
Made in a close partnership with Games Workshop, Warhammer 40,000: Rogue Trader is a story-rich classical RPG from Owlcat Games, developers of the critically acclaimed game, Pathfinder: Wrath of the Righteous.
Most likely between $8.3M and $23.5M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $14.99 | 88% | approximately $13.8M |
| PlayStation | $49.99 | 92% | — |
| Xbox | $49.99 | 84% | — |
| Epic | $49.99 | 95% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 2420 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
因为战锤IP和回合制战斗两个因素玩了这个游戏,一周目主线加部分DLC通关用了140多个小时,的确玩进去了但是和其他我玩过的CRPG有些地方不太一样。首先个人感觉战斗比较多,有些地方甚至走两步又入战了,主打一个战斗爽,但这对不太会角色构建的新手玩家来说有点折磨。然后就是入战只能正面入战,两军对垒,或者自己被伏击,什么春秋礼法,不搞偷袭哈哈哈。同时升级数量和频率也很高,有时打完一场加一次点,有点繁琐。但是这个游戏的确让我体会到了战锤世界观的一部分,游戏中文本的描写和人物的刻画也很优秀,最长的文本应该和这段评论差不多长哈哈哈。这些就是我目前的感受,然后和大家说一个很生草的事,和审讯官初见后在舰桥上聊完天,steam就弹出了一个恋爱成就,我真不行了,我还想着居然有官配啊,那要多关注一下了哈哈哈。
The amount of detail in this game is insane. Truly an incredible experience if you enjoy fantastic writing, politics, build variety. I can't stress enough how obvious it is how much work and love went into making this; it's apparent at every turn. I hope that everyone that worked on this (especially the writers!!!) are proud of themselves. The only shortcomings for me: - equipment variety is certainly deep enough, but I did feel a little pigeonholed by the archetypes. Coming from WotR where the class options were both wide and deep, it just felt more narrow in scope. You really only have a few classes to choose from, but to be fair you can build them out in many different ways. - morality feels very narrow as well. In most cases you basically have the option to be dogmatic / neutral / heretical with very little in between. I get this, as the 40k universe is so focused on the contrast between these things, but it often felt like choices lacked nuance. I ended up not minding this too much though. I just had to reframe it in my mind as essentially choosing between the three at the start of the run. Then I was able to treat the game a bit more linearly, rather than a universe sandbox. With how good literally all of the writing is, it's probably a good thing they tightened the focus a bit rather than branch out and sacrifice quality honestly. - the economy is AWESOME, but I wish they had explained it a bit more. It took me like 30hrs to realize that you lose nothing by purchasing things. I'm willing to accept that I'm just not the brightest consumer, but it's such a vastly different way of approaching economy that I think it needed more reinforcement/clarification. For anyone reading this: Profit Factor is basically your kingdom's GDP. Your relationships with factions determine what they'll be willing to give you. If you have high enough GDP and a strong enough relationship, a faction essentially just gives you items. If you have the access to get an item from a faction, you just take it. It costs you nothing.
I want to say that I have wanted to enjoy Owlcat games since Pathfinder 1, but I just can't and I think this game which much more new player friendly for games made by this developer. Now that I can actually progress into one of their games while feeling competent in the systems designed and implemented within it I now know why I just can't enjoy this game. The reason why I won't recommend this is because the game seems hell bent on not providing you with the needed information to succeed through UI elements. In fact the developers seem to have this ideology that if a player is not willing to read the entirety of their wikipedia on all enemy types in the game, then all the possible weapon variations for all those enemy types and finally all the possible armor variations possibilities for every single enemy type (of which there are a ♥♥♥♥ ton). Then like me you will probably start to feel this thought in the way back of your mind thinking, why the ♥♥♥♥ can I one shot 80% of enemies with my standard load out but then against this ♥♥♥♥♥♥♥ low level turret I can barely do a maximum of 10 damage with a fully buffed character wielding the equivalent of a nuke? For me I have absolutely no idea how to properly damage turrets and some heavy armor class enemies in the game including some BS boss fights where the challenge is never in learning the bosses mechanics properly but instead just figuring out how to one shot the boss before they can one shot you. That is what always eventually deters me from finishing these great games, the devs just refuse to give you feedback on why your attacks work on some enemies and not on others unless you read the very long, and way too detailed logs on them. Like lets take a game with a well known rock paper scissors system of rpg combat, which to a degree every rpg has just because (with exceptions to final bosses) enemies just should not be highly resistant to every damage type in the game. So the focus is to figure out what enemy units are weak against and the UI design in Fire Emblem displays these