
Step into a living illustrated world in a time when Europe is at a crossroads of great religious and political change. Walk in the footsteps of Andreas Maler, a master artist who finds himself in the middle of murders, scandals, and intrigue in the Bavarian Alps.
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.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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): 4.29/day in the week to Aug 10 → 5.29/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
From Obsidian, this game is a historical narrative-driven game focusing on character development, heavily stylized art, and choice-driven storytelling in early 16th century Bavaria. Players will play as Andreas Maler, a clever illustrator caught up in a series of murders in Tassing and Kiersau Abbey over the course of twenty five years. Players will be responsible for conducting their own investigation to decide the fate of the community, but each decision will have lasting consequences and inexorably draws Andreas closer to the center of an underlying conspiracy.
Experience 16th century Europe as the master artists of the time saw them. Art inspired by great illuminated manuscripts and the earliest printed books becomes a living, breathing world in Pentiment.
Choose different academic and social backgrounds and meet a colorful cast of characters as you discover the stories and secrets that lie within the small Bavarian town of Tassing and nearby Keirsau Abbey.
In an era of great religious and political change, each decision you make can have a profound impact on the community’s future. Find your own way through this turbulent time and see the consequences of your choices play out over generations.
Genres
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, PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 9.8Kreviews | 95% | — | $3M |
| $19.99 | 5.7Kratings | 90% | — | not modelled | |
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 835 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I broke my elbow and this game was the perfect accompaniment through the one-armed recovery, not asking any more of me. It's slow-paced and text-based (which got slightly cumbersome in the last act); the art style is unique and striking, the storyline rich and devastating.
囿于阿尔卑斯山脉底下的鸿蒙余白以及毛羽鳞介间的爪牙相向之中,塔兴似乎迎来了一位除上帝之外更具人情的“掘墓者”,只是,本该属于诸多掩埋在黄土下冤魂未了的主语转而又无奈地化成一件件无力的客观事实,一段段无从解释的因果又不得不抛给无限期的将来去解读,游戏开端多线的叙事语境和有限信息量换来的抉择好像在暗示着在某种启示征召下的玩家或许能凭那合乎理性的逻辑推演,博览群书游历各国的阅历或是对于古老异教的痴迷就能实现一定程度的“逾矩”。但命案的审判前直到行刑后,玩家依然不能成为那有力的、充满侵略性的、背景板似在每句话语结尾才慢慢浮现的那个“他”,倒不是说这是一种出于替代或乔装的想法,而是回过头一想,到底是因“fate”、“destiny”、还是文本里常常出现的“providence”,那些在游戏本身“虚假推理框架”下塑造出来、历经自然灾害、生老病死与政治变革的角色们,似乎 “人生”所该裹挟的种种沉没成本,都在一瞬之间被抹得毫无痕迹。 