
Gather your party and get ready for the kick-ass new version of GameSpot's PC Game of the Year 2014. With hours of new content, new game modes, full voiceovers, split-screen multiplayer, and thousands of improvements, there's never been a better time to explore the epic world of Rivellon!
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Same day: best RU #83, worst CN #96 · 2 markets collected
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.
About
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; Xbox publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $3.99−90% | 33Kreviews | 89% | — | $2.9M |
| $39.99 | 2Kratings | 88% | — | 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 1116 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]Quick Sum-Up[/h1] [h3]In-depth analysis further down.[/h3] [b]No AI was used to write this review. Keep writing works AI free.[/b] [hr]🟩 [b]Pros[/b] 🟩 • An enormous world filled with endless secrets, Easter eggs, hidden quests and unique encounters that will surprise you from start to end. • Superb combat system that gives player complete freedom of approach, and has great mechanical depth. On Tactician difficulty, be prepared for a solid challenge. • Excellent roleplaying system that organically accounts for your characters’ actions, items and knowledge to unlock new options, with multiple context-based dialogue choices. • Vast character building possibilities: all builds, pure and hybrid ones alike, have their own identity and usefulness both in combat and outside. • Absolute player agency in how to approach quests, exploration and encounters. The game doesn’t only allow, but encourages, finding unusual solutions to achieve your goals. [hr]🟥 [b]Cons[/b] 🟥 • The way character personality traits are assigned based on dialogue choices (e.g. Materialistic vs. Spiritual, etc.) doesn’t make much sense logically in multiple cases. • Respec will force you to re-acquire all the skill books from traders, some of which only have a chance to spawn in their loot table per refresh. [hr]🟨 [b]Bugs / Issues[/b] 🟨 • Loading a save made during a dialogue can often lead to a crash. • Inaccurate enemy highlight models in combat can lead to frequent misclicks. [hr][h3]Content & Replay Value:[/h3] It took me, alongside my partner in co-op, about 105 hours to complete DOS1:EE on Tactician difficulty, taking considerable extra time to fully explore the world and complete all possible side quests and encounters. Thanks to its extensive dialogue options, complete player freedom and build diversity, the replay value is high. [h3]Is it worth buying?[/h3] Absolutely. Divinity Original Sin is one of the greatest CRPGs ever made, and it’s worth every cent even for the current full price of 39,99€. [h3]Verdict: Masterpiece[/h3] A genre-defining milestone for CRPGs as a whole. DOS1:EE is the improved version of a great classic that elevated Larian Studios into the pantheon of CRPG masters. An unmissable title for any RPG fan. [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2548409603]Rating Chart[/url] [quote]Want to see more reviews of the same quality? Check out and Follow my Curator, [url=https://store.steampowered.com/curator/39323490]Tamaster's Review Archive[/url].[/quote] [h1]In-Depth Analysis[/h1] [h3]Writing & Worldbuilding[/h3] Narratively, DOS1:EE sits at the very top tier. From the beautifully animated, albeit rare hand-drawn cutscenes, conversations, banter, to the side lore found in books and documents, the writers have made sure each line of dialogue had its own distinct flair. Most of the characters you’ll meet will stick in your mind, not just plot-related ones, but almost all of them in fact. Despite there being hundreds, each of them has enough personality, quirks and mannerisms to result in someone you’ll remember, instead of the umpteenth generic NPC. The plot itself is articulate, interesting, and nuanced; it blends well the lines between good and evil, except for the final parts that, unfortunately, fall in the “insane villain” trope a bit too much. It’s ultimately a serious plot, that however doesn’t shy away from comedic, goofy tropes when appropriate, and never feels cringeworthy at any point in doing so. The worldbuilding is deep and detailed, with much lore to be discovered in order to know more about Rivellon’s society, culture, issues and history. There sometimes are references to places and realms outside