
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
Whoever thought its a good idea to put this much text in an unvoiced game should get 5 years in prison. Had to install an TTS program to make it barely endurable but could then focus on the good sides of this game.
Esse jogo é incrível, fazia muito tempo que um RPG capturava minha atenção como Alaloth capturou, o jogo visivelmente é voltado para fãs de RPG que procuram a experiência pura do gênero. Cada lvl que seu personagem ganha é muito impactante, você sente o poder do seu personagem crescer e sua capacidades aumentarem, você acha equipamentos lendários com toda lore por trás com visual diferenciado, ou seja, a aparência do seu personagem remete a conquistas no jogo e por fim o jogo é ambientado em um mundo high fantasy aos moldes de senhor dos anéis, você sente que está na terra média enquanto joga. E o mais legal, é visível que é um jogo feito por pessoas que jogam e tem amor aos games, me senti novamente com 9 anos quando eu abria um game completamente novo e desconhecido e me perdia lá dentro. Meu maior arrependimento foi não ter começado a jogar ele antes.
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, 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
too difficult
*Disclaimer* - To start off, PLEASE ignore all the trolls playing the game for less than an hour and giving the game a negative review. Some people just can't help but think their useless opinions matter and Steam really needs to change how soon a person can rate a game. Try the game out, if it's not for you just move along. You don't need to ruin someones hundreds and thousands of hours of work with a two paragraph "review." This is a MASSIVE game, so I hope you prefer the opinion of someone who has put enough time in to leave a valid review. ------------ Alaloth: Champions of The Four Kingdoms is a wonderful yet imperfect gem. Underneath an incredibly difficult first few hours, a strange yet intriguing leveling system and some overall questionable design choices is a very really special amalgamation of RPG genres that oozes passion and is unlike anything else I've played before. Plamen is a beautifully realized high-fantasy landscape with a touch of Italian influence. I can't help but connect the games world to that of a Simon toy from the mid 90's: Each race (Dwarves, Orcs, Elves and Humans) holds a quarter piece of the pie, with a central area held by that of Alaloth, the evil demon hellbent on taking over Plamen for his own. A lot of the usual fantasy tropes are present and the main story is very narrow in it's delivery, yet the atmosphere and art direction really helps sell a world of waring factions fighting to stave off the oncoming threat. Each area is breathtaking to look at: from a towering castle at mountains edge, to a forest town haunted by the ghosts of its slaughtered denizens, every single location stuns. The player will interact with townsfolk, guards, Lords and Kings whilst picking up dozens upon dozens of quests. These can include anything from picking up a certain amount of plants, to killing a particular number of enemies, or tracking down NPC's to deliver items. It's a bit archaic in design, but it helps to funnel you towards the end goal: Destroy Alaloth. Lore drops are also found throughout all locations and can be completely ignored if you don't want to delve too deep. I do have to mention that there are quite a few grammatical and spelling errors, though they're not intrusive enough to ruin immersion. The developers are consistently hearing feedback and updating any reported issues with the writing. Gameplay consists of traveling around a large map, that almost resembles playing a board game, visiting stunningly rendered yet static cities, towns and dungeons, also known as Fighting Areas (FA). Thankfully, FA's are distinguishable via difficulty skulls placed under the names. These skulls go from 1 to 4, with boss arenas being accentuated with horned-skulls. You can enter any FA at any time, but the enemy numbers and their strength multiply with each additional skull. Enemy types consist of ghosts, bandits, demons, goblins, giants, elementals, and various wild animals and each enemy follows different attack patterns which helps to keep the combat feeling interesting and fresh. It's very rare that the player will be fighting just a single enemy and, for a game that has implemented souls-like combat, this doesn't always work. The targeting system can be very finnicky, so when you're surrounded by multiple enemies, frustration can ensue. I discovered you can mitigate this issue by making sure your first Talent Point, the games skills, is invested into an area of effect attack or minion summon. Otherwise, it seems kiting enemies around while you slowly pick off one at a time is really the only solution early on. And those early hours can be very daunting, as you will be constantly overwhelmed by groups of 2-4 enemies at a time while you wait for your 1 or 2 skills to ready. Luckily, your