
From the creators of ABZÛ, The Pathless is the mythic adventure of an archer and an eagle in a vast forest. Become the Hunter, a master of archery who travels to a mystical island to dispel a curse of darkness that grips the world.
Modeled estimate, not a reported figure. How we estimate →
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): 0.29/day in the week to Aug 23 → 2.14/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

Become the Hunter, a master archer who travels to a mystical island to dispel a curse of darkness that grips the world. Soar through the air and forge a connection with your eagle companion. Perform fluid acrobatics and execute awesome trick shots with a unique archery system that allows effortless shooting while moving at high speeds. The Godslayer won’t rest until the world is destroyed. Your bond with your eagle and the fate of the world hang in the balance.
With no map to guide you, shape your own path through ancient lands filled with secrets. Traverse lush meadows and snowy tundras, ascend mountaintops and glide over misty forests as you soar to new heights on the wings of your eagle. Discover the dark history of the island as you solve puzzles in ancient ruins and unearth long-forgotten lore. Peer through the veil of reality as you use your spirit sight to uncover the secrets of the past and find your path through this pathless land.
Giant corrupted spirits stalk their domains. Hunt them down with your trusty bow and a little help from your eagle companion-- but be cautious, or the Hunter could become the hunted. Engage in epic boss battles against the cursed beasts to restore light to the land. Dust yourself off and get ready to try again if you fail–The Pathless doesn’t punish you with permanent damage or death.
Immerse yourself in an interactive music system with one of the most expressive scores ever written by industry legend Austin Wintory. Featuring traditional Tuvan throat singing from the fabulous Alash Ensemble.
Game Audio Network Guild Awards, "Best Music for an Indie Game"
Annual Game Music Awards, “Score of the Year, Traditional / Acoustic”
Annual Game Music Awards, “Audio of the Year, In-Game Music”
Annual Game Music Awards, “Audio of the Year, Main Theme”
Explore a beautiful and captivating world from the mind of Journey and ABZÛ visionary Matt Nava. In the ruins of an ancient civilization reclaimed by the wilds, verdant forests border massive cliff faces with snow-capped peaks. Navigate crumbling temples and towering spires in your quest to bring the light back to this cursed land.

Set out to stop The Godslayer, voiced by Troy Baker (The Last of Us, Arkham Origins, Bioshock Infinite), as The Hunter, voiced by Laura Bailey (The Legend of Vox Machina, Last of Us 2, Gears of War).

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; PlayStation, Xbox, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 1.9Kreviews | 91% | — | $1.7M |
| $39.99 | 1.7Kratings | 91% | — | not modelled | |
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 106 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
BROKEN ON RTX 50-SERIES WITH NVIDIA 610-SERIES DRIVERS Not recommended until this compatibility issue is fixed. On an RTX 50-series GPU, The Pathless crashes or fails to launch when using NVIDIA’s 610-series driver branch. The temporary solutions are to roll back the entire PC to an older 500-series driver, such as 591.86, or use an unofficial workaround like DXVK. This is not isolated to one game. Similar 610-series driver problems also affect A Plague Tale: Innocence and Life is Strange: Reunion, which crashes when using Max’s rewind ability. Players should not have to repeatedly downgrade their system-wide graphics driver or install third-party wrappers to play games they purchased. DualSense Edge support is also missing. The controller is not recognized natively, despite the game supporting the standard DualSense and its special features. Steam Input provides only basic translated controls, while DSX is required to emulate a standard DualSense. Please work with NVIDIA and release a proper compatibility update. I will revise this review when these issues are fixed.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, Italian, German, Spanish - Spain, Arabic, Dutch, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese +2 more
| $39.99 |
| 77ratings |
| 88% |
| — |
| not modelled |
| $39.99 | — | — | — | not modelled |
| $39.99 | — | — | — | 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.
