
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.
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About

Begin your adventure aboard your personal, giant voidship, traveling between the multitude of systems within the Koronus Expanse, a barely charted and incredibly perilous region of space. Despite being considered a backwater of the Imperium, this region encompasses an enormous stretch of the void, filled with dangerous creatures and prodigious opportunities for profit and exploration.

Rogue Traders never travel alone. Gather your retinue of righteous heroes, twisted psykers, and perfidious xenos. All of them are ready to follow you into the darkness between the stars. They will offer you counsel, aid you in battle, and allow you to amass ever more power. In return, you can guide them through their own personal journeys, changing their destinies forever.

During quests show your subjects mercy or disdain, stay faithful to the God-Emperor, or consort with enemies of Mankind - your every decision and every act, even in character creation, is changing the in-game open world and those who inhabit it.

Slaughter the enemies of Mankind in a fully-fledged isometric turn-based tactical combat. Take advantage of cover, the environment, and careful positioning to overpower your enemies. When that is not enough - use your companion`s powerful abilities to turn the tide of battle and achieve victory even in the direst of situations. Our video game adaption of the classic Rogue Trader ruleset allows an enormous number of possibilities for you to explore.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
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 733 reviews with recorded playtime.
Reviews
Themes across 726 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
Great 40k lore game
Très bon jeu, équilibrer avec beaucoup de possibilité
It takes a lot of reading. B the writing, characters and story are great, so it shouldn't be a problem. I didn't know anything about warhammer nor the system before playing, and i had no issues understanding and enjoying what the game lays out. A truly exceptional RPG.
好玩爱玩
Good lore content, easy mapping of skills and alnts to suit gameplay style
Absolutely fantastic game! Long and winding journey thru Warhammer 40K Universe
Good, surprisingly so. Though not surprising that it's good per se, just in the way it is and the way that it isn't. +The long story short version of what is interesting about this game, is that it is like if a pretty strong 40k book was interactive, and you got to walk around do things and talk to fairly fleshed out 40k characters. +/-That's very compelling, it's a more rich and interesting experience than other owlcat games like pathfinder at least on that front. But it's way weaker on role fantasy, progression, and combat. Also, the world of 40k is more strict in terms of how it represents things, so you will not find some of the foibles of Owlcat in previous titles. There will be no (or at least less) shoehorned anti-stereotypes and comically pathetic men. Warhammer is chuds in space after all. The main weakness of the game, is as said the coimbat and progression systems, and the way they are weak is a sort of novelty of owlcat games gone awry. -The systems are complex beyond necessity and at the expense of flavor, and the combat is so easy you barely need to optimize well; this in addition to most turns and character actions being rote repeats of their very obvious guaranteed optimal sequence because of some odd rule choices. To elaborate, every time you level up, which will be all of the time considering the granularity of the levelups in the game (nearly every second fight), you need to choose options for at least an array of 5-6 characters. Each time you are either choosing something obvious for their archetype, like more ability to hit for a gun shooter, or more ability to get hit for a hurt tanker. But when you choose the all important perks you are gobsmacked with a massive array of choices, and most of them are absolutely terrible, up to and including many of the ones recommended by the devs. It beggars belief why the devs, when I'm assuming they were given some liberties to develop a system of their own to a large extent, settled on one where every character is given incredibly generic classes based on almost nothing about them like "operative, officer, warrior, soldier, and sword guy" and they didn't lean into and flesh out what people are actually interested in, which is these other somehow secondary designations people have, like psyker, astartes, sister of battle, or tech priest. To their credit, all of the secondary designations have their own skills, moreover they have enough for them to be the primary "thing" each character is considered, but they just somehow aren't considered primary and are not quite as mechanically fleshed out. Instead your character's primary ability as a Rogue trader Sanctioned Psyker Space Cool Guy might be just pointing at people and noticing them, which they will do by rote every turn nomatter what until nearly the literal end of time because it is functionally free and there is benefit to doing so. Even the out of the box analogue to my character, Idira had the exact same designation as my character, a Divination psyker operative, and she had nearly the exact same kit. So this is not a quirk, it is the rote intended design, except she, unlike a player has TWO designations so she can use big psychic yell every turn. Which to me indicates that they realized this system was terrible at the onset specifically for actually embodying the role desired, couldn't have their out of the box Psyker not do cool stuff, and shoved some stuff in to her innately better than PC special designation, which a lot of the NPC party has. Yet me, the main character, was left a pointing man for hours on end before a new form of defensive AOE pointing and passive pointing became theoretically optimal for DPS and survival. Further that psyker yell Idira got, is actually typically worse than a sniper rifle out of the