当我们将本游戏的跨媒介文本构想(游戏对手抄本这一叙事载体的运用)引入后现代文学的一个标志性意象,也就是如埃科、博尔赫斯,甚至以一个极为特殊的身份被福柯纳入文学研究的法国诗人雷蒙·鲁塞尔等人,皆曾多次深陷于由不可避免的文本间性所造成词语的“僭越” (Transgression) 或是“扩散” (Dispersion) 时,便能编织出一个共同的概念——“迷宫”(Labyrinth)。在这基础上,与其说本游戏的推理框架是虚假的,倒不如说依赖迷宫主题的后现代文本大多建立在侦探小说的类型传统之上,而侦探小说作为一种文学类型,本身又预设了一种游戏性(游戏媒介的语境下亦可理解成参与性)。在游戏编剧Josh Sawyer对于Hilary Mantel “It’s the record of what’s left on the record.” 名言引用(12. 7. 2022 出自Allie Alvis和Josh Sawyer的访谈中)的基础上,直接引出了这样一种观念:为了凸显历史真实性的条件就得包含历史的主观性、建构性以及过程中做出选择后的后果(先人所留下来的东西)。我相信这种以大量不确定的方式堆叠的处理手法,能很好地使玩家意识到我们所能认识的过去的一切,本质上都是碎片化、被媒介化的,这点上,玩家对于游戏“无聊枯燥,玩了和没玩一样…”的诸多体验而给出差评的现象也并非毫无理由。 回到迷宫这一概念,游戏对于中世纪到文艺复兴从认识论到本体论的转变的模拟,很好地以主角Andreas三个时期不同心智影响下的梦境结构体现了出来。直到16世纪,迷宫无一例外都是单行的,对于身处其中的人来说可能显得随机或曲折,但他们无法做出真正意义上的选择的同时也无法迷路,直接地象征着这是一条唯一的,通向真理、上帝的道路。 在游戏前期首先出现类似迷宫的同心圆状街道(参考自Thomas More在Utopia中的理想城市布局)包括其中心点(城市广场)内的四个寓言式人物,分别象征着心智的四种面向:圣格罗比安Saint Grobian(欲望/本我)、苏格拉底Socrates(理想主义/高尚)、贝雅特丽齐Beatrice(指导/好奇)、祭司王约翰Prester John(理智/决定权)。 随着进程推进时间来到了1525年(游戏第二部分),这时的Andreas虽然成为了一位成功的艺术家,但生活却充满着失落和遗憾。在穿行于迷宫的途中,我们能看到,独守家中的妻子和因瘟疫丧生的儿子出现在道路中与满是愧疚的主角进行对话,这时的单行迷宫(可参考Chartres Cathedral的13世纪地板迷宫)尽管道路曲折,在游戏语境下,依旧保持着对人类艰难旅程的准确寓言。 18年后的1543年(游戏第三部分),随着主角年龄的增长,迷宫变得越加曲折并难以理解。这时,游戏对迷宫的再现与文艺复兴时期思想家的心态一致,迷宫真正意义上的从Labyrinth转向至Maze(可参考Hampton Court Palace的树篱迷宫),由于认识论上的更迭,单一的路径变成了充满分叉的路口,本来注重于宿命与冥想的单行迷宫体验,也转而变为了智识上的抉择,这也意味着人类需要规避多种风险的同时也得不断寻求新的秩序和意义,同样的,这时期内人文主义在文学领域的转向中,卢多维科·阿里奥斯托(Ludovico Ariosto)所著的《疯狂的奥兰多》(Orlando Furioso)就是一个很好的例子。游戏第三部分的迷宫可以视为主角做出诸多错误抉择的反映,Andreas心智本所属的指导与好奇的象征角色也从Beatrice转向了梅伦科利亚Melancholia(Melancholia用作名词也表示精神障碍患者抑郁、忧郁的症状),这时积压了十多年的内疚情绪的主角,必须从原先的迷宫中心开始出发,在一个不断燃烧且开裂的空间内一直试错并寻找出口。不过令人值得注意的是,最后一个迷宫和前两个有所不同,在叙事和调查途中并无做出明确分离的前提下,这个并非梦境的设定似乎又模糊了现实和幻觉之间的关联,不需媒介即可触摸真理的这一观念实在是令人觉着奇怪。在迷宫环境经过两次的不同转变后,我们能发现Amalie修女以一个依靠的姿态手扶着罗马战神的头颅,这里也是游戏真正开始交代一切事件原由的地方。通过先前的游戏进程,我们可以得知Amalie修女作为一个“自掘坟墓”的神秘主义者,在教堂的隔间内等待着上帝赐予异象并道出给神父解读,在灵肉无法做出区分的情况下,她确信只有她的灵魂被引导到那里,但实际上她是通过自己的隔间才来到了迷宫的中心。接着在一个对话选项中(Is this real?…testimony of mystics?为前置选项),她会解释说:“我很早以前就告诉过你了,阅读的行为无法传达精神性的真理。”(I told you long ago that reading cannot communicate a spiritual experience.),结合先前提到的,这个并非由梦境媒介所支撑起的似真似假的异象,似乎在黑格尔意义上关于“映象”(Shine)这一概念里的反复横跳,一方面真理通过了媒介对自身的消除,使对象认识到了自身,另一方面,这种认识本身又必须在媒介残留的痕迹中才能被辨别出来。即使不采用这般“已经不再却又仍在”的论调,也不难看出抹除历史和阐释历史之间的距离是近的如此可怕。 有关游戏采用媒介的手法以及叙事中的关联,我相信由Jay David Bolter & Richard Grusin共同所著的Remediation: Understanding New Media一书中“再媒介化”、“即时性”等模型概念,能或多或少地对其进行一定构想。有关分叉迷宫与叙事路径之间点对点相连,或是媒介间自我交互的概念,也许德勒兹在艺术领域上“草蛇灰线”(生成性、根茎等概念)又能费些许笔墨。看到有人会将这款游戏拿去和极乐迪斯科一同作比较,我觉得这两除了丰富的文本量、点击文字冒险类(?)之外就想不出任何相似的地方,相比于极乐迪那种“伍迪艾伦式的见微知著与喋喋不休的内在意识形态斗争”,我还是更享受这款游戏的自然,真的,纯粹的自然。
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 23: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
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, Polish, Portuguese - Brazil, Japanese, Korean, Russian, Simplified Chinese
| $19.99 |
| 1.3Kratings |
| 94% |
| — |
| not modelled |
| $19.99 | — | — | — | 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.