Hours played at review time, across 106 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h2]Overall: 7.5/10[/h2] [h3]Story:[/h3] The narrative being told is a pretty simple and straightforward one that's visually driven and values environmental storytelling over dialogue-heavy cutscenes, and despite the minimalist nature it's presented with, I still think it's a pretty well-told story with a genuinely meaningful underlying message. The broad goal is obviously to [spoiler]restore serenity to the mystical island you've been sent to[/spoiler], but I really appreciated how most of the finer details of the narrative are pieced together by [spoiler]reading letters left behind by fallen soldiers/reading memories of the deceased, slowly helping you understand what these people endured as you stumble across their final resting places. It gives the world a quiet sense of tragedy without ever needing lengthy exposition, and because so much of the storytelling is optional, it never interrupts the flow of exploration or gameplay. If anything, it enhances it.[/spoiler] The pacing is also decent enough if you're primarily playing for the broad narrative, with each new region gradually revealing another piece of the world's history while steadily building toward the final confrontation. It's definitely a simple story, as I already mentioned, and there aren't really any shocking twists or deeply layered characters, but I don't feel like it even needed either anyway. The biggest highlight is for sure the message The Pathless leaves you with. It's subtlety supported for most of the journey, but the ending clearly reinforces that the overarching theme/message revolves around [spoiler]rejecting extremism and the toxic mindset that there is only one correct way to live your life, fulfill your destiny, or achieve salvation. This game argues that individuals should choose their own direction rather than let others dictate their purpose and I really respected how it doesn't shy away from telling you that following ANY path without free will/individuality is not a true "path" for anyone at all, especially because I initially expected the narrative to be as minimal as that in ABZU, which didn't particularly resonated with me when I played it.[/spoiler] [h3]Gameplay:[/h3] The gameplay revolves almost entirely around maintaining continuous, rhythmic movement and seamlessly flowing through its environments or relying on your eagle companion as a simple gliding mechanic. It took me a little while to fully appreciate the movement system, but once everything clicked, traversing the world became genuinely enjoyable. Unfortunately, much like the rest of the gameplay, it doesn't really develop beyond the first biome. Outside of earning additional flaps for your eagle so you can remain airborne longer or unlocking new talismans to shoot that let you cover greater distances than before, the core mechanics stay almost exactly the same from beginning to end. Progression is handled by exploring biomes, solving environmental puzzles, and eventually restoring peace to the corrupted Tall One of each respective region after cleansing enough Light Stones to repair its three corrupted towers. There are no quest markers, no mini-map, and no traditional compass directing you where to go. Instead, you're expected to rely entirely on visual landmarks and environmental cues through the Spirit Vision mechanic to locate unexplored areas/uncover puzzles scattered throughout the landscape. I actually liked this approach while playing since it encouraged genuine exploration, and I also appreciated that you never have to 100% clear every biome in order to move on to the next one. The problem is that, just like the movement, the exploration and puzzle design barely develops after those opening hours. Yet, where the fluid traversal remains enjoyable simply due to how satisfying it feels to maneuver, the puzzles quickly become repetitive because they function more like a visual hidden-object game than genuine challenges; very few of them ever felt rewarding or clever enough to justify how frequently they appear. Additionally, the supernatural storm brought on by the cursed Tall Ones is visually spectacular and serves as a genuinely cool gameplay gimmick the first few times it appears, but, you guessed it, it never evolves either. Instead, these storms repeatedly interrupt the gameplay's otherwise graceful sense of momentum by abruptly forcing you into slow-paced stealth sections where a massive corrupted beast stalks you through a dark arena. The contrast between soaring effortlessly across beautiful landscapes one moment and suddenly being forced to slowly crouch through tall grass feels intentionally jarring, but as these storms occur so and constantly try to cut you off, they quickly become way more exhausting than exciting. [h3]World:[/h3] The world design is probably the area where I have the most mixed feelings. On one hand, every biome is absolutely stunning to look at and has its own distinct visual identity, both before and after being cleansed of corruption. Each region does a great job of conveying a unique atmosphere through its architecture, color palette, and environmental storytelling. On the other hand, though, since the gameplay itself doesn't really innovate in meaningful ways after the opening hours, the world eventually starts to reinforce that sense of repetition rather than alleviate it. Every new biome ultimately feels like the same collection of puzzles, ruins, and collectibles with a fresh coat of paint on top. The aesthetics are different enough to initially create the illusion of variety, but the disappointing reality is that the underlying structure rarely changes, so the excitement of discovering a new area quickly wears off. Personally, I feel this issue could have been somewhat mitigated if the regions were a lot smaller. While I completely understand that the developers made them as expansive as they did to make sure they gave players plenty of room to take full advantage of the movement system across long stretches of terrain, once you realize exactly what each biome is going to ask of you, those larger spaces often feel less like opportunities for exploration and more like unnecessary filler between points of interest. [h3]Visuals:[/h3] The visuals are great, and I really like the art style since it embraces a clean, stylized aesthetic built around bold colors, simple geometry, and sweeping environmental vistas that I'm sure will help it stand the test of time as an indie gem. Even when this game leans more into the minimalism vibe, it never feels plain or lacking in detail because the direction is so intentional that every area still ends up feeling memorable and visually distinct. Furthermore, on the technical side, the game also supports ultrawide effortlessly and ran flawlessly for me, which made the whole experience feel even more immersive and smooth. [h3]Music/Sound Design:[/h3] Out of every aspect, the music and sound design was easily my favorite, although that's almost entirely because of just how phenomenal I found the soundtrack. The general sound design is crisp, weighty, and immersive in its own right, with satisfying audio for everything from firing arrows and gliding across the landscape to the powerful winds within the cursed storm or the chaotic chase sequences. Still, it's the music that consistently steals the show. Whether I was peacefully gliding across said landscape with the eagle companion or in the middle of an intense boss fight that demanded complete focus, there were several moments where I found myself genuinely captivated by the auditory experience accompanying every scenario. The OST effortlessly shifts between serene, atmospheric vibes and high energy, emotionally charged pieces without ever feeling jarring, so it's constantly reinforcing the sense of wonder, scale, and urgency this game is aiming for. It's one of those rare soundtracks that doesn't just complement the gameplay but also actively elevates it.
