
Unique, truly open-ended fantasy adventure in a strange, new world. Use battle or cunning to change the world, served by your own army of custom-made mutant monsters. Over 80 zones to explore and 50+ hours of gameplay. Multitudes of skills, abilities, factions, treasures, and servants to create.
Modeled estimate, not a reported figure. How we estimate →
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.
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.
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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, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $5.99−70% | 443reviews | 94% | — | $54.5K |
| $5.99−70% | 74ratings | 92% | — | not modelled | |
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Lack of scaling options for the graphics and UI mean I can't play it, having vision problems.
Ultimately it is a good game but there are some caveats. The world, however, is interesting and while both series from Spiderweb I've played (This and Exile/Avernum) are unique, this one obviously takes the cake. Interplay with you being practically a (very feeble) god for the serviles is interesting! The Good: - Compared to spiderweb games the graphics are good, compared to other indie games, completely passable - Story is good (with caveats) and interesting and there are a lot of choices to be made - Moment to moment gameplay is very good at least with a shaper build - Naming your swarm of angry creatures in funny ways. - The atmosphere is good - Exploration is often rewarding and the world building makes you very immersed The Bad: - The game does not have ANY sort of way of telling you if you left something important somewhere (or for you to make notes on the map) - No music, sure, it's not a big deal breaker but at this point of remasters, it would've been welcome. - Some quests are confusing/obtuse/do not resolve from the quest log (a bug? Or am I missing something) - hub based gameplay, while clearly a design choice, loses in exploration excitement to the Avernum series - Last (for linux players not the least) there are some weird performance problems in this that are not present in Avernum, mainly with spellcasting / spell effects slowing the game to a crawl for the duration of the effect. AFAIK a linux problem. As a Spiderweb game? 9/10 For someone hopping in from more modern rpg's? 7/10 (still worth it, just shows it's age)
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
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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.
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]🎭Handlung🎭[/h1] Nachdem der Spieler auf hoher See von einem unbekannten Schiff angegriffen wurde, strandet er auf einer Insel, die ein großes Geheimnis birgt. Ob man nun die Geheimnisse ergründet oder nicht, man muss einen Weg finden, die Insel wieder zu verlassen. [h1]⚠️Potenzielle Triggerpunkte!⚠️[/h1] [list][*] Sklaverei [*] Bodyhorror[/list] [h1]🎮Gameplay🎮[/h1] [b][u]Mit Klasse gestrandet[/u][/b] In Geneforge beginnt man damit, seinen Charakter aus einer von [b]drei Klassen[/b], die generischer fast nicht sein können, auszuwählen. Diese unterscheiden sich lediglich darin, dass manche Fähigkeiten und Attributerhöhungen mehr oder weniger Skillpunkte kosten. Jede Klasse hat drei Ressourcen zur Verfügung: Lebensenergie, die, wenn sie auf null fällt, den Tod des Charakters einläutet. Energie, die für alle Zauber gebraucht wird und sich mit der Zeit regeneriert. Essenz, die für die meisten Zauber und alle Beschwörungen gebraucht wird. Bei jedem Level-Up bekommt man 10 Skillpunkte, die man frei verteilen kann. Ein Umskillen gibt es nicht und wenn man zu stark ist, geben viele Gegner keine Erfahrung mehr. https://steamcommunity.com/sharedfiles/filedetails/?id=3780350465 [b][u]Klassisches Gameplay[/u][/b] In Geneforge steuert man seinen Charakter durch eine Vielzahl unterschiedlicher [url= https://steamcommunity.com/sharedfiles/filedetails/?id=3781641271]Umgebungen[/url], die Objekte und NPCs (Non-Player-Charaktere) beinhalten, die zum Interagieren und Einstecken einladen. Das Spiel weist im Tutorial zwar auf potentielle [b]Risiken[/b] hin, aber ansonsten ist man auf seinen Verstand angewiesen und muss hier und da etwas experimentieren. So manche Fehlentscheidung kann den sofortigen Tod zur Folge haben oder mächtige Charaktere gegen einen aufbringen. Verschlossene Türen öffnet man meist mittels [b]lebender Werkzeuge[/b], spezieller (sehr) begrenzt vorhandener Objekte, die man entweder finden oder kaufen muss. Dadurch werden selbst trivial erscheinende Entscheidungen beim Erkunden relevant. Neue Fähigkeiten erlernt man mittels spezieller [b]Kanister[/b], die überall im Spiel versteckt sind. Im Regelfall lernt man Zauber oder Beschwörungen, die einem andererseits verborgen bleiben. https://steamcommunity.com/sharedfiles/filedetails/?id=3781641967 [b][u]Die Macht der Magie[/u][/b] Jeder Zauber und jede Beschwörung im Spiel profitiert von einem Attribut des Charakters. Die meisten [b]Zauber[/b] werden stärker, andere wirken länger. Bei [b]Beschwörungen[/b] ist es etwas komplexer. Mit jedem Punkt im entsprechenden Attribut steigt der Level der betroffenen Beschwörungen um eins an. Allerdings können zu starke oder zahlreiche Beschwörungen sich der Kontrolle des Spielers entziehen und ihn angreifen, wodurch man hier mit Vorsicht vorgehen sollte. Beschworene Diener können außerdem [url= https://steamcommunity.com/sharedfiles/filedetails/?id=3780351666]verstärkt[/url] werden, was deren Essenzkosten erhöht, sie aber stärker macht. Wenn man beim Kämpfen noch zaubern will, sollte man etwas Essenz für Magie einplanen. Jede Beschwörung hat bestimmte Eigenschaften, die sie je nach Spielstil mehr oder weniger nützlich machen. https://steamcommunity.com/sharedfiles/filedetails/?id=3780351092 [b][u]Taktische Kämpfe[/u][/b] Gekämpft wird im Spiel rundenweise und auf der Karte. Man kann jederzeit in den Rundenmodus wechseln, ihn aber nur verlassen, wenn man sich nicht im Kampf befindet. Während Beschwörungen eher limitierte Optionen haben, hat der Spieler eine ganze Palette an Möglichkeiten, ist aber anders als Beschwörungen nicht entbehrlich, wodurch sein Tod ein Game Over zur Folge hat. [b][u]📉Meckern auf hohem Niveau📉[/u][/b] [list][*] Ein Verlassen der Karte ist nicht möglich, wenn man nicht alle Beschwörungen um sich versammelt hat, was einen quasi gefangen hält, wenn der Gegner eine Beschwörung mittels Charme kontrolliert oder diese verängstigt davonläuft. [*] Viele Kämpfe lassen sich "cheesen", indem man Beschwörungen in den Tod schickt. Solange sie mindestens einen Gegner ausschalten, kann man so die Feinde Stück für Stück ausdünnen.[/list] [h1]💀Schwierigkeitsgrad💀[/h1] Der Schwierigkeitsgrad kann in vier Stufen eingestellt und jederzeit verändert werden. Hierbei hat man wirklich das Gefühl, dass der Schwierigkeitsgrad die Kämpfe stark beeinflusst. Allerdings ist bereits "Normal" auf dem Level von "Schwer" bei modernen Spielen. [h1]🎵🎨Soundtrack, Grafik, Steuerung🖱️ / 🎮[/h1] Einen Soundtrack gibt es nur im Titel. Die Grafik ist recht spartanisch gehalten, obwohl es sich um ein Remake handelt, und erfasst den Charme von Retrospielen. Für die Steuerung reichen Maus und Tastatur aus. [h1]🧾Zusammenfassung🧾[/h1] [b]✅Pro:[/b] [list] [*] Viel Lore über die Insel und die Spielwelt [*] Spielerisch anspruchsvoll [*] Jederzeit anpassbarer Schwierigkeitsgrad [*] Viel Handlungsspielraum[/list] [b]❌Kontra:[/b] [list] [*] Sehr limitiertes Inventar [*] Das Abmurksen von NPCs gibt oft keine Erfahrung [*] Sehr viele unnütze Objekte, die man nicht mal verkaufen kann [*] Der Inhalt mancher verschlossener Räume rechtfertigt nicht die Aufwendung von lebenden Werkzeugen[/list] [b]🏆Achievements[/b] [list] [*] Einige bekommt man einfach durch das Spielen [*] Einige sind verpassbar [*] Einige erfordern Grinding oder exzessives Erkunden [*] Einige sind an den Schwierigkeitsgrad gebunden[/list] [b]⚖️Fazit:[/b] Geneforge 1: Mutagen ist ein Spiel, das in erster Linie Freunde von klassischen RPGs und strategischen Kämpfen anspricht. Wer auf eine Hollywood-reife Inszenierung hofft, hofft vergebens. Wer allerdings RPGs mit viel Erkunden, taktischen Kämpfen und bedeutungsschwangeren Entscheidungen mag, der kann hier getrost zugreifen. Ich hatte mit dem Spiel meinen Spaß und gebe daher eine Kaufempfehlung. [b]------------------------------------------------------------------------ [i]Wenn ihr weitere ansprechende Reviews lesen wollt, dann folgt doch der [url= https://store.steampowered.com/curator/32139821/}]GermanReviewGroup[/url][/i] oder [i][url= https://store.steampowered.com/curator/875292/}] GermanSteamCommunity[/url].[/i] ------------------------------------------------------------------------[/b]
Geneforge 1 – Mutagen is the remaster of the old-school CRPG Geneforge 1 from 2001. Compared to the original, the UI and graphics look much better now. A few skills and mechanics were changed (mostly for the better), and the story was slightly expanded. However, you can’t change your character’s appearance anymore, which I find a bit disappointing. Maybe I'm biased, but I’ve never played a Spiderweb Software game I didn’t like. This one has all the things I expect and love in a CRPG: strategic combat, exploration, an interesting world with a good story, and steady character progression. The story/lore is a big part of why it works for me. There’s no classic “good vs evil“ here. Every faction has its reasons and often solid arguments for being the way they are. Choosing a side never feels clear-cut. Of course, you can just ignore everyone and do your own thing. The game doesn’t punish you for that, apart from missing some good items. Every NPC can die, even important ones and quest givers, though they’re harder to