of it, but most of it is left to deduction or imagination; that’s not a bad thing, considering how much there already is to go through about Rivellon alone. All environments and locations have been made with the utmost care, subtle details and environmental elements adding an ulterior layer of depth to an already hefty lore package. [h3]Exploration & Secrets[/h3] You’ll explore on foot, with a handy map marking each important building and location once discovered, but covered by fog initially. Many locations, however, remain unmarked and will be up to you to place custom markers to remember them. A system of fast travel portals scattered throughout the land makes going back and forth convenient and immediate, while your personal Teleporter Pyramids, acquired very early, allow one character holding them to teleport to the other instantly. The Pyramids open up to endless exploration possibilities: throw them to use as beacons and cross gaps, put them into someone’s inventory with pickpocketing to access forbidden areas, use them to ambush your enemies, or as a retreat point if combat goes wrong. Barring a few areas inaccessible for lore reasons, exploration is non-linear and completely up to you; the only thing stopping you will be, mainly, enemies too strong to face yet. Other than that, there’re plenty of secrets (often found with high enough Perception, or knowledge from documents) and optional locations scattered throughout the four, large main locations, from dungeons to ruins and even dimensional portals. You never know what could be around the next corner, and DOS1:EE will surprise you time and again the more you delve into it. [h3]Combat System & Bosses[/h3] Combat is turn-based, using AP for both movement, skills and other actions like using items or spell scrolls. The system is deep, with a plethora of status effects and elemental interactions to account for, other than the usual roster of resistances, weaknesses and stats like armor found in most other CRPGs. DOS1:EE however takes elements a step up from the crowd in how they interact: blood spilled on the ground can freeze and make anyone stepping on it slip, fire hitting water becomes steam, which can be in turn electrified to stun anyone nearby. Barrels of oil and poison explode when on fire, creating hazardous surfaces and smoke that blocks line of sight. These are just a couple of the many interactions you can use in combat to gain an advantage. But so will your enemies: the AI, especially for its time, is incredibly smart: enemies will give their back to walls if there’s a rogue around to not get backstabbed, use the elements in smart ways, and work with each other for coordinated actions. Bosses are usually tough challenges, especially optional ones and those of your same level or above; they often possess unique abilities and talents. Great risks, great rewards: the system allows you to kill an enemy six levels above you, even if it’s almost impossible, and get enormous amounts of XP if you succeed. Given how much freedom of approach, items, and features you have to prepare for battle, it will be common to lay down traps, like barrel clusters or surfaces, before a fight begins to gain an advantage. [h3]Character Progression & Roleplaying[/h3] A standard XP-based system gives you attribute and ability points each level, and talents every few levels to further specialize each of your characters. XP is split in numbers, meaning a party of four will get less XP for each member than a party of two; you can’t play solo for lore reasons, but you can definitely have just two characters instead of four, even if that would mean missing out on the excellent companions’ writing and backstories. You won’t learn skills as you progress automatically; instead, skill books have to be found, bought or crafted in order to get new spells and abilities. The leveling system allows hybrid builds which allow more combat flexibility, and that can be just as effective, if not more so, than pure ones. The gameplay for each is markedly different, both in combat and outside of it, with activities like pickpocketing, charisma-related checks, crafting and trading taking a large chunk of what you’ll do when not exploring new areas.
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Reviews, worldwide (the counter carries no country): 8.67/day in the week to Aug 4 → 10.57/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.
