
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.
Modeled estimate, not a reported figure. How we estimate →
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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
Für mich eines dieser Spiele, die einem im Leben etwas ganz besonderes bedeuten, weil sie etwas in Dir auslösen, was zuvor kein anderes Spiel geschafft hat. Und es wird immer dieses eine besondere Spiel bleiben...
It looks like I played this game in 2015 for quite a lot of hours. I read about it having a new patch recently that opened up turn-based combat mode as an option, and the article mentioned how fun the game was, and that it was still quite playable all these years later. So I installed it again, added the patch, and have been thoroughly enjoying another run through. Hardly a bad thing to say about this game, and still worth buying today for sure if you've never played it before.
Game released in 2015. Eleven years later they add turn-based combat with a huge update. This studio is absolutely nuts.
I'm in it for 8 hours - that's 4 attempts at a couple of hours each to get into the game over a period of months, years. I reach about the same point each time and find no reason to come back to it. Dullsville.
они ее до сих пор поддерживают, Карл, 11 лет прошло, выходят свежие патчи с новыми фишками и правками! я в шоке какие красавцы.
Over the years, I really tried to get into this game with different builds and playthroughs etc. I always seem to stop playing once you get your own stronghold. I love the dungeon crawling elements of it and being able to restore a stronghold to it's former glory. I wasn't too big of a fan of the previous combat system. I prefer isometric games to be turned based such as the og fallout games and the later Larian games. Unfortunately, there are constant crashes for the turned based gamemode once you reach the dungeon crawling elements. For me, turn based games are usually about funnelling a choke point and using the terrain to your advantage but if you block door ways with your tanks and sneak to prevent movement to your more squishy characters, the game always crashes. Also, if an enemy has no possible way to reach you such as being blocked by it's allies, the game crashes. At the current state for the turn based mode, I don't have the patience to keep crashing like this as I do like to cheese my way through fights especially with the hardest difficulty where you have multiple enemies. If the game didn't keep crashing, I reckon I could stick out my current playthrough as the turn based mode has potential to be way better than the old combat system.
If you do not play turn based combat, ignore this opinion. I have bought the game because they have added turn-based combat. I am not a big fan of real-time, so I wanted to try it. Sadly, turn-based combat is a complete mess. In one fight, I was utterly crushed when playing TB. I didn't even make a single move. Yes, it is that bad. I have tried this same combat after switching to real-time, and lo and behold, I won without issues. And I didn't even understand how to fight in real time! This is my reason for the negative review. If the devs rebalance TB combat into something playable, I will update this review.
After bouncing off this game multiple times, I finally got into it because of the turn based mode; which allieved all my troubles with most of the CRPG genre (♥♥♥♥ real time 🖕). I also pretty much made every character a melee warrior so I didn't have to think about a lot of spells, but also this game as a lot of "per encounter" skills so you can use them every fight. I didn't really get a super lot out of this tbh though. I like the world, I like the characters, I liked how some of the choices had me doing moral delimas, but I kind of ended up whelmed I guess. Same with Avowed, which I do like more, but Avowed is another 7/10, "Yeah, i liked that". Does it need to be more than a 7, do *I* need it to be more than a 7? I kind of wish I liked it more for the time investment, but I still pleasently enjoyed it so who cares right.
[h1] From Industry Gangstas to Play-It-Safe Businessmen [/h1] [hr][/hr] This review isn't just about a mismatched game mechanic. It is about a deeply disappointing trend of artistic cowardice at [b]Obsidian Entertainment[/b]. [b]Chris Avellone[/b], [b]Feargus Urquhart[/b], and [b]Chris Jones[/b] were the original gangstas of the CRPG world. They pushed the industry forward with [i]Fallout 1[/i] and [i]2[/i] in the mid-90s, writing the very DNA of isometric, tactical gaming. They inspired the entire modern landscape. Yet, when making [i]Pillars of Eternity[/i], these former pioneers chose to act like play-it-safe businessmen. They abandoned their turn-based heritage for Real-Time with Pause, completely ignoring fans who begged for a turn-based alternative for a decade. Then [i]Baldur's Gate 3[/i] exploded. It is sad to see a legendary studio like Obsidian use Larian Studios as a muse. The students showed up the masters. Only [i]after[/i] Larian proved that massive audiences still crave tactical turn-based combat did Obsidian finally find the courage to look backward. Now, over ten years after launch, they are retrofitting a turn-based system into an engine never built for it. Shoving turns into a real-time recovery system completely breaks game balance, turning trash fights into an absolute slog. This isn't an isolated incident, either. Tim Cain and Leonard Boyarsky led [i]The Outer Worlds[/i], and senior designer Brian Heins claimed it was the spiritual successor to [i]Fallout: New Vegas[/i]. News flash: It wasn't. [i]Baldur’s Gate 3[/i] was. Larian took the real chances. They delivered the deep, emotionally uncomfortable writing and the massive moments of player agency that defined classic Black Isle and [i]Fallout: New Vegas[/i]. It is deeply frustrating to see a beloved studio abandon their core, ignoring what they and the fans crave, only to let another studio tell them to 'hold my beer.' Obsidian shouldn’t have needed a competitor to prove their own formula works. They should have been leading the charge instead of waiting to ride the coattails of a trend they originally helped invent.
이미 역대급 crpg 중하나. 중학생 시절 남들다 디아블로2에 빠졌을때 영어 사전 펴놓고 하나하나 되도않는 해석으로 발더스 2를 하던 추억이 다시금 살아난다. 그때의 그느낌이 그대로 나는데 재미도 있다. 솔직히 난 발더스의 광팬이었지만 발더스3가 오랜만에 나오고 사람들이 열광할때 물론 재밌고 마이너한 게임이 고티를 받은게 축하할일이지만 정말 솔직히 말하면 발더스 3보다 이게 더 재밌고 이게 진정한 발더스의 계승작이라 생각한다.
Related
Related
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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