kill. And if fighting isn’t your thing, you can finish the whole game with stealth and diplomacy as long as you avoid the more enemy-heavy zones. Quests in general can often be solved in different ways. Higher difficulties like Veteran and Torment are there if you want them. (Side note: The Geneforge Saga would also make for a good book) At the start you choose between three classes. The Guardian is melee-focused, the Agent leans toward stealth, and the Shaper summons creatures. I enjoyed playing the Shaper the most. You can build a small group/army of creatures (up to eight, if I remember correctly) and each one has different skills and spells. It‘s important (especially on higher difficulties) to learn about enemies’ weaknesses and use the right creatures to counter them. The game starts in a small enclosed zone on a barred island. Each zone can have up to four exits at its edges, marked by blue ground. Walking onto one of them brings you to the world map. The direction you leave from determines which new zone gets unlocked. There are roughly eighty in total, and you’ll revisit many of them while doing quests. Fast travel is only available after a path has been cleared, which can happen in different ways: simply passing through, killing all hostile creatures or a boss, or finishing a quest. On the world map, cleared areas show up in green and uncleared ones in red. Hovering over them also tells you if a quest is there. You can move around a zone freely, but once an enemy sees you, the game switches to a grid and shifts into turn-based combat. At the start of each round you get a set amount of action points, so you have to carefully plan where to move and what attack to use. Fighting requires a lot of strategy. Enemies can flank or ambush you (or leap straight at your weak caster). There are many spells, weapons, potions, and buffs to work with, so fights rarely feel the same. The inventory system is simple but clever. You only have one character with an inventory (your creatures can't carry stuff), so it fills up fast. But you have a junk bag where you can put everything you want (unlimited). You can only take stuff out of it when you're in a friendly village though, so be careful what you put in there. You can also sell everything in the junk bag at once at a vendor instead of selling items one by one. The save system deserves a short mention. You can save (normal+quicksave) whenever you want outside of combat, but the game also creates an autosave every time you enter a new zone. That actually saved me several times from soft-locking myself. There are zones where new enemies respawn constantly, so I found myself low on health and couldn't leave the zone to travel back to a town to heal (health, essence, and mana get refilled when entering a friendly town). If you don’t mind (A LOT of) reading and the graphics don’t bother you, this is a solid RPG with plenty to do. The game looks rough and a little old and janky, but it’s not as bad or hard as it first seems. A bit of planning helps, especially with buffs, combat positioning, and using enemies’ weaknesses against them. I’m looking forward to the next part of the series and hope that Geneforge 3-5 get a remaster too.
Build-a-bear meets Fallout 1 & 2. This game seriously owns, but a word of advice - get mechanics 3 at a minimum within your first 2 level ups. It helps A LOT.
Don't be dissuaded by the old school graphics, it's an excellent CRPG with a compelling story and a fairly fun and unique setting.
Jeff Vogel is a legend and while all his games may not have the best art or sound, they indisputably have the most soul out of anything else. Every head must bow, every tongue must confess, Jeff Vogel is the king of Indie games.
came for the dinos, stayed for godhood
Unlike the Avernum re-remakes I think all the gameplay changes in this one are generally agreed to be improvements over the original. Widescreen support is great too. I think the designs/sprites for a lot of the shaper creations were better in the original, but that's a minor quibble. Remake specific stuff aside, this is a *fantastic* rpg with a really good story, highly recommended.
Good remaster. Being a fairly big cRPG done mostly by one guy means it's generally lackluster in all non-essential areas. However: 1) The gameplay has a unique twist, revolving around creating summons for battle, with different skills and abilities (unless you are one of those weirdos who play the agent class). 2) ♥♥♥♥♥♥♥♥♥ a cRPG with an original and well developed setting that isn't derivative fantasy/sci-fi/post-apocalypse. Someone pinch me, I must be dreaming. Those two factors elevate what is otherwise a quaint game into something worth your time,
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Players by region
Where this game's players are, estimated from review languages.
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