
Prepare to be enchanted by a world where the choices you make and the paths you choose shape your destiny. Obsidian Entertainment, the developer of Fallout: New Vegas™ and South Park: The Stick of Truth™, together with Paradox Interactive is proud to present Pillars of Eternity.
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Prepare to be enchanted by a world where the choices you make and the paths you choose shape your destiny. Obsidian Entertainment, the developer of Fallout: New Vegas™ and South Park: The Stick of Truth™, together with Paradox Interactive is proud to present Pillars of Eternity.
Recapture the deep sense of exploration, the joy of a pulsating adventure, and the thrill of leading your own band of companions across a new fantasy realm and into the depths of monster-infested dungeons in search of lost treasures and ancient mysteries.
So gather your party, venture forth, and embrace adventure as you delve into a realm of wonder, nostalgia, and the excitement of classic RPGs with Obsidian’s Pillars of Eternity!
Human, Aumaua, Dwarf, Elf, Godlike and Orlan.
Stealth, Athletics, Lore, Mechanics and Survival.
Build a character as one of eleven classes such as Barbarian, Chanter, Cipher, Druid, Fighter, Monk, Paladin, Priest, Ranger, Rogue and Wizard.
Side with various factions using a reputation system, where your actions and choices have far-reaching consequences.
Beautiful pre-rendered environments laced with an engaging story and characters bring the world to life.
Choose to play with either real-time with pause or turn based mode. You can swap between the two freely during your adventure, giving you full control over every encounter.
Genres
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, Russian, Polish*languages with full audio support
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
Hours played at review time, across 602 reviews with recorded playtime.
Reviews
Themes across 595 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
[h1]𝔸𝕟𝕠𝕥𝕙𝕖𝕣 𝟟𝟝 𝕙𝕠𝕦𝕣𝕤 𝕕𝕠𝕨𝕟 𝕥𝕙𝕖 𝕕𝕣𝕒𝕚𝕟 𝕝𝕠𝕝 𝕒𝕟𝕕 𝕀 𝕝𝕠𝕧𝕖𝕕 𝔼𝕍𝔼ℝ𝕐 𝕊𝕀ℕ𝔾𝕃𝔼 𝕊𝔼ℂ𝕆ℕ𝔻 𝕠𝕗 𝕚𝕥.[/h1] At first glance, Pillars of Eternity feels like a return to an older era of role-playing games; it's like the number one fan of the old Baldur's Gate games, decided to make a tribute to those amazing games with all the love he or she could ever muster... And it's here, a glorious game with an amazing storyline no less. The story revolves around souls: it's the universe of Eora, where some guy was awakened to the previous lives he'd lived and found out he was nothing but a puppet to a vengeful goddess called Woedica. He sets out to commit a terrible crime on humanity (elves included lol), which is to steal souls to feed them to his goddess so that she could be more powerful than the rest of the pantheon of gods worshipped in this world. Your playable character also awakes, and finds out he lived his previous existence in doubt, as a follower of this villain called Thaos. You plan to stop him and end the scourge of Eora once and for all. What really stands out isn’t just the plot, but how it’s delivered. The game doesn’t simplify things for you. It throws unfamiliar names, cultures, and ideas your way and expects you to keep up. For some players, that’s overwhelming, for fans of Baldur's Gate, Icewind dale and the like, this is perfection, in every possible way. Gameplay-wise, the game doesn't follow that all-too-familiar "roll a dice" system of D&D games, it's smooth in nature and just follows a "damage type" kind of mechanic. Raw damage, Ice damage, you name it! You've got three ways of defending yourself against enemies: Will, Fortitude and Reflex, but all of them is progressively explained as you play through the game. The game doesn't rely much on planning as it does on knowing when to cast what. One of the most interesting design choices is how the game rewards you. You don’t gain experience just for fighting. Solving problems through dialogue or clever decisions can be just as effective, which quietly encourages you to role-play rather than simply clear enemies. Every situation, every dialogue option, leads you to one of many ways to resolve quests. Some outcomes for some quests, no matter how linear, will appearently reflect on the events of the second game, much like Baldur's Gate 1 and 2. The character are well thought-out and each of them has weight, to their past, their present actions, and how they deal with their dilemnas. The scenery is just jaw-dropping, and I can guarentee you that these graphics will never EVER get old. Pillars of Eternity, to me, is a [b]10/10[/b] game... But it lacks romance options, yes I said it. All the depth of Baldur's Gate was amplified ten-fold by the fact that your character could romance certain people he met. But I guess now that souls are scattered and the end is nigh, romance is the least of your character's problems lol. My only regret is that I soaked 75 hours playing this game... and not more haha! I guess I'll have to go play the second game now, but I'll wait till summer break, when it's 100 degrees outside and I'd rather just stay in with the air conditioner on just having a blast.
