
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 605 reviews with recorded playtime.
Reviews
Themes across 598 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
Спустя года понял для себя, что Pillars нравятся больше, чем Baldur's gate 3, особенно 1я часть, где атмосфера мрачнее, а подземелья с приключениями - глубже и таинственнее. Завоз пошагового режима - <3!. Очень грустно, что первые две части имели недостаточные продажи...Надеюсь и жду Pillars 3 <3
Saldırı için seçilen karakterlerin birbirlerini bloklayıp saldırmaması dışında problem yok RPG ve combat bakımından güzel. Oyunun ikincisi yapılmasına rağmen geriye dönüp Turn base mod getirdiler yakın zamanda İşlenen konu bakımından divinityden daha çok beğendimi söyleyebilirim
Bao. pode comprar.
I started playing this game after beating Planescape: Torment and dipping my toes into Bg1. Got hooked pretty quick. The story is very compelling from the start, and it's almost weird to think about the first act as the same game now that I'm well into the second act. There's alot of grim-dark and depressive themes at the start that begin to peel away and reveal a classic epic fantasy vibe as the game progresses, while still pulling you back to those grim dark themes from time to time so you stay grounded in the issues that the world of the game is facing. The characters are some of the most compelling I've seen in similar games to the point that I find myself genuinely torn about who to bring along at many points. Excited to get into Pillars 2 once I finish!
有可能是黑曜石的巅峰水平,不过也没有高到哪里去就是了。虽然能感受到诚意,但总体上感觉还没有博德1好玩,剧情也远没有吹的那么神,知道你们想写宗教大法官,但是存在主义那套陈词滥调早就不酷了
Pillars of Eternity is a very compelling world and a reasonably enjoyable CRPG. It isn't as approachable as the default TTRPG-inspired CRPGs out there (like those adapted from the novice-friendly 5E D&D) nor quite as violently flexible as Pathfinder (which is unashamedly and exclusively for the feat freaks) but neither is it as inexplicably designed as the earlier D&D-based CRPGs of the Infinity Engine era (like the remarkably well-written-but-infuriating-to-interface-with Planescape: Torment or the first two Baldur's Gate titles) which more directly inspired Pillars as a franchise. Its narrative is one of the best this text-heavy format has ever inspired, with plenty of compelling lore and politics to sink your teeth into. Its setting is unique in its framing (colonialism-focused in a subgenre that skews feudal or early-modern-with-medieval-characteristics) and stunning for its breadth too. You not only get to dive into inner-city and inter-race politics, debating the viability of various mortal and immortal world views, you also get to unravel your own identity and the world's, interface with souls and get yourself involved in the world's own cosmological Wheel and an entire pantheon of worship. Few games have done so much narratively and so successfully and naturally. I genuinely cannot think of another game that more efficiently sets its stakes, with reasonable explanations for continuing your journey all across the whole of the player character moral spectrum. You can pursue the plot to help the helpless, save yourself, or merely to unravel the mystery you've been suddenly woven into (or even all three of these things!), and, following that, find an immense amount of fitting outcomes. It's Obsidian at its absolute best. As a playing experience, though, it's a little more muted. Pillars feels, in comparison to the Infinity Engine era and to its more modern competition, a little less ♥♥♥♥♥♥♥♥, a little less God-Stat-Dump-Stat-oriented, but also a little more rounded off, a little less tactile experientially as a consequence of its effort to minimize player disruptions to difficulty and game structure. Its percentile-based system is tuned for maximum viability, which means you don't really get to feel as obviously powerful as, say, Larian's more recent and "simple" CRPGs (Original Sin II and Baldur's Gate III, which all basically demand, or at least desire, you breaking them over your knee with "meta" buildcrafting) but you do get to play a lot more freely in its sandbox. This lets you indulge in what might be considered unreliable character fantasies in other games, such as the buff, dumb wizard and or the socially dexterous barbarian, at the cost of ease and clarity. Most systems consequently become percentile and additive across attributes, defenses and attack percentages dependent on several intersecting stats that make doing the mental math necessary to your average encounter way less convenient. (Your defensive stats, for example, each involve a class base that improves with leveling and then are additionally and vaguely influenced by at least one character attribute, making the math even more murky). By being so flexible, the core fantasies are a little less punchy, dramatic, and obvious. This is not necessarily a bad thing, just a choice with a lot of consequences. You can't really just pick up a build and run with it without understanding precisely what that build entails. Neither can you cheese encounters with roll-based stealth mechanics nor annihilate your foes with unavoidable smites. Your enemies are variable enough from encounter to encounter in Pillars to make too much single-mindedness a real disaster (and injuries from the high-damage enemies and high-damage traps can have immense impacts the deeper you go into any of the game's various dungeons to the point where save scumming becomes very natural). In other words, Pillars is the kind of game where you have to actively consider your enemies and environment and can't just throw a water bottle at your problems to make them wet and then zap them with lightning into dust over and over and over again. It's a more genuinely strategic CRPG experience than most of its most obvious competition but certainly a little less immediate feeling than existing power-fantasy meta-fests (especially for someone just getting started). (It also doesn't help that the skill system is so small that basically everything is dictated by your attribute scores exclusively. High Resolve is, especially later in the game, your only option for convincing certain NPCs, and that can often feel really annoying.) But if you are someone who likes getting into the weeds and the gears (or if you're not above dropping your difficulty from default to experience one of the best narratives in the modern era of CRPGs), you can't really go wrong with Pillars. It's got style (even though the polygon count can feel a little limited) and has an experientially smoother sequel waiting for you once the curtains draw down on this one. There's even a turn-based mode now (which, admittedly, probably should have come a lot sooner, but is certainly a plus for anyone interested in this game that isn't at least 40 years old and nostalgically attached to an inferior pacing system)!
