
Uncover secrets of past lives in this story-rich, tactical roleplaying game set in Sigil, a dark fantasy city at the heart of the Dungeons & Dragons multiverse. Explore the planes, survive combat alongside a party of bizarre companions, and solve puzzles unlike any ever seen in the genre.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 1.57/day in the week to Aug 14 → 2.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
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; Epic publishes 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 | 4.7Kreviews | 94% | — | $1.9M |
| $6.99−65% | — | 96% | — | 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.
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 182 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I just finished Planescape: Torment and I honestly don't know what to do with myself now. This game is more than a game. It feels like a book, a philosophical journey, and a deeply personal story all wrapped into one. I have been playing games since the 90s and I am genuinely shocked that in 2026 I could still find a game that feels this fresh, unique, and unlike anything else I have ever played. The story of the Nameless One is tragic, fascinating, and surprisingly human. The writing is on another level. The dialogues, quests, and characters are some of the best I have ever encountered in any video game. Not once did I feel like I was clicking through text just to get to the next objective. I wanted to read everything. And yes, there is a LOT of reading. Sometimes hours of reading. If that sounds terrible to you, this may not be your game. If that sounds exciting, you are in for something special. The companions deserve their own paragraph. There are not many of them, but I would take these companions over a cast of fifty forgettable characters any day. Dak'kon and Morte are, in my opinion, among the greatest characters ever written in gaming. What I loved most is that every companion has their own story, their own wounds, their own perspective, and yet all of them somehow circle around the same question: What can change the nature of a man? The world-building is incredible. Sigil is one of the most fascinating settings I have ever explored. Every district, every plane, every strange character feels like it belongs there. Even after all these years, the setting feels more imaginative than many modern fantasy worlds. Not everything is perfect. Combat is probably the weakest part of the game. Character progression is fairly shallow by modern standards. Some storylines and character arcs left me wishing there was more. There were moments where I wanted to spend another ten hours with certain characters and simply couldn't. But somehow those flaws barely matter. What I will remember is the atmosphere. Mark Morgan's soundtrack is haunting and beautiful. What I will remember is the feeling of slowly getting to know these companions until they stopped feeling like party members and started feeling like old friends. What I will remember is the melancholy that settled in as I realized the journey was coming to an end. This is a sad game. It is thoughtful, emotional, painful, and beautiful. It is a game about identity, regret, guilt, redemption, mortality, and hope. It asks you to understand people instead of judging them. It asks you to look beyond appearances and easy answers. It asks you to think. And now that it is over, I feel the same way I feel after finishing a great book: grateful that I experienced it and sad that I can't experience it for the first time again. I am genuinely sorry that this journey is over. I don't think I will ever forget Dak'kon, Morte, Annah, Fall-from-Grace, Nordom, or the strange city of Sigil. And I don't think I will ever stop thinking about the question the game asks: What can change the nature of a man?
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, German*, Korean, Polish*, Czech*languages with full audio support
Hours played at review time, across 182 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I was very disappointed when I finally got around to playing one of the 'greatest crpgs ever made' with 'some of the deepest and most philosophical writing in games' only to find that it's a game with a few really nice gems amid a swamp of mediocrity and misogyny. Not misogyny as in boob armor (there is) or exclusively female prostitutes littering the streets (there also are) but rather misogyny that grossly pollutes almost every conversation with, about, mentioning, or in the presence of a woman. Every woman who isn't old or monstrous is introduced via the hot or not rating describing their slender supple voluptuous petite thin bodies. This is never a two way street either. Men's physicalities are not described in ways like 'tight leather covered buttocks' or 'barely covered muscular chest' these are descriptors reserved exclusively for women. Women who rely on men throughout the game, women who sometimes only get names as the wife of their husband. They are owned dependants, oftentimes by abusive men whom they still love in spite of said abuse because they are women and those are men. I am not particularly surprised or outraged at the existence of misogyny in a game, it simply exists to such an ever present and inescapable degree in Planescape Torment that it inserts a bland predictability to everything. A woman cannot be independent of a man without being a cruel uppity b*tch as seen in the curiosities shop in the Clerk's Ward. Even a highlight of the game can be undercut because 'why is this woman doing all this? Is this some grand experiment for her own ambitions to immortality and power? Some extended punishment for an old wrongdoing?' gets answered with 'because she loves him 💕 " A game can be great in spite of it's flaws but I think this one is just flawed in spite of seldom greatness. The combat is tedious at best and if you do play I would recommend setting it to the lowest difficulty, it's really not worth your time to engage with it. You're really kind of just left finding greatness in conversations with men about the world, themselves, yourself, or other men. And that's the minority of the game.