advantages and weaknesses to the player at all times. If instead Fire Emblem hid this information from me but still expected me to succeed like owl cat games do then no one would have ever like that franchise. Now I hear you saying that FromSoft games don't have those weaknesses displayed in the UI, which is correct obviously and a small part of what makes that game great. however there is no fail state for the players ever on death like there are in tactical rpgs. Also these games are tactical, turn base, RPGs!!!!!! It's really hard to feel tactically adept if the entire game you are wondering why the hell your load out kicks ass until an enemy type is introduced that just nullifies your whole damn strategy and you are given no explanation as to why during combat. Like if an enemy has lightening immunity all the UI will state is that they are immune in your projected damage. BUT WHY ARE THEY IMMUNE WHAT IS THE ABILITY THAT IS MAKING THEM IMMUNE???? BG3 does the wonderfully by providing great feed back all the time as to why your damage has advantage or has disadvantage as well as active feed back to an enemies armor class versus the damage class you are using against them. You CAN read up more on how these systems interact but you get 90% of the information you need without even needing to view a stat sheet. So I just get into this loop with this devs games where I am terrified to switch a build or diversify a build that is working in the moment then rage quitting when all of a sudden a basic enemy group in a new area curve stomps my team. Unlike FromSoft games death is not a mechanic in OwlCat games, as in if you die that's a fail state and a save must be loaded. These games would actually super benefit from having map revive locations that activate upon death instead of making the player feel too terrified to consider alternatives because whos to say the next map won't then also kick your new characters builds asses. I even dedicated myself to read all the ability information on each level up to attempt to better understand the mechanics, but again there is no feed back. Abilities just tell you what they do but not how they interact with other abilities like my god is it so hard to just have another small window to display how much more damage your standard attack will do if you pick this ability? I love theory crafting, but I'm not going to sit there for hours respeccing my characters trying to figure out all this math in my head alone the game needs to give me immediate positive or negative feedback during this process so I'm not walking around blind.
awesome game
Is it the best game? No. Is it an awesome power fantasy where you enact a bloody conquest of the galaxy for the glory of The Empire of Man? Yes.
Great game, only run into one bug so far in a 90 hour run, and it was worked around. Was on a minor quest and wouldn't have mattered anyway. Very few changes I'd make to the game because it really doesn't waste your time. There's a lot reading to do, unfortunately it's not fully voice acted. I always read faster than the lines are spoken anyway. It's a fun story so far. Sticks to 40K lore and tradition as best as I can tell, I'm no expert but I'm no newb. Combat encounters (playing daring difficulty) could be a little harder. So far I'm much more likely to die in ship combat than on the ground, although my ship hasn't been touched in combat in a while now. It's OP. Short review: Get the game if you like CRPG, it a no brainer!
我是在游玩《博德之门3》和《神界原罪2》之后找到这部作品的。一开始先试着玩了正义之怒,因为加点有点太复杂了,而且不喜欢解密而停滞不前。《行商浪人》的世界观是我比较感兴趣的,所以尝试入坑了,发现兼容良好。本作包含属性ruo点、回合制、大量文本分支、生动世界探索内容等特点,画质和模式上与神界原罪相近(我的crpg启蒙参考系),个人可以良好适应。 游戏性上,本作的剧情文本管饱,可选队友多,一次最多可以带5个队友,剧情和战斗体验都较为尽兴(批量拾取战利品大赞),唯一感觉比较坐牢的是回合制特有的一局打半天。太空战舰战斗还是比较有新意的,但是好像没有很战斗爽,属于特色观光项目,据说某个dlc有提升,暂未尝试。 【比较不方便的是不能完全即时存档——战斗中、剧情中是不可以sl的,属性判定很多时候没有提示就直接出结果了,所以要勤存档。因为自动/快速存档位不多,所以经常手动存档保险一点,不要像我一样在没意义的地方进出而频繁触发自动存档把大节点的存档覆盖了】 我不太熟悉战锤世界观,不知道是否正宗,但全局看得是津津有味。一路上船员像是燃素一样被消耗和补充,一开始我还有犹豫,想尽量打出无伤结局,后面发现开个船都是会死人的,只是规模小属于常规损耗文案不多说,逐渐看开,这就是战锤40K么!如果很介怀此类世界观,建议开局不要多纠结角色,先开了(或者抄个捏人攻略)过过剧情和战斗,体验一下再决定是否入手。 最后严正控诉本作可攻略队友数量稀少!为什么xxxx、xxx和xxx不能攻略!我都行商浪人了,这点自由都没有么!
Definitely worth getting
I really wanted this to be my entry point into the Warhammer 40k universe. The story is probably fine, but If you don't have a specific drive towards the universe the game feels clunky. The loading screens are frequent to transition from one tiny environment to another. Little items are hidden amongst clutter but show up on your map. Unit movement is frustrating where characters in your party are deselected after every encounter. Voice acting is very intermittent. The timing in cutscenes feels off; there are a lot of pauses between dialogue boxes popping up and sometimes a dialogue will quickly pop up for the scene to fade to black. These moments all create friction when trying to immerse myself enough in the universe to enjoy the narrative attempting to unfold.
一开始还想着要不搞点自由主义吧,玩到后来发现教条主义才是对的。 异形就应该杀杀杀杀杀杀, 问就是为了帝皇。