Amazing game! The writing and world building are incredible. The turn-based combat is really fun and tactical, I'm glad they added it to the game this year. The combat is simple and not too overwhelming like Pathfinder Wrath of Righteous. It also plays really well on the Steam Deck. I love using the steam decks touch pad as the mouse. It's like I am playing with keyboard and mouse.
After ~10ish hours and level 6 (from total 16) the impressions are terrible. Game gets lot of dedicated fans, but from CRPGs it's one of the worst i have encountered so far. It's not even slow burn as many call it. It is completely doused. The only interesting story part so far was prologue. There are dozens of fights against HP sponges with no interesting mechanics. We got some bait about children missing souls, but no other info... Just running around doin chores and fighting unending hordes of bland mechanic lacking NPCs. Character progression is bland to the point it reminds you of games from 90ties, where technology simply wasn't there yet (few skill points, generic talent and if you have some caster, you get either generic spell or useless flavourful spell; if martial you just get more generic boring talents - and this comes from a guy who usually likes passive effects! But barely noticeable chance to hit / lower the damage which you have to take because you graze so much even with minmaxed stats is not interesting at all. Your character is almost the same at level 6 as it was at level 1. And checking character builders, it barley gets any better at higher levels. Game looks beautiful at least, so it is not a complete pain staring at the scenery (which you have to do a lot..) Reading through reviews, i wonder what standards people had before playing this, to get charmed by this flavourless soup. Negative reviews are mostly on point with constructive feedback, but possitive ones are just amazement over salty water. If you want a good cRPG, go for Larian or Owlcat games... Hell even shadowrun games are deeper than this puddle.
I really want to like this game, but it is unplayable. For some reason, on my computer, this game crashes or gets stuck for about 3 minutes at seemingly random moments that happen fairly frequently. My computer is able to handle games with demanding graphics like Indiana Jones and the Great Circle, as well as games like Victoria 3 that demand a strong CPU, but this game won't run well on it. I've seen other people have similar issues with this game as well, and I have tried many of the suggested fixes, but nothing seems to work. I'm sad because this game seems incredible, but it is incredibly annoying and immersion breaking to play through the bugs.
I wanted to like this game. The character creation screen is beautiful, but I must have created like 5 characters over the years and just couldn't get past the first 1-2 hours of gameplay each time. The combat just feels way too tedious and none of the decisions you make during combat feel like they matter. This is probably a genre that evokes a lot of nostalgia for others, but it simply isn't for me. It probably does what it's intended to do very well, but even with the new turn-based update, which is a massive improvement over the old gameplay, it still feels too clunky. Combat feels simultaneously too unintuitive, easy and meaningless. For the first woods and cave dungeon area, I've tried skipping as many fights as possible and taking as many fights as possible. This doesn't seem to make a difference at all. You acquire a ton of items and they are all useless garbage. You just have 1 ability that you can click every few seconds and then you auto attack. None of your positioning or abilities really matter in the combats either. There's nothing tactical. It's just tedious braindead point and click. Maybe I'm just a CRPG hater. It's just trying to do too many things at once and it's not doing any of them very well. If I wanted good positioning combat, I could just play XCOM or a variety of strategic roguelikes. If I wanted a story, I could just go read a book or watch TV. Overall, this just feels like a point and click walking simulator pretending to have "a great story" and "tactical gameplay." The point and click exploration just slows down the pace of the game and gives you a bunch of pointless filler to pad up the play time. The character creation screen is truly beautiful though, but the gameplay could be a lot more streamlined and you could probably make a modern game that tells the same story in 20% of the time.
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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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