It's sort of like if Disco Elysium was set in Ankh-Morpork. The combat is a mess but the writing got me over and over.
Stop removing Creative EAX support from the games. I don't care if there's some legal obstacle or if your programmers are so incompetent they can't even steal the implementation for OpenAL DirectSound emulators, EAX was a vital part of the original games and their sound design immersion and you simply butchered them for no reason whatsoever. From Planescape mortuary, Irenicus' Dungeon to Underdark in Icewind Dale 2, those effects were a part of the original games and you had no right to remove them. You could have simply left them in the code and remove the option from the UI if you thought it would be "confusing to players" so we can enable it ourselves in engine config and use software emulation but no, instead you had to remove the codepath entirely. I really hope you just go out of business for doing that to IE games.
Siempre fue mi juego favorito de todos los tiempos y lo sigue siendo en 2026. Madre mía!
I've heard amazing stories about the plot and writing of this game, but I really only had two encounters in 9 hours of play that were really interesting, one was meeting and recruiting Dak'kon. The rest of my time was spent being frustrated with the design of the gameplay, especially the different combat encounters. The one that made me quit was the bugged Lesser Varouiles early on after meeting Pharod: they just keep spawning and there is no way to survive that encounter. I honestly don't care if this is the game equivalent of Shakespeare, but I'm not sinking any more time into this.
A masterpiece of storytelling. It’s one of my favourite RPGs of all time, probably my favourite pnc adventure ever made. The environments are stunning, feeling both desperately lived in and full of life. The companions are genuinely memorable, the world is rich with lore that keeps rewarding your curiosity, and every part of the game feels crafted with care. The saddest part is that they just don’t make games like this. It’s a rare anomaly, and that’s exactly what makes it so special.
I am gone. Top tier writing and story, horrific game play. Doing quests, helping others or choosing otherwise, and learning the history of the landscape and yourself is so gosh darn beautiful and interesting. The way everyone interacts with you is meaningful, and even the NPCs that did not have names and anything important, still had interesting and helpful things to say. The game play is some actual top tier buns. I felt pretty weak (which in and of itself is fine) all the time, but the worst part is that it takes the D&D approach to combat, so more times then not they just stand there not hitting each other. The spells (while awesome) can get tedious when the boss spams minute long cutscenes at you, and the AI can be very jank and you're gonna be spamming that space bar all the time during combat.
Getting 100% was interesting. But only possible with a certain mod*. [B]approximate amount of time to 100%[/B]: 50+ hours. [B]Estimated achievement difficulty[/B]: 4/10 [B]Minimum number of playthroughs needed[/B]: 3 (an ach for each class being leveled to 12 first) [B]Multiplayer achievements[/B]: No. [B]Missable achievements[/B]: Yes!! almost everything is missable. [B]Grinding Achievements[/B]: A bit, Mostly XP stuff is grindy. [B]DLC-Only achievements[/B]: No. [B]Time-gated achievements[/B]: No. [B]Speed-run achievements[/B]: No. [B]RNG-achievements[/B]: No. [B]Does difficulty affect achievements[/B]: No. You can get all achievements on easy with Max HP per level and other accessibility options. [B]Unobtainable/glitched achievements[/B]: No. [B]Point of no return[/B]: Multiple. In many stages of the game you are locked in specific areas. [B]Is there a guide[/B]: "The Horror Network "guide is good. "gamebanshee" maps are also super useful. [B]First achievement unlock[/B]: Escaping the tutorial area (exiting the building that is) 10 to 30 minutes in. Notes: * The mod I used from the first second was the "Ai -voice acting" mod which ads mostly functional voice acting. This mod was a life-saver for me. Without it my eyes give up in a couple of minutes. * The game crashed once or twice over all these hours. But seeing as it COULD have been the mod I'm not going to hold it against it. * If you don't max INT WIS and CHA you'll miss on about 20% of the game and be locked to what is honestly horrible combat system. * If you don't care about possible spoilers I recommend you actually google/search every item you pick up and use charms all the time (or at least drop them if not useful) since the game is horrible with inventory space and tricks you into holding onto useless stuff. * features negative achievements: Annoy the lady of pain and escape the punishment Long, and complex, and I see why people liked it for so long. Tho it's age is still visible through all the EE improvements. Over 51% Recommended.
