The devs had an idea, but unfortunately had no idea what to do with the game if people wouldn't follow it. You farm materials for some time, then you wait hours for them to process: charcoal, ore smelting, cloth weaving, and so on. You can place more forges, looms, or kilns if you have any space left on your plot - I can only see this mechanic as a way to lure people into buying more plots. Also, most resources take 30 min to respawn. The world is empty, so there's no one else to nick them just from your nose, but even with that, you end up running for ages before you finally find that next boar to hunt, or ore to mine. Then the crafting happens. OK, I'm fine with crafting lots and lots of stuff to level up skills and unlock new recipes, the only issue is that... there's nothing to do with the items you crafted. You can't disassemble them, can't use them to further gain some XP, and you can't even sell them, as no one needs your low-level products, and you can either stash them in an ever-expanding chest-monster, or just simply throw them on the ground so they can despawn - I can only see the lack of hindsight of the devs, too, of what would happen if the playerbase falls low. "It's a player-driven economy, you can trade with others for the things you can't make!" - That would be nice if there were a central marketplace. Running to a player's house on the other side of the map because he's the only one selling shirt buttons isn't really "fun and engaging" gameplay. So, as I started with, this game feels like a stitched-together alpha of all the ideas the team had, yet it's now a released title. You can't sort your inventory/chests, items are not stacking properly... Yeah, I don't think there will ever be a game here... BDO makes more sense, BitCraft at least doesn't take that many resources, even playing Minecraft with RLCraft of HomeStead makes more sense than investing time in this empty shell...
I was very scared of buying this game based on the bad reweivs. Couple of days ago my fiend group decided to buy the game and I said lets do it. I see alot of people complaining about the grind. This makes me question if they ever played a mmo game. As a new player and someone who has played Runescape and wow. This game has a ok balance to the grind for recorses, and xp Nothing to slow. Eather get a grip and learn patience or don't play mmos to those people. With leveling as well. If max level is 40 on stats, It is completely ok for leveling to go slow after lvl 10. Its a mmo thing put in the time and grind and you are set. When it comes to plots i was terified of the payd subscription thing. This was blown way out of proportion by people. The free plot you get is a very good size. and earning the ig curency to sustain it is not hard at all. It even pushes you to do combat wich is good for veriation of things to do. End conclusion is. Yes the game is lacking in alot of stuff (please add horses). And yes the updates are coming in slowly. BUT, They are coming. The game has huge potential. It is not pay to play scam as you can play if for free with no problem. The game is not grindy, it is a mmo. Get over it and play, you are going to have this character for a long time. Resources are balanced, that they are not is simply a lie. I grind for 1h to get resources and have time to explore and battle for the rest of the time. Sorry for my english grammer :D
I really wish I could recommend the game, played it during early access with the biggest pack which gave 4 plots for the duration of the beta, at the time, it was worded as if we'd get those plots even in the actual game, but at this point, I'm not here to split hairs on wording that is no longer visible. Rather, the game has been released for nearly a year in 1.0 now ; I came back to SEE what they changed, wondering, I do see they made one plot possible to keep free through Grace and activity, not bad, still think it's stupid in a way though, since progression at large widely REQUIRES a plot, always has, likely always will, and since Grace is earned by being active over time, it means you would start the game with... No way to progress for the first while, unless they now gift grace when starting enough to support a plot, still seems to me like a stupid way to force people to log in even if they are busy, but again, not here to split hairs at this point. But the greatest cardinal sin here is that I look at the patch notes and... Oh look, they recently fixed the crafting XP being so dang low... That was something that was requested since the first few days of early access... And hey, they made an archery update, likely making it more useful and relevant... AGAIN something requested since early access. Nearly all their patch notes are things that were brought up during Early Access and SHOULD have been fixed before the 1.0 Will I likely try to play the game again just to see? Probably. Will I update this review if it turns out it's much better than I expect? Yes. Do I think I'll have to update it? No, I don't think I will.
Dead game. Buy-in price and a sub means it will always be this way I think. It looks great. I logged in, made my character, spawned into a world filled with big empty houses with janky signs written on them in fences or some other building material. Chat was dead - a few people talking 6 hours earlier. Saw one guy who ran off immediately. Asking $30 at a non discounted price and a monthly sub is nuts for a game that desperately needs players.
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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