
A hardcore high fantasy isometric action RPG set in a huge sandbox world ruled by magic and monsters. Master deep skill-based combat, forge powerful builds, explore unforgiving lands and dungeons, face brutal boss fights, uncover ancient secrets, and save Plamen from its inevitable doom!
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): 0.29/day in the week to Aug 14 → 1.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
In Alaloth: Champions of the Four Kingdoms, the fate of a land ravaged by ancient rivalries and dark forces lies in your hands. Step into the beautifully brutal world of Plamen, a realm divided among kingdoms, each with its own unique cultures, mysteries, and conflicts. Guided by tales of honor and vengeance, you take on the role of a mighty champion, forging your path to glory and fighting to withstand the ever-growing corruption of Alaloth, a malevolent god imprisoned in the mortal realm.

The vast, fully explorable world of Plamen awaits, a realm of sprawling kingdoms and wild frontiers, each filled with unique inhabitants and dangers at every turn. Journey through lush forests, towering mountains, and barren wastelands where the four distinct races have carved out their own domains, each with complex histories and turbulent relationships. Alongside warriors and rogues, you’ll encounter powerful mages who have honed their skills across diverse schools, from elemental mages wielding fire and lightning to necromancers drawing power from dark realms. As you venture deeper, prepare to face deadly mobs and legendary beasts twisted by Alaloth’s corruption, their very existence a test of your skill and strategy. Everywhere you go, ancient ruins, sacred sites, and thriving cities offer stories waiting to unfold tales of lost civilizations, epic rivalries, and secrets guarded for centuries. Each region brims with lore, quests, and characters that reveal the layered history of Plamen, creating an unforgettable experience in a world where every decision shapes your journey.

A hardcore combat system combines with a brand-new isometric gameplay, featuring spectacular moves in challenging fights against various enemies. You must carefully plan each move: one reckless action, and you die.

A huge Single Player Campaign, feauring hours and hours of emerging contents
Play as human, a dwarf, an elf or a orc. NPC react to this choice with different dialogues and attitude
12 memorable companions with their own backstories, ready to join or fight you during your journey
Local Cooperative Mode up to 3 players, working online through Remote Play and no extra copies needed
Competitive Mode to play against other champions
A unique, hardcore combat system, combining iso-view with skill-based action
A world-centered game: live the life of great warrior in an ever changing world reacting to your actions
Customize your character by choosing different Ways of Power, classes and skills
A huge world to explore, crafting, and ton of content to unlock
500+ NPC, 250+ quests, 280+ locations to explore, 1200+ items
A ton of amazing boss fights against dragons, demons and other giant monsters

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; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $34.99 | 1.6Kreviews | 72% | — | $1.6M |
| $24.49−30% | 82ratings | 70% | — | 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 71 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Мноогообещающая и затягивающая РПГ, не без своих особенностей, как хороших, так и не очень. Визуальный стиль мне приятен, атмосфера и музыка на хорошем уровне, бои интересные, непредсказуемые и довольно часто приходится попотеть и включать мозги, что бы тебя не отправили на тот свет, но ничего такого, с чем нельзя справится. Мне сильно по своему стилю напомнило старую-добрую NOX, только там было 9 лечилок + яблочки и мяско для мелкого лечения, и там тоже легко можно было отъехать от пары неосторожно пропущенных ударов, а то и от одного. Есть компаньоны, что круто. Я пока только начал пробовать игру, но уже есть пару явных минусов, которые хотел бы озвучить: - локализация. Точнее, русская локализация. Она вроде бы как есть - но это настолько корявый машинный перевод, что я не смог его выносить даже в меню, он просто ужасен, что большой недостаток, так как в ролевые игры необходимо вникать, а без языка, которым ты свободно владеешь, это затруднительно. В итоге приходится играть на английском, что вроде бы как и не проблема для меня конкретно, но впечатление портит. - наполнение мира. Заявлено огромное количество локаций, вот только из тех, в которых я побывал, очень часто это просто крохотные локации, в которых вообще ничего нет, они просто для галочки и маркера на карте мира. - диалоговая система ну... примитивная. Буквально одна-две строчки ответов и это если повезет. С сопартийцами особо тоже не поговоришь. И да, лично мне бы хотелось, что бы в игру завезли полноценные романы со спутниками, этого не хватает в этой игре. - не такие гибкие настройки, как хотелось бы, ужасное управление и навигация в меню, необходимость нажимать все по два раза. - крайне неинформативные квестовые маркеры (вообще не понятно, куда двигаться, в какую сторону), невозможность выбрать более одного активного задания. Я думаю, у игры большой потенциал, и если ее будут поддерживать и патчить, у нее хорошие шансы на то, что бы стать успешной и любимой игроками.