异域镇魂曲,我只能说相见恨晚,甚至帮助我打开了心结 事情是这样的,上个星期我打通了一个06-08年的外传三部曲游戏,玩的时候非常爽,剧情也很深入人心,结局是救世完美结局 但问题就出在玩完之后,我上网查那个外传系列的资料,[b]得知制作组在08年做完最后一部外传后就解散了[/b],并且哪怕是原本更早的正传,直到今天的2026年都没有续作 得知了这一消息的我顿时感觉到非常空虚,甚至是几天内完全没有办法集中注意力干其他事,哪怕是晚上睡觉的时候也在想那个游戏的剧情 因为我特别喜欢那个游戏里的男女主之间的互动,为了不让我跟这个"世界"分离,我反复的听主题曲,几天听了几百次,而我网易云上一年的年度歌单第一也就听了一两百次而已 随后我又得知了,这款18年没有续作的游戏,居然要在27年出新作,但很"遗憾"的是,这款新作是正传的新作,预告片里虽然有外传的元素,但没有任何直接证据表明会套用外传的设定 是的,正传跟外传的主角都是同一个,但如果直接把外传里的女主扔进正传,那他们就是完全不认识的状态,如果套用外传主角的设定,那对期待了更久的正传粉丝也不公平 在当时,某种意义上来说,[b]时间和永恒都是我的敌人[/b] 我一边焦急的等待27年的新作,因为外传女主即使已经过了18年人气依旧很高,在Reddit上甚至拥有自己的社区日,26年还在出新的CP周边,说是整个系列人气最高的角色之一也不为过 但我又一边觉得,如果新作里面没有女主,我该怎么办?现在就放弃这个想法吗?是抱有"虚假的希望"然后在27年等来"真正的绝望"?如果新作在商业上也失败了,人生又有多少个18年可以等? 时间在倒计时,每一天都在逼近那个审判日,而永恒在另一边等着,如果我对结果不满意,失落将看不到尽头 我甚至试图找朋友、找AI聊天,都没办法解决这个问题,但这时,几乎就是命运的相遇,异域镇魂曲打折了 然后我想到了那句名言"时间不是你的敌人,永恒才是",也许无名氏能帮我看透这个道理,所以我抱着这个心态才玩的异域镇魂曲 事实证明很管用,无名氏的旅途成功教会了我在"虚假的希望"和"真正的绝望"之间,选择第三条路 既不是绝望的等待,也不是盲目的期待,而是接受过去的自己,接受那个定格在08年的结局 在现实中被摒弃,与在真实的人心中活着,是两件完全不同的事 外传塑造了一个成功的女主,以至于没有续作的18年内她都继续活在人们的心中,外传不需要新作来证明自己的价值,故事在三部曲完成的那一刻就已经完结了 并且外传里有一句台词也让我的印象非常深刻,那就是"你的住所在这里,你的命运也在这里,但我的命运在外面某个地方等我去寻找",现在我终于明白这句话的意思了 如果我有机会打二周目的话,当走到解谜者那里,她再一次问我,"什么东西可以改变一个人的本质?"的时候,我可能会继续选"我不知道",但我心里知道,真正的答案是[b]《异域镇魂曲》[/b]
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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
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