character will grow stronger as you complete FA's and obtain more points to invest into Stats, Skills and Proficiencies. Before long you'll be thrashing through multiple enemies without breaking much of a sweat. Speaking of skills, the build variety is staggering. There are millions of potential combinations from 5 different skill trees that include The Way of Arms, Nature, Gods, Elements and Arcane. Each tree can be accessed from the start and build variety is welcome. In order to level up whichever skill you grab all it takes is usage of the skill and having the necessary stat points (Strength, Constitution, Dexterity, Intelligence and Wisdom). Overall, it's a very simplistic system and respecing only requires a Shrine (an Anhk symbol) and an Orb of Chaos. I have noticed that Intelligence skills seem prominantly more powerful than the others, not only because ranged combat seems superior, but because there are far more skills that compliment killing multiple enemies at once. Some skills also seem mostly useless, such as undead focused abilites, since those enemies might only appear in particular places on the map or in a handful of dungeons. I'd love to see these skills adjusted to do moderate damage to everything, but excessive damage to undead. Melee combat plays much like a souls-like. You can target a single enemy while strafing, dodging and parrying. The latter will stun the enemy and leave them open to attack. The parry can also hit multiple enemies at once, so positioning is key. Combat overall feels very crunchy with a good variety of fantasy staples like axes, greatswords, staves, and spears plus an entire tree dedicated to melee playstyles, such as Warrior, Rogue and Archer. Once again, it's unfortunate the developers couldn't find a way to balance this combat style versus more than 2 enemies at a time. Once 3 or 4 enemies surround you it becomes a chore to jump between them whilst also watching your cooldowns, health, and stamina. After reading multiple reviews, it seems to be the primary reason most people give up on the game. Perhaps an early quest that leads you to one of many companions would be a welcome addition to mitigate this frustration. At the end of each FA players will find a large chest. These simultanously end the dungeon and reward you with loot. While the game doesn't shower you with endless amounts of gear and items, it does consistently drip feed you with upgrades to your current build (or other builds if you choose to respec). It does a great job of keeping you hooked and looking for that next epic weapon or piece of armor at the end of a quest line or higher level dungeon. I'm not entirely sure if there is a lot of randomization to drops in dungeons, but what you get at the end of a quest is set in stone. This means, if you can remember where you got something, on later playthroughs you can build entirely around a specific weapon or piece of armor. The games score is a bit of a mixed bag. Some of the tunes feel bombastic and overly loud, repeating far too often. Others are whimsical and relaxing, transporting you to the fantastic place of their origin. Thankfully, they all fit the location they're in. The Orcish lands of Baga, desolate and without life, carry sounds of hollowed horns and beating drums, while the Elvish forests of Larastir offers gentle whispers of the harp and flutes. It's honestly well done, if inconsistent. What's most impressive, though, is how each area, whether town or dungeon, has it's own song; Nothing repeats. Also, I have to mention the games jingle that plays each time you rest, as it grows on you the more you hear it: simplicity at it's finest. Overall, I love this game. Is it perfect? Far from it. In fact, it has a lot of imperfections, conflicting systems and frustrations, especially early on. But I can't help but appreciate the massive amount of dedication and risks a small studio took to bring this massive, entrancing world to life. A DLC is on the horizon and I cannot wait to jump back in with a new build and explore Plamen all over again. Honestly, far more people should be playing this, and all who aren't are missing out on something truly special. 8/10
说实话,只能勉强给个中评 作为半个ACT,游戏数值卡的很死,角色性能非常弱,DND的精髓AC等级这游戏就没有采用,双方纯纯血性肉搏, 角色技能伤害很低不说,召唤类,回血类技能甚至都有次数限制。完美把等距视角游戏和ACT游戏的缺点整合了 而敌人则疯狂堆怪,很多敌人还会无限招小兵,很多时候打BOSS只能风筝不断用技能磨。真的玩起来极度折磨 建议游戏增加一个类似神界原罪2的护甲机制,让玩家和队友不至于那么脆 给中评的原因是,游戏有个非常有创意的竞争者模式,除了你之外还有三个冠军在地图上游荡,相互竞争打怪,这的确让整个流程充满变数和有点游戏动力。 但这个模式还是太粗暴,玩家升级要靠占领怪物点,而AI对手几下就把地图上好打的点全打了,导致玩家只能在死亡和打不过之间恶性循环,要是好好构思一下,把占点制度改成王国贡献制,冠军需要刷王国声望,谁声望高王国里面的资源就给谁。而不是现在这样,体现冠军之间有合作有竞争的场景,甚至能针对每局搞个跑团随机剧情们真的潜力无限。 只希望作者能好好构思一下这个模式,认真打磨打磨
De fato uma mistura de Diablo 4 com Elden ring. Que jogasso, meus amigos!
В целом хорошая рпг. За сюжетом правда перестал следить спустя пару часов, но геймплей затягивает. Оригинальная система прокачки через захват боевых зон вместо убийства толп мобов. Уши настолки прям явно видны. Машинный перевод доставляет. Нейронка видимо стоит слишком дорого, чтобы прибегнуть к её помощи.