最新汉化补丁N网已出:https://www.nexusmods.com/pillarsofeternity/mods/241?tab=files&file_id=1538
Play as Paladin. Choose [Lie] in dialog. Game crashes. Immersive oathbreaking experience.
Adding the Turn-Based Mode was epic move! Finally, it stopped feeling like fireworks factory explosion during combat. In turn-based mode, you actually can understand who’s hitting who and why. Finished the game this time, 11 years later! That was cool.
Still one of the best-written RPGs I’ve played, but yeah… there’s a lot of reading. I ended up making a Window TTS Voice mod during my playthrough (started as an accessibility tool for my wife), and it actually made a huge difference. Being able to just listen to dialogue, journal text, etc. makes longer sessions way easier. If you’re bouncing off the walls from the text-heavy side of the game, it might be useful: https://www.nexusmods.com/pillarsofeternity/mods/425 Great game either way 👍
Score: 6.8 / 10 Pillars of Eternity is a game I’ve attempted to get into multiple times over the years, and despite putting several hours into this playthrough and repeatedly restarting the game hoping something would finally click, I still found myself eventually losing interest. What makes this frustrating is that there are elements of the game I genuinely do like, particularly the companions and some of the mature themes, which kept pulling me back in to retry it. Ultimately though, I think the issue is a fundamental mismatch between what the game prioritizes and what I personally look for in RPG storytelling and immersion. Characters & Narrative: The strongest aspect of the game for me was actually the companions. The characters I encountered seemed genuinely interesting, and I wanted to learn more about them and spend more time with them. The problem is that the game often keeps them at an emotional distance. A huge amount of the dialogue is unvoiced, and because the game is so heavily text and lore driven, conversations frequently feel more intellectual than personal. Rather than emotionally experiencing events alongside the characters, I often felt like I was reading historical records, philosophical discussions, or lore exposition about the world. The game clearly has a mature story and mature themes, which I appreciated, but the storytelling style rarely feels intimate or emotionally immediate. Instead, it focuses heavily on explaining the world, its metaphysics, its politics, and its history. That creates a game that is intellectually engaging, but emotionally and psychologically numbing at times. The “Watcher” mechanic is probably the clearest example of this problem for me. Experiencing fragments of dead people’s memories and seeing how they died is conceptually interesting, but because I have no attachment to these individuals, many of those moments ended up feeling hollow. I was learning information about people that no longer mattered to the active narrative or to my personal emotional investment as a player. Visuals & World Design: I actually liked the environmental art and overall world design quite a bit. The game has strong atmosphere artistically, and the environments feel thoughtfully constructed. At the same time, the graphics themselves feel dated by modern standards, and the isometric perspective creates additional emotional and visual distance from both the world and the characters. Enemy variety seemed fairly decent overall, but because of the zoomed-out presentation and visual limitations, I rarely found enemies visually interesting or memorable. I could generally identify what they were supposed to be, spirits, spiders, ghosts, and other creatures, but the presentation flattened a lot of their impact. Gameplay & Combat: Combat was probably the biggest struggle for me on a moment-to-moment basis. It’s important to clarify that I do not think the combat lacks systems, mechanics, or abilities. There are clearly a lot of RPG mechanics here. The problem is that combat feels extremely low impact. Characters move, attack, and cast abilities, but there’s very little spectacle or intensity behind anything happening on screen. Most encounters felt visually flat and mechanically plodding rather than exciting. That lack of impact also extends to the overall structure of the game. There are very few cinematics or strongly framed high-stakes moments early on, which made it difficult for me to maintain momentum or emotional investment over long periods of time. Overall Experience: I think the reason I keep retrying Pillars of Eternity is because I can clearly see the potential underneath it. The companions seem interesting, the world is mature and thoughtfully constructed, and the game obviously has a tremendous amount of depth for players who enjoy lore-heavy CRPGs. But every time I return to it, I eventually run into the same issue: the game feels much more focused on informing me about its world than allowing me to emotionally connect with it. The combination of heavy lore delivery, limited voice acting, slow pacing, low-impact combat, and emotionally distant presentation leaves the overall experience feeling slow and draining rather than immersive for me personally. Final Verdict: Pillars of Eternity is clearly a deeply crafted RPG with thoughtful worldbuilding, mature themes, and potentially strong companion writing, but for me it never fully bridges the gap between intellectual engagement and emotional immersion. I can absolutely understand why fans of classic lore-heavy CRPGs love it, but despite multiple attempts, I consistently found myself admiring the potential for an engaging experience and repeatedly returning in hopes that it would finally connect with me emotionally. In the end, though, this feels like a game that tries too hard to appear mature while forgetting that even philosophy and other high-minded themes are ultimately rooted in the human experience. For me, that emotional connection never truly materialized, and I was ultimately left out in the cold by the experience.