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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, Portuguese - Brazil, Polish, Turkish, Simplified Chinese, Russian*languages with full audio support
Hours played at review time, across 71 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
50.000 G-TOKENS: Virtual currency to be reedemed on Gamera Discord Shop to buy goodies and videogames [worth 9.99€] where i can use this tokens? can't fand out?
操作手感凑合,战斗代入感不错(45度视角类魂很有潜力),其他的就是一坨大便,机翻基本看不懂,特别敷衍。
ótimo jogo! responsivo, combate equilibrado, o sistema de XP é questionável mas ainda aceitavel
Alaloth is a sandbox souls-like isometric dungeon crawler—a combination you don't see every day. It runs on Unity in pseudo-2D to emulate Infinity Engine–era games, but since it is Unity, expect FPS drops, stutters, and memory leaks. I personally suffer from time to time severe FPS drops when some fountain effect, snow, lighting, and vegetation are in sight—things that a game like this has no right to have. The 3D models, albeit not needing to be highly detailed in an isometric environment, are atrocious. On the character creation screen, you are greeted with such monstrosities that you can put them in the same row as Solasta and Oblivion. But the 2D backgrounds are all gorgeously drawn, just like the ability effects—firestorms, holy strikes, and arcane lightnings. While some could use a bit of work in the visual department and some balancing in terms of particles—yes, you, Meteor Swarm, spewing all of this blue dust over my screen—they are a joy to look at. And you will be looking at them constantly, because they are not restricted by casts per dungeon. I will play casters here just for the special effects, even if it means disengaging from the melee combat system completely. After starting "New Game," you are greeted by a three-and-a-half-minute lore introduction. And, judging by the list of DLC—which is actually just a PDF with lore—the developers are in fanatical, obsessive LOVE with their worldbuilding. Every damn city, dungeon, nook, and cranny has its own lore commentary. You have specific NPCs that drop lore on you. Hell, even on the character creation screen where you must choose a noble house or clan for your character, the faction descriptions is so long that it doesn't fit in the text box and you must scroll through it. I pity the poor soul who wrote all of this, though it could with no difference be AI-generated walls of text, because it is so generic, boring, and uninspiring. I get it—you are writers, you want to show me your pseudo-D&D setting that you run with your friends, but please don't shovel this down my throat with such ferocity. I just bought your game and am still contemplating a refund if the gameplay isn't to my liking. So one day indie developers will learn not to introduce me to their world with poorly narrated—the guy could use a speech therapist here—awkwardly phrased text that an editor hasn't seen even in his dreams. But that day will not be today. After these trials, we come to the gameplay that I precisely described at the start of this review. The whole system with the math underneath—heavily inspired by D&D progression, with different levels giving you stats, traits, and skill points—is quite solid. Could it be better in terms of quality upgrades rather than incremental number boosts? Could traits be something more than numerical bonuses? Sure. But otherwise it works great—your main breakpoints will be skill points for acquiring new abilities or upgrading old ones. All points are pretty tight early, but you can buy respecs with easily farmable gold that has little meaning outside of the early game if you screw yourself over. The battle system heavily favors melee combat. Ranged attacks have a cooldown and deal no damage outside of skills, so if you are not playing as a skill spammer, you must engage close and personal. Could auto-attacks via bows, slings, and magic staves be implemented? Sure, especially with such fluid movement via WASD controls or gamepad stick. But I guess the developers have a specific vision about this, and I respect that. Your actions—attacking, blocking, parrying, dodging, running, and