Hold left trigger to run. press right trigger to hit targets. repeat. repeat. repeat.
If your favorite part of certain open world games is roaming alone in the wilderness, spotting odd things and wondering if they're anything and then having the game say "that is indeed a thing, good job finding that!" then you'll probably enjoy this a lot. I know I do.
Really simple but fun. The game looks beautiful, and the soundtrack is great. Gameplay consists mostly of pressing 3 buttons, but getting the hang of the movement is really enjoyable and rewarding. The puzzles are pretty easy. The boss fights are also not that hard, but they look fantastic. I enjoyed my time with it. I would say get it on sale.
Yes, the graphics are nice, and the soundtrack is quite good, but the gameplay isn't. 95% of the time you run around and collect items, solving puzzles along the way. Those puzzles all follow the same pattern and are all quite easy. All in all, no real feeling of achievement. The other 5% are combat against the area bosses. Not impressed, got bored very quickly.
Если в Breath of the Wild вам нравилось искать короков так же сильно, как мне, знайте: эта игра про сбор короков со схожим разнообразием простейших загадок. Ещё про спинномозговые перебежки между точками интереса, которые сложно пропустить благодаря местному ведьмачьему чутью. И про сказочную историю, в которой добро побеждает зло, а природные силы — человеческую гордыню. После знакомства с птичкой в прологе кор-геймплей не изменится до самого финала, поэтому не ждите откровений. Смело рекомендую по скидке, мне доставило.
又一个被莫名其妙的体量给拖死的游戏,我是真搞不懂有些独立游戏作者为什么老要往大了做,往长了做。最终给人的感觉就是该堆料的地方不堆料,不该堆的地方往死了堆。 首先是本作的流程设计和玩法一眼望到头,除了前期以外往后的流程几乎没有任何新鲜感可言,关卡设计里经典的三次设计更是变成了紧箍咒圈在这傻逼设计师头上,什么都要三下,玩到后面一撅屁股我就知道设计师要拉什么屎。最终boss的战斗设计更是烂得不能再烂,中途还有段巨拖节奏的缓慢走路环节,除了让我能更加坚定的给本作差评以外毫无意义。剧情也是土得不能再土,土到你无法想象的那种30年前游戏的终级土逼剧情。 其次就美术而言四张大地图除了最后一张还不错,我是真搞不懂前面为什么不删掉一张,第一和第三张的美术几乎都是绿色平原,没有任何独特的地形或是美术设计,纯纯是为了大而大。 最后音乐算是这游戏最核心的优点了,颇具民族特色的配乐和人声吟唱,既独特又好听。 哦对了还有摸鸟,做得也很棒,摸完之后的鹰和主角的互动算是我在这游戏里为数不多能露出笑容的时刻了。 如果你是那种愿意在寺庙待上一天也不会感到乏味的玩家,那么这款游戏你可以试试
I really enjoyed this game, but I do get that it wouldn't be for everyone. Pathless is beautiful. It feels great getting around. The connection between the eagle gameplay and story is great. It's also really, really easy, which was fine for me because I was wanting a breezy, artful experience. This will not challenge you, but I do think it's worthwhile.
Jogabilidade simples e satisfatória + história épica com uma águia fofa e um vilão foda + direção de arte maravilhosa = esse jogo incrível
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