Hours played at review time, across 837 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I won’t be original in saying that, first and foremost, Pentiment stands out thanks to its art and setting. Not many games can boast an art style inspired by medieval manuscripts (who even drew cats like that?), use different fonts to reflect a character’s level of education, or follow people’s lives over the course of a quarter century. The last point is the most crucial: if you don’t find joy in mundane interactions with the people around you, you’ll hardly enjoy the game. Pentiment is sometimes advertised as a detective game, but it soon becomes clear that this is hardly the case. You won’t uncover the truth before the end of the game, no matter what choices you make. What your decisions do affect - and not only those made during investigations - are the lives of the people around you. Remove someone from an important position, and another person will step into their shoes. Accuse someone of murder, and they will hold a grudge for years. Kill an abusive father, and you’ll later see how his family fares years later. This focus on families across generations results in deliberately slow-paced gameplay, where most conversations revolve around how people are doing and what troubles them, rather than the protagonist’s own concerns, as is often the case in games. The ultimate example of this is eating, of all things. Each day, you choose a household to share a meal with while talking to its occupants. More often than not, they ask you questions and discuss their daily lives just as people would in real life. It also gives you the chance to compare the humble meals of the poorest peasants with the lavish food served to an abbot. All in all, Pentiment deserves a try if you can put aside your thirst for action and immerse yourself in the daily lives of ordinary people in a medieval town.
[h1][b]3/10[/b][/h1] Pretty much only for extreme fanatics of European history and that's it. Very sparse. Not interesting enough for me even if I can appreciate the creativity behind the art style. Sound effects and dialogue are so bad they likely would have resulted in a refund even if I'd thought it *was* interesting enough otherwise. I don't want to give it a thumbs down, but I can't say I'd honestly recommend it to anyone I've ever met. [h2]Pros:[/h2] - The art is the biggest strength the game has. It's unique and pretty cool - Has good accessibility options - Gives some "anti-religion" vibes, which I like. Not sure if this continues throughout the game, but according to other reviewers, I think it does [h2]Mehs:[/h2] - I don't really care for the main character and I don't like his family or family dynamics. I get enough of family drama irl, I don't need it forced on me in games [h2]Cons:[/h2] - No voice acting at all - Very little music, and what there is doesn't usually fit. It sounds far too Gaelic for a game in Germany (even if there are good reasons for why it sounds that way) - Sound effects would have been ok in small doses, but they're just non-stop and become severely irritating. Especially the paper-scratching noise whenever anyone says anything. The general lack of music exposes the problems with the sound effects very quickly - Mouse pointer constantly disappears, including every time anyone says anything, even if you need to make a choice. This can easily result in accidentally choosing the wrong option - Dialogue doesn't sound remotely realistic for the game being so focused on history. This wouldn't normally be such an issue, but because the game is so sparse and so dialogue-centric... it's absolutely disastrous and utterly ruins the game
10/10 если вам нравится Kingdome Come, детективы и квесты. Мне вот нравится
Would I "recommend" this game to others? That's actually a hard question to answer. It depends on who you are. I have hundreds of hours in Crusader Kings and Europa Universalis, so I love this era and place in history. I also read and loved "Name of the Rose", which clearly has a lot of overlap here. If you don't have some of that, this probably would not be for you. It's *very* steeped in late medieval / early modern Christian Europe politics, religion, and worldview that might be a turnoff otherwise. The art, music, and writing are *achingly* beautiful. It's a clear work of art, and a wonder to behold. However, how much it is a "game" is a little less clear. There is some exploration and mystery, but pretty railroaded. It was much more like a "choose your own adventure" story with some *very* minor interactive elements that almost seemed to disrupt the flow sometimes more than add to it. The flow of the story was pretty ponderous at times. And the perspective shift for the third act was jarring. Not perfect. I actually put the game away for a few months because of it, but had an itching to come back to finish it and am glad I did. In the end, I'm giving a "thumbs up" because those metrics matter to the developer and publisher and I want to see more things like this out there in the world. Whether or not I "recommend" this to you: read what I wrote above and see if any of it resonates with you. I'm *very* happy I got to experience this, so maybe you will too!