other action jazz—are restricted by a stamina pool, while enemies have a posture bar that you are incentivized to break. Stunned enemies not only lose their action but also suffer more damage. Crowd control is a major part of combat because you will be heavily outnumbered more times than not. One solution to this is your combat skills, which you use on cooldown with some stamina cost. The other is companions—you can take 4 from 12 depending on your alignment and bring 2 into combat. Companions have quests, some banter, and are serviceably written, even though you couldn't tell the difference between them just from the text if you had to guess—just like you couldn't tell the difference between, say, an orc and an elf who lived in one of the cities. Otherwise, they serve a solid function and have their place in the world. They aren't romanceable, which is perfect for a plot-light game like this. You shouldn't add romances just because lonely gamers want some computer girl; you should only add them if you're ready to fully commit to writing them. The gameplay loop is quite simple but engaging: you are dropped into the capital of your race, where you pick up some fetch, kill, and carry quests before heading out for free-roam dungeon clearing. From the former, you get gold and equipment; from the latter, you also get experience. Dungeon crawling is the main activity—you brew potions, cook food that provides buffs for the full duration of a run, equip consumables, and then delve into the unknown. The dungeons themselves are hand-crafted, mostly linear corridors filled with enemies, occasional traps, and door-opening levers. They are scaled by difficulty, and you can definitely complete later dungeons with the right amount of skill and patience, but the enemies inside will be massive HP sponges. The bosses that are usually at the end of these gauntlets are also typically massive health sponges, so be prepared. After clearing a dungeon, you get a level-up upon claiming it and can rerun it an infinite number of times for loot, but not for EXP. Because of this, character progression is tied to completing new, different dungeons, which forces you to travel the world. New regions provide new quests, new enemies, new rewards, etc. There will always be something on the horizon, so you'll be running around the world clearing out the next tier of dungeons. Alaloth is a sandbox, souls-like, isometric, plot-light dungeon crawler with rich—albeit unimaginative—lore and not much depth outside of combat. It shares that same "combat-first, open-world" vibe as Mount & Blade, Crimson Desert, and Baldur's Gate 1. If this is your cup of tea, then you will definitely enjoy your stay.
我们姑且不论游戏廉价的画面和发售一年半多还很糟糕的本地化这些细枝末节的问题。 游戏体验里有一个很严重的问题:敌人的攻击判定范围似乎比看起来的要更大。 我推测这种做法最开始是为了让招架和格挡更好地生效,但是这种处理似乎忽略了另一个问题:这是个强制性一对多,大部分战斗环境远比其参照的魂游原型更严苛和恶劣的动作游戏。 一对一,敌人更大的攻击判定代表着更容易触发的招架和格挡判定,这没问题。但是一对多的时候,这代表玩家经常会陷入被其它方向不该命中的攻击命中的情况。能想象你只是打算跑步穿过敌人去攻击对方的施法者,但是却直接被视觉上本该已经甩开对方攻击范围的敌人轻松命中的情况吗?请不要说这种事可以用开火车,马拉松之类的做法来创造临时性一对一的环境,又或者等待后期的更多技能解决。有考虑过开火车玩法本身就是一种因妥协产生的被动性的,不积极的行为吗?或者,不是所有人在接触这种魂like战斗系统后都期望狂扔技能来破局?一个游戏为玩家开出的“题目”不该只有一两种单调的解法,视觉上可行却实际上不可行的问题也是一种对没有犯错的玩家进行的不合理的惩罚,这不是一个正常的游戏应该出现的问题。 又或者我觉得不合理受击的原因其实还是视觉问题,是等角俯视和缩放带来的对细节识别不清的影响?那么这同样也是个需要解决的问题不是吗?当我尝试快速分辨自机角色的判定边缘时,我发现角色模型本身和周围环境经常陷入模糊不清的状态,没有被鼠标指针跟随或者进入锁定的敌人的边缘也同样模糊。那这是否也是一种需要优化的问题?这甚至是只需要进行一个地区的战斗就能发现的,很难理解为什么这种直接影响重要体验组成的问题至今仍然没被优化。
ТУПА ТОП!!!
Combats are a bit challenging with keyboard and mouse but omg if u like oldschool isometric arpg try this one.
Solid before the update, but now much better definately recommend to play before the No rest for the Wicked release in October it scratches that itch.
I have been looking for a game with old school vibes. It is challenging and unishing but not overly imo. the 2.0 launch is a perfect time to pick up the game. I have had this wait listed for over 3 years. I will say the character models could be better, but the gameplay is fantastic, you can tell the devs went for a gameplay first idea. 8/10 do youre self a favor and try this underrated GEM out.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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