get, and her nonsense generic designation as an operative lets her use a sniper rifle, so her yell becomes the wrong choice nearly immediately outside of hyper specific situations where she has a very low hit chance. But I'm getting into the weeds, nearly every character is like this in some regard because the combat and progressions systems are flawed. Not terrible, not totally beyond being compelling, but flawed and flawed in obvious ways that should have been fixed. -There should not be so many terrible hyper conditional options for perks, you do not need a double condition required movement point debuff on hit perk when there are perks that just beef up your whole teams crit chance, hit chance, or damage mitigation at once. And there definitely does not need to be an individual perk for mastery of every single weapon type in the game, plus extra ones for extra mastery. Those could have and should have been clumped. -Further, there is so much ado about mechanics being layered within a system of elaborate vernacularized micro-buffs that scrutinizing them becomes one of the most tedious things you will ever encounter in any game. Nearly every single thing there is to be increased perkwise for many classes is just a hit or miss chance buff, or maybe the occasional health(wounds) or crit one. But you will be parsing through 7 layers of sub-vernacular and scaling equations and conditions before seeing how useful one will even be at its stated job. This often instead of giving actually compelling features like "just doing more damage", "doing different extra effects" "hitting more men", or "this costs less action points". Some of these features exist like needles in a haystack, but there is a LOT of hay. And even the best of these mechanically dense perks are always roughly the same strength as a straightforward. -Finally, the combat itself is heavily stratified for little benefit. You have an action/move point system, but are not allowed to attack after any amount of attacks, AND you can't move after attacking, AND you cant sacrifice action points to move. So you wiggle around to your always optimal spot, do a series of buffs and debuffs which are always good and action point cheap, so you do them all the time unthinkingly as a chore, then you do your one attack. Are there ways to stretch this system and bend these rules with an array of conditions that give you a special extra attack permission slip, or attacks that don't count as an attack? Yes. They are also so obvious to use they are also a chore. If there are enough enemies to warrant it, use your double aoe spray attack run and gun. If there is an enemy 2ish tiles away, charge attack him. The end. You are now a strategic genius. You've cracked the bad boring rule system. Eventually my warrior became so tanky, I would just walk him away from units to be able to charge attack back and just tank the opportunity hits. The system is legitimately restrictive enough to warrant it being optimal at one point pre getting a move that just gives you a different non-attack attack move for free for one turn but it itself costs 2 action points and the move lasts for one turn so it functionally is just one move that costs 2 action points. Kill me. In conclusion, the story, role play, and lore are fun to interact with. The writing is solid and the world is more compelling and fleshed out than their previous titles. The voice acting is a little hit or miss, but most performances are strong, and some are just a bit weak but nothing egregious (Pasqal and the Arbites). But the combat is weak enough to occasionally feel like a chore, though not painfully so. And the progression is unfortunately so bad it may be the first game ever where I dislike leveling up, as every time it happens I lose 20 minutes of my life optimizing for a 5% increase in damage or hit chance or even just convenience after parsing six characters' bloated array of useless vernacularized subsystem garbage.
great story, good plot twists and turns. Combat system takes a minute to learn, especially with all the gear and effects. Very fun
best crpg i've played, and accessible even for people unfamiliar with the 40k setting
After finishing the epic tale recounting the saga of an heir of the warrant of trade I can only say that the game is very rewarding. The story, the setting, the characters, the gameplay, the choices and decisions were all top notch. If you want to understand the setting of 40k then this is the game for you. Unlike most other 40k games that focus on battles and space marines this game focuses on humanity as a whole and the way the imperium works and lives. Honestly being the leader of billions of people who look to you to make the right decision is a little nerve racking, as each one has consequences beyond your control. But it really did make me understand governance as a concept more than any other game I have played. Making decisions and living with them in a world where doing the nice thing is not always the right choice is really interesting. To live in this world is to have compassion for those who can change and the backbone to cut down those who would only harm those you need to protect. Heresy and Gene stealers, and spies are only some of the many many many people who try to manipulate you on a daily basis. This game trains you to sniff out those who wish you harm and deal with them as you see fit. I was iconoclast at heart with mercy at the forefront and dogmatic to those who cross me or could not be saved. The companions are also the best part of this game, I do with they were fully voice acted but even so they were exceptional. In all this was a great game and highly recommend. Do not worry about the time commitment and just enjoy the vibe of 40k at its peak.
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Engagement
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Audience
Audience
Languages: English*, French, German, Spanish - Spain, Russian, Simplified Chinese, Japanese, Turkish*languages with full audio support
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