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, Russian, Polish, Czech, Simplified Chinese, Korean, Portuguese - Brazil*languages with full audio support
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
1.拉瑞安的文笔一如既往极其的糟糕,整个流程充满了各种各样令人尴尬的流行梗,书籍虽多但是明显没有精心编撰,经常会出现一些品味极低,出戏的打破第四面墙的情节,世界观虽然也有点幼稚,但至少是个真正原创的奇幻世界,剧情也不虎头蛇尾 2.史上最弱智的猜拳说服系统和背包ui 3.质量过硬,极其罕见的全配音,每一场遭遇战不是随机而是预设的,没有多余的重复战斗,体验相当不错,支线任务精心设计,有多种解决方法 4.解谜除了在房间的各个角落找很多小开关以外,大部分还是挺有意思 5.14年真正的年度最佳,龙腾世纪审判得滚
It's a very, very difficult recommend from me. The unfortunate thing about this game is that the sequel just does everything infinitely better. DOS:1 is not even required reading to enjoy or understand anything that's going on in DOS:2 as they only have the most minor and inconsequential of connections. This was Larian Studios first real crack at an RPG of this caliber and it shows. So many minor things just *grate*; the story is almost cartoonishly simple with crude humor, the gameplay is easily exploitable and rough around the edges and there's just so much dead time between animations that you really notice. Many times in the middle of combat you'll just sit there staring at some enemy take a century to choose a spell to cast and then waste even more time watching the animation play out. I mainly finished it out of slave-like obedience to my extreme autism and OCCD (Obsessive Compulsive Completionist Disorder). So, why am I recommending it at all? For two reasons; first, this game's existence is what kickstarted Larian (literally) and inspired them to create some genuine masterpieces. Everything that enabled their future successes was first iterated here in this entry in the tactical combat and world interactivity. Second, you can tell they just had so much fun making this game; it's something you can notice in the design, the voice-acting and all of the campiness. It's like a quirky DND game between friends. It's almost wholesome in that aspect but unfortunately by the end I was left feeling only a fraction of that enjoyment on my side.
Весь замес в игре происходит из-за того, что две ревнивые сёстры-близняшки не смогли поделить между собой пахучие трусы Зандалора! Моя оценка: 8/10
Прошёл игру два раза, но в пиратке (увы). Один раз с бывшей девушкой в кооперативе. Пожалуйста, не смотрите на возраст игры и не обращайте внимание на своё первое впечатление. Это механически великолепная игра с чарующе-сказочной атмосферой. Ещё в первое прохождение я в неё буквально влюбился. Какие здесь персонажи, голоса, музыка... Просто вах! Создатели сделали шедевр вне времени. Сражения здесь происходят максимально интересно, намного продуманнее, чем в большинстве игр. Всё из-за физики окружения, которая делает мир вокруг не декорацией, но полноценным участником. Странно, что никто так и не повторил за Ларианами. 100% рекомендую игру как одну из лучших RPG ever. Лично для меня первая часть Divinity даже лучше второй.
I really wish I could recommend this game, but I just can't. I currently only play to reach Geraldine! 1. Playing on normal difficulty causes death during pretty much every battle. 2. There are, in my opinion, very little combo attack options for your party (unlike BG3) 3. I like doing side quests, but when they become almost mandatory just to level up to be able to survive battles, something is wrong. 4. The crafting system is insane. I expected more books to learn recipes and was thoroughly disappointed to find out one has to test different combos to see what happens. With the amount of items in the game, this just turned into a horrible chore - which I refuse to dabble in (hello internet). 5. The UI is "physically" transparent. If something is behind the menu (items on tables, floor, ground etc) the cursor will highlight the items instead of the menu items. 6. Music cuts off mid battle every once in a while. 7. Cursor glitches every so often in battle, making you move to a new spot instead of attacking. 8. Autosaves triggered the first couple of hours, but rarely trigger anymore (155 or so hours, split on 2 playthroughs). The game has dry, naughty humour though, which I like.
