
Lead your band of mercenaries in the land of Gloomhaven, work with unsavoury individuals, shape the fate of the region, fight your way through horrific places and get rich or die trying in this ruthless Tactical-RPG.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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
Whether you are drawn to the lands of Gloomhaven by the call of adventure or an avid desire for the glimmer of gold in the dark, your fate will surely be the same…
Lead your band of mercenaries through this unforgiving place, where every choice is crucial. Carve your way through terrifying dungeons, dreadful forests and dark caves filled with horrific monsters to reap your rewards… or die trying.
Sell your sword to anyone who can afford it, may they be city officials or corrupt cultists. You are paid to get results and not ask questions. Where will you draw the line?
Gloomhaven is a tactical RPG and a digital adaptation of the ultimate strategy board game by Isaac Childres (the highest-rated board game of all time on ). Set in a unique medieval dark fantasy universe, Gloomhaven rewards strategic planning and problem solving. Face this dark world alone or in online co-op for up to 4 players!
Explore the world in a band of 2 to 4 mercenaries. Each of the 17 unique characters comes with their own skills and more than 1,000 different abilities to master! Prepare your deck of ability cards before setting out to explore the dark caves and dreadful forest of Gloomhaven through quests and events.
Once inside a dungeon, engage in tactical turn-based combat by selecting two cards for each mercenary on every turn. You can only use the top half of one and the bottom half of another, so plan accordingly!
Move up your hired blades on the hex grid terrain to take advantage of the dungeon’s environment. Set up deadly combos and unleash devastating powers but be wary of the cost. Cards are a resource as scarce and crucial as your life points, so watch out for exhaustion. Every choice has life or death consequences.
Hone your abilities during the game with enhancements and perks, while your power increases with level ups and new equipment. You need every advantage you can to survive here. So, gear up your band of mercenaries, chase powerful artifacts, buy the favor of the Great Oak, and never let your guard down.
Adapted from the original Gloomhaven Board Game, this branching campaign of 95 story missions pits your greed against your morality. Many powerful opponents are vying for control over the city of Gloomhaven while others are looking for ancient crypts and forgotten artefacts. You could always side with the inhabitants, but it may not pay well…
Whatever your path may be, it will be paved with difficult choices.
Created in collaboration with the community during the early access, the Guildmaster adventure has more than 160 digital exclusive missions that allow you to experience another facet of Gloomhaven with new storylines, quests, map and NPCs.
Lead your guild of mercenaries in a