Here I will leave the cat, friends who pass by can pet it and give it a thumbs up /> フ | _ _ l /` ミ_xノ / | / ヽ ノ │ | | | / ̄| | | | | ( ̄ヽ__ヽ_)__) \二つ
The art in this game is absolutely beautiful but thats a given as the game is about art. The standout part to me was the story, although it is a game that can end and progress very differently based on the choices you make as long as you make the choices yours, unless you royally screw everything up, you should feel satisfaction at the end. I like the ideas and questions it poses about religion, faith and how far one should go, I also really liked the discussions on many problems of the past, religion, misogny and the class system while not just saying everything about the past was horrible and never should have happened. The inclusion of the game and the discussions it opens are very well done with it including many different types of people from many different communities and parts of the world while keeping it respectful and not performatively adding them in. I may be repeating it but I do really appreciate that it does not glorify the past but also does not make it seem like the worst thing in the world, it also has its own ideas on change and how that affects communities in the moment, the long run and how it can affect peoples minds. Overall very cool game would reccomend to have a full playthrough at least twice, maybe three times.
obsidian senden nefret ediyorum, bir oyunun harika bir oyunun b*k gibi ne garip bir firmasın sen aq ya
[h1]Um mistério medieval que virou obsessão[/h1] Eu comecei [i]Pentiment[/i] sem expectativa nenhuma, e talvez tenha sido exatamente isso que tornou a experiência tão marcante. Logo de cara, os gráficos me chamaram atenção, mas foi a forma como o jogo constrói sua narrativa que realmente me conquistou. [quote]Nada como passar o dia inteiro desvendando mistérios medievais, julgando todo mundo e ainda sair com mais dúvidas do que respostas. 10/10, faria fofoca em mosteiro novamente.[/quote] [hr][/hr] [h2]Uma história que exige atenção[/h2] [i]Pentiment[/i] é totalmente focado em história. É aquele tipo de jogo que te obriga a prestar atenção nos detalhes, ler bastante e explorar cada cantinho. Eu realmente não esperava que ele fosse tão [b]full história[/b] assim, e isso foi uma surpresa muito positiva. Os personagens são intrigantes, o enredo é envolvente e o plot twist é muito bem construído. Inclusive, se você for do tipo que observa tudo com cuidado, talvez consiga descobrir antes do final. Não foi o meu caso… mas isso só deixou a experiência ainda mais impactante. [hr][/hr] [h2]Estética impecável[/h2] Se tem uma coisa que se destaca em [i]Pentiment[/i], é a estética. O jogo é simplesmente [b]lindo[/b]. Dá pra sentir o cuidado em cada detalhe, como se tudo tivesse sido feito com muito carinho. Pra mim, a estética chega a ser tão forte quanto a própria história, é o tipo de jogo que você joga e pensa: isso aqui é arte. [hr][/hr] [h2]Sobre a experiência de jogar tudo de uma vez[/h2] A primeira jogada foi simplesmente incrível... eu fiquei tão envolvida que joguei o dia inteiro. Mas justamente por isso, quando fui atrás de fazer tudo e explorar cada possibilidade em sequência, a experiência acabou ficando um pouco cansativa pra mim. Não porque o jogo seja repetitivo, mas porque eu mesma quis consumir tudo de uma vez. [list] [*]O jogo incentiva múltiplas escolhas e caminhos [*]Nem tudo pode ser visto em uma única jogada [*]Vale mais a pena aproveitar com calma [/list] Se eu pudesse dar uma dica: jogue no seu tempo. É o tipo de experiência que merece ser absorvida aos poucos. [hr][/hr] [h2]Conclusão[/h2] No geral, [i]Pentiment[/i] é uma experiência única. Um jogo com uma narrativa cativante, personagens interessantes e uma estética simplesmente sensacional.
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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