имба спасибо за подарок)
80小时通关,增强版是Larian对2014年初版的全方位打磨,在保留原版CRPG精髓的同时,补齐大量短板、新增丰富内容,堪称系列通往《原罪2》的完美跳板,即便在2026年,仍是复古回合制RPG的标杆之作。 核心故事围绕双主角秘源猎人调查谋杀案、对抗上古邪恶展开,延续开放式叙事,可自由调整任务顺序,选择深刻影响剧情走向与结局。增强版新增军团门口远征系列、时空尽头远古日记等支线,文本量扩充,不止是主线,连路人闲聊也全程配音,沉浸感大幅提升。缺憾是引导依旧薄弱,圣洁教大教堂祭坛、猎人岭地牢暗道、冬王藏宝室等关键开关隐蔽,不看攻略极易卡关,主线节奏也略显松散。 回合制元素互动战斗依旧顶尖,油火导电、冰面滑倒等环境反应让每场战斗充满策略创意。增强版优化海量细节:新增两个难度选项,适配不同玩家;支持360度镜头旋转与自定义按键,旋转镜头可设快捷键,修复原版自定义失效问题;魔法口袋功能让挖坟交任务无需换人;平A可拆陷阱,修复原版金字塔无法拾取的设定;能力点分配选项更丰富,地图新增地点与人物标记,探索更轻松。无职业绑定,技能自由组合,双人联机协作乐趣十足,唯一不足是背包管理繁琐,新手易因引导不足迷路。 美术沿用等轴测复古画风,色彩明快,场景细节丰富,城镇、荒野、洞穴各具特色。增强版重做部分地图(如时空尽头望远镜区域),角色与怪物建模辨识度提升,技能特效简洁生动。管弦乐配乐大气磅礴,战斗曲目紧张激昂,探索旋律悠扬舒缓,贴合场景情绪;音效细节到位,技能释放、环境互动声音真实,搭配全程语音,奇幻氛围拉满。 增强版以官方中文、全语音、新任务、画质优化与大量便利改动,彻底弥补原版遗憾,将高自由度剧情、深度元素战斗与复古奇幻体验完美融合。虽仍有引导差、关键开关隐蔽等老问题,但瑕不掩瑜,既是《原罪2》玩家的前传必玩之作,也是复古CRPG爱好者的入坑首选。
游戏是好游戏,但好游戏不一定代表着好玩,如果你想入手神界原罪1,请先确认是否能接受以下问题 1.游戏引导不足,尽管游戏有基础的操作教学,但对于整个游戏体量来说是远远不够的,元素反应,技能效果,锻造系统,性格效果等等都没有足够的引导,导致玩家只能不断sl或者查资料来试错学习。并且很多道具也没有引导文本,导致很多情况下你拿到道具后根本不知道这道具拿来干嘛的 2.支线奖励不足且部分解密过于阴间,是的,这游戏的支线绝大部分只给经验没有金币道具奖励,或者给你几个宝箱敷衍了事,而且有些解密根本没有任何提示需要你穷举(经典四拉杆),又或者开关按钮不够明显,按钮小小一个并且按alt不显示,导致经常莫名奇妙卡关 3.金钱获取不足,导致前期获取装备技能体验很坐牢,很多时候下图好几个个小时才从箱子宝箱摸到几百金币,结果回去一看买个装备都要几百几千,前期不偷不抢根本没法玩,到了后期在金币获取途径没加多少的情况下随便好点的装备都要三四千起步(而且这时候你还得买上万块的属性书) 4.强度升级曲线不流畅,新手进了西塞尔城后在等级技能不够的情况下出城随便一探索就碰到高自己两三级的怪并且基本都是群怪。就算你把西塞尔的任务做的七七八八也才十级左右,而你一进白银谷就会立刻碰到14级的蜘蛛(而且tm的蜘蛛卵还不给经验),新手玩到这要么早跑了或者干脆开二周目去了 5.装备获取同样也不理想,不点幸运开宝箱给的基本上就是两三个白绿装备,就算出了词条不错的你还得看符不符合你的职业属性,想找加技能的装备完全只能看脸,就算后期点满锻造出的装备词条只会出加基本属性的 6.背包家园仓库使用感觉极差,没有多选批量转移,没有锁定,没有装备按词条筛选,家园仓库甚至连最基本的分类筛选功能都没有
it's a tough recommend from me. honestly, i played divinity original sin 2 before this game and if you had a lot of fun with the second title, just don't bother playing this game. it certainly has it's charms (and a very high difficulty spike) but it just isn't really the same, if you're looking for the same experience as before. i however really found myself enjoying it, especially in the third act of the game, and i got to like the story more than expected. it's weird and awkward, sometimes even boring, but it has a unique flair about it. also, i would recommend playing it with one of your favorite friends, so you can laugh and cry together at least. but yeah, have fun with divinity: original sin. just don't expect it to be like the second part, and especially not like baldur's gate lol.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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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