One of the best CRPGs that belongs with the classics. Now featuring turn based mode a decade after release.
출시 11년만에 완전판이 나온게임 이번에 업데이트된 턴제 플레이 방식은 기존 클래스 티어리스트를 아에 뒤엎어버릴정도로 완전히 다른 플레이방식이니 신작게임이라고 보고 구매해도 무방할것이다. 본인은 이 게임 엔딩만 3번보고 철인 터진 세이브를 포함하면 8회차를 즐겼다. 그만큼 재미는 보장된 게임이다. 하지만 이 게임 누구에게나 추천할만한 그런 게임이라곤 말 못하겠다. 스토리가 상당히 난해한 편인데다가 그 흔한 컷신 연출조차 없어서 오로지 텍스트로만 세계관을 이해해야하기 때문이다. 그래서 이 게임을 제대로 즐기려면 다회차를 통한 스토리 이해가 권장을 넘어서 필수다 만약 이 게임을 구매했다면 돌아다니면서 발견하는 서적, 저널에 등록되는 고유명사들은 지체없이 읽어서 세계에 등장하는 집단들에 대해 숙지하는 것이 좋다.(고유명사 사용이 난무하기 때문에 인명사전을 포함한 저널을 제대로 읽지 않으면 2장부터는 게임 내용이 무슨 상황인지 하나도 이해가 안되기 때문에 게임이 지루해질것이다.) 평소에 CRPG를 좋아하는 유저라면 누구나 즐길 수 있을것이다.(아래 짤막하게 추천대상을 적어놓겠다) - 현대적 감성의 CRPG를 찾고 있는 사람 - 복잡한 DnD룰보단 자체룰을 따르는 CRPG를 찾고 있는 사람 - 게임 내에 존재하는 텍스트 자료를 읽는데 투자하는 시간이 결코 아깝지 않은 사람 게임에 컷신이나 회상씬을 조금이라도 넣었으면 완벽한 게임이었을것 같다. 스토리 이해에 필수적인 집단들이 하나같이 난해한 사건을 겪고 있는데 이걸 또 고유명사로 표현하다 보니까 시각적 자료 없이는 이해하기가 상당히 힘들다. 다회차를 하던 정독을 하던 요약 위키를 보던 간에 큰 사건의 줄기(갓해머, 와이드웬, 할로우본, 12인회의 기원 등등)를 이해만 한다면 충분히 빠져들 수 있고 다회차가 지루하지 않을만큼 컨텐츠도 방대하다. 이러한 치명적인 약점을 가진 게임인데도 불구하고 180시간을 플레이 했다는건 정말 재밌는 게임이라는 뜻이니 취향에 맞는 사람이라면 앞으로 이만한 게임을 찾기 힘들것이다.
I'm a bit embarrassed that it took me 10+ years to actually finish this game, but it was totally worth it. Great story and characters, no silly npc romances, and a worthy successor to the isometric games of the 90's. It is quite combat-heavy and I was ready for it to be over by the last quarter or so of the game or so. Part of that for me personally is getting a bad case of restartitis, trying to make the perfect character I guess. I'd advise anyone playing for the first time to just go with a character and stick with it, they put npc's in for each class so you'll get to try them all out and min-maxing stats is really not vital, even on max difficulty. It's great, so go play it!
Awesome game, 10/10. But I want to give a special shout-out to the devs for adding the Turn-Based Mode. It only took them 11 years to get around to it, but hey, better late than never! Finally, I stopped feeling like I was standing in the middle of a fireworks factory explosion during combat. I never really learned how to handle the chaos with the pause-and-click system, but in turn-based mode, I actually understand who’s hitting who and why. Fingers crossed I’ll actually finish the game this time! :D
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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