
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 610 reviews with recorded playtime.
Reviews
Themes across 603 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
Well written story, good mechanics. For me it's a Baldur's Gate lite, worthy of playing.
这回合制更新了之后真尼玛狗屎吧,平均一小时崩溃一次诗人啊
It feels like the frequent combat encounters are just a session of mandatory fights where it provides no strategic challenges and most of the time you are queuing up your party the same sets of command. Companion AI works, but it's too painful to see them not being as satisfy as you do the manual controlling. Combat music are the same 3-4 songs throughout most of the game and you got so many of encounters per map. Stealth and traps are so ass. You'd have to crawl around slowly with that one character who has the most mechanical skills to disarm them to disarm beforehand and have your party follow them. Makes everything tedious and yes, even with the fast mode on. Even if you discovered traps you can't disarm, your party will step on it anyway. Micromanaging is required and this game already have a lot of lore and info dump to make everything dull. Even though the lore and the world was really interesting if you still have energy to focus on them toward mid-game. I decided to just put minimum effort to game mechanics to try and stay engage to the lore and story. Which was a success, but not quite how I wish it turned out when I'm playing this game. Roleplaying aspect were almost interesting. I played Goldpact paladin expecting a dilemma choices where I must fulfilled a contract to the letter which may have conflicted my character's moral. But guess what? I didn't count but it must've been less than 3 instances where the Goldpact's "pay me and I will get it done bro" motto even came up as a selection when I'm doing quests. What a waste. Overall, great game if you are into their lore and complex mechanics and it does show effort behind it all. I just felt like their execution didn't quite hit me and that's too bad. Hopefully the second one did it better.
[H1]Something Great*.[/H1] I love Rogue Trader, both Pathfinders, Original Sin 2, the Baldur's Gate series, Neverwinter, & Planescape, but this plays quite different. The story is interesting, the narration and voice acting are excellent, but the level design decisions, difficulty settings, and class mechanics are not what you expect. [H3]Class Identities Forced, Contradict Class Fantasies Sold.[/H3] A Cipher is a psychic predator; the Chanter, a warrior-poet whose voice reshapes reality; the mechanics for both make you a fighter or ranger who only [i]occasionally[/i] gets class-specific powers. In practice, both demand multiple turns of base weapon combat before their defining abilities become available. Is that a good idea to you? [H3]What Defines You: Attributes, Culture, Morality? Just Resolve![/H3] This extends to character expression more broadly. Most environmental observations are delivered through tooltips rather than checks. When checks do appear in dialogue, they skew heavily toward Resolve, an attribute primarily for will resistance and casting concentration, -- which is NOT as universal an attribute as charisma is in PoE -- alongside background culture, and moral alignment -- meaning your character's insights reflect an uneven intersection of three systems that do not track into any of the others. For a story-driven cRPG, this is an unusual inversion. Usually, backgrounds, race, attribute, class checks are oft all included, balanced, and capable of tracking into one another, e.g. being aggressive through the use of STRENGTH will reflect on your BENEVOLENCE/MALEVOLENCE. That is not the case here. [H3]Path of the Damned Be Damned.[/H3] Path of the Damned has a related inversion, but it's structural rather than tonal. The difficulty doesn't test mastery of the game's systems per se, it tests prior knowledge of the game's geography. Punishing encounters appear in areas the story naturally directs you toward, before you have the party composition or tactical vocabulary to evaluate the threat. 3 level 5 bears in a cave. 6 Will-O-Wisps in a temple you'll likely enter at level 2... These aren't challenges that reward engagement with the game's systems; they're walls that reward a previous playthrough, or 2,500 gold spent on min-maxed Rangers. PotD functions less as a true hard mode than as a New Game+ difficulty wearing hard mode's clothes. And because encounter scaling leans heavily on enemy numbers rather than enemy sophistication, fewer class builds remain viable -- which quietly pushes players who want to experience the game's full breadth, and unique offerings, at its highest difficulty, off a cliff. None of this makes Pillars of Eternity a [i]bad[/i] game. But it is a game that asks more of your patience than it earns. *:If you can overlook the fine print.
It has its own problems (Which more important ones are fixed in the sequel) but it is my favorite universe in a rpg game. Not a good entry to CRPG genre as it is more complex than simpler implementations such as Dragon Age Origins, but it is one of the more satifying ones(Especially end game bosses).
this is easily one of the most slept on epic rpg series ever, LOTS of reading though so be prepared, but its oh so so so so good
Classic isometric RPG, 10/10 would recommend. Do not use turn-based mode, it's very bugged.
The devs at Pillars of Eternity clearly have enormous respect for the CRPGs that came before it. Obsidian clearly set out to make something in the vein of OG Baldur's Gate and Icewind Dale and I GUESS by most technical measures they succeeded. The world building is dense, the lore is unique and at times interesting in places, and the writing has moments that show exactly why this studio was so GOATED in its day. BUT... PoE for a lot of hours in exchange for a payoff that doesn't quite land with the weight it's reaching for. The ending has some real gravity to it and there's a twist that recontextualizes enough of what came before to feel earned on paper, but by the time you get there the sheer volume of content you've pushed through starts working against the emotional impact. It's a game that could have been sharper at two thirds the length and almost certainly would have hit harder for it. The combat and systems are competent but never exciting. There's a depth to the mechanics that rewards patience but not necessarily curiosity, and for long stretches the game mistakes density for engagement. You can feel the hours accumulating in a way that great CRPGs don't usually make you aware of. What it does establish clearly is that Obsidian had the foundation for something special. Deadfire took that foundation and reportedly addressed most of what felt unfinished here, tightening the pacing and building on the world in ways that make this first entry feel more like a proof of concept in retrospect than a complete statement. Works well on both PC and Steam Deck.
Obsidian game - unfinished, buggy and filled with lies about what's in the game.
El juego tiene una historia interesante, lo poco de ella que llevo me ha hecho sentirme inmerso en su mundo. Si te gusta D&D y los numeros adelante.
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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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