Çevirisi tamamen yapay zeka. Hayalkırıklığı. Steamde türkçe olduğu gözüken bir oyunda ilk kez bu denli kötü bir çeviri gördüm.
Podría decirse que este juego mezcla en su jugabilidad Baldur's Gate (aunque de forma simplificada), Dark Souls y Diablo. El combate de este juego es lo que siempre había buscado en un Baldur's Gate y que nunca encontré. No me acaba de gustar el combate por turnos y el combate tipo Diablo es demasiado frenético con mucho spameo de magias. Sin embargo, en Alaloth el combate es bastante estrategico, debes guardar las distancias con el enemigo, ya que si vienen 3 o 4 enemigos juntos, te pueden pegar una buena paliza si no juegas bien tus cartas. Se podría decir que el combate bebe un poco de los Dark Souls. Cada enemigo aquí es importante, no es un mero enemigo debilucho como en un Diablo. Pero a su vez, puedes usar tu movimiento y habilidad para vencer enemigos difíciles, que por ejemplo en un Baldur's Gate sin el nivel suficiente hubiera sido imposible. Puedes atacar y esquivar, usar parris o lanzar magias. Cuando consigues puntos de talento y aprendes habilidades, el combate se vuelve más asequible, ya que al inicio es bastante difícil, debido a que tu personaje no tiene habilidad alguna, solo el arma principal. El progreso en este juego, no es como en el resto de juegos donde matas enemigos y consigues experiencia para a su vez subir niveles y conseguir nuevas habilidades. No. Aquí tienes que limpiar zonas / mazmorras / escondites, etc y con cada una de estas zonas terminada ganas un punto de talento, habilidad pasiva, subida de estadísticas, etc. Una vez entras en una de estas zonas, no puedes cambiar armas, ni abrir el inventario, ni huir. Debes prepararte antes de acceder a la mazmorra y luego entrar con lo que lleves equipado. Solo puedes curarte con los 4 objetos que llevas equipados, nada más. Si te matan, apareces en el santuario más cercano (Tipo Dark Souls o World of Warcraft), habrán pasado 3 días y tú equipo habrá perdido durabilidad. Si te han matado en medio de una zona de mazmorra, el loot conseguido se pierde, es como si no hubieras obtenido nada. Puntos positivos: + El combate depende de tu habilidad y no tanto del azar (como sí podría pasar en un Baldur's Gate). + El mundo es grande y con muchas zonas por explorar. + La habilidades están bastante bien y marcan la diferencia. + El combate en general está bastante bien cuando lo dominas, aunque puede hacerse algo repetitivo. + El viaje por el mapa me parece bien, es grande y amplio, con eventos que van apareciendo (viajas por un mapa de papel no es un mapeado 3D pero no está mal). Puntos negativos: - Cuando entras en una zona de mazmorra y pierdes, es frustrante porque es como si no hubieras hecho nada y son zonas largas y difíciles. - Moverte por mapa y matar los enemigos que aparecen, no tiene demasiado sentido. Solo ganas algo de loot, pero no ganas experiencia. - No hay viaje rápido, lo cual puede hacerse tedioso si tienes que recorrerte todo el mapa de punta a punta. - No se permite elegir dialogos o tomar diferentes decisiones a la hora de hablar con los NPCs. Solo hay un dialogo que es el que es. Diría que este dialogo dependen de tu decisión inicial (al crear el personaje) si decides que tu personaje es bueno, neutral o malo, tendrá unos dialogos u otros. A tener en cuenta: * Solo puedes curarte yendo a las posadas y pagando una pequeña cantidad por dormir en ellas o resucitando después de morir. También puedes curarte usando objetos en la hoguera de antes de las mazmorras. En resumen, es un buen juego con un combate satisfactorio, más estratégico que un Diablo y más agil que un Baldur's Gate, aunque se siente como un juego bastante más simple que un Baldur's Gate al no poder tomar decisiones. En general es un juego que te puede dar bastante horas, le daría un 8 de 10.
Alaloth: Champions of The Four Kingdoms is a demanding isometric action RPG that combines the broad world-building and role-playing structure of traditional computer RPGs with combat that requires considerably more timing and precision than the genre’s familiar point-and-click approach. Developed by Gamera Interactive and published by Gamera Interactive and Ancient Scroll, it takes place in Plamen, a dark high-fantasy world divided among four kingdoms and threatened by the destructive influence of the imprisoned god Alaloth. The premise is straightforward enough, but the enormous amount of lore, exploration, character development, quests, and optional content surrounding the central conflict makes the adventure feel considerably larger than a simple quest to defeat an ancient evil. Plamen is one of the game's greatest strengths. Rather than constructing its world as a collection of interchangeable fantasy locations, the game gives its kingdoms their own histories, political tensions, cultures, settlements, wilderness areas, and dangers. Players can create champions belonging to humans, elves, dwarves, or orcs, and racial selection has relevance beyond appearance because it influences how certain inhabitants perceive the protagonist. This helps establish the idea that the player is entering an already complicated world instead of appearing in a setting that exists purely for their benefit. Exploring cities, remote settlements, ruins, forests, mountains, and hostile territories regularly produces new characters, quests, enemies, treasures, and pieces of background information. Combat provides the game's strongest identity. Although the isometric viewpoint might initially suggest a conventional hack-and-slash RPG, fighting recklessly is rarely the best strategy. Positioning, timing, defensive actions, recognizing attack patterns, and choosing the right moment to strike are important parts of surviving difficult encounters. Enemies can punish careless aggression, while larger creatures and bosses demand considerably more concentration. There is a Souls-like influence in this emphasis on deliberate engagements, but the game integrates those ideas into its own CRPG-inspired structure rather than simply copying a third-person action formula. The result can occasionally be frustrating, especially while adjusting to its combat rhythm, yet difficult victories tend to feel earned. Character progression provides enough flexibility to complement this approach. Different Ways of Power, combat specialties, skills, magical disciplines, weapons, armor, equipment, and crafting possibilities allow champions to develop noticeably different fighting styles. Building a character is therefore about more than increasing statistics. Equipment choices and abilities can affect how comfortably a particular strategy works, encouraging experimentation instead of blindly equipping every item that appears more powerful. The considerable amount of loot also provides a persistent reason to investigate optional locations and dangerous areas. The role-playing side is similarly substantial. Numerous quests and NPCs populate the four kingdoms, while twelve potential companions bring their own backgrounds and motivations into the journey. Relationships are not presented as completely static, and characters can become allies or enemies depending on circumstances. Decisions and allegiances contribute to the broader feeling that actions have a place within Plamen's political and social structure. Players who enjoy reading lore, investigating side stories, searching for secrets, and becoming immersed in fictional cultures will get significantly more from the experience than those interested exclusively in reaching the next battle. Its enormous quantity of content can nevertheless become a weakness. There are so many activities, locations, characters, items, and distractions that the central narrative can occasionally lose urgency. Not every quest or encounter possesses the same level of importance, and completion-minded players may find themselves moving between objectives without much narrative momentum. The open structure is consequently best approached as an invitation to explore rather than a checklist that must be completely cleared. Accepting that philosophy makes the world feel adventurous; attempting to exhaust everything can make portions of the journey feel unnecessarily prolonged. The presentation complements the darker tone effectively. The isometric perspective provides useful battlefield visibility while allowing environments to display an appealing amount of detail. Ruined structures, wilderness areas, settlements, dungeons, monsters, warriors, and magical threats reinforce a world shaped by conflict rather than a colorful heroic playground. Its mature fantasy atmosphere revolves primarily around warriors, war, dangerous creatures, and violent confrontations. The overall aesthetic is particularly successful when exploring hostile territory because the scenery consistently communicates that traveling outside civilization carries genuine risk. There is also more flexibility than might be expected from such a traditionally structured RPG. Alongside its extensive single-player adventure, local cooperative play allows multiple players to participate, with Steam Remote Play Together providing another convenient option. Steam achievements, cloud functionality, and related platform features further complement the package. These additions remain secondary to the main campaign, but cooperative play is an interesting alternative for players who want to experience its combat alongside friends. Steam Deck compatibility is especially good news for portable players because the game is officially Steam Deck Verified. Improvements were specifically made to areas such as readability and usability, including adjustments intended to make text more comfortable on the handheld display. The combination of controller-oriented action combat and an isometric viewpoint translates naturally to portable play, although the depth of quests, inventories, lore, and character management still makes this a more involved handheld experience than a simple pick-up-and-play action game. Ultimately, this is an ambitious RPG whose strongest qualities come from the interaction between its enormous fantasy setting and demanding combat. It offers exploration, character building, companions, crafting, plentiful equipment, nonlinear adventuring, difficult encounters, secrets, and a substantial amount of lore without reducing itself to either a traditional CRPG or a straightforward action game. Some players may find the combat unforgiving and the quantity of content excessive, but those willing to learn its systems are rewarded with an unusually dense fantasy adventure. Its imperfections are noticeable, yet they rarely erase the satisfaction of developing a capable champion and gradually mastering a dangerous world that does not constantly accommodate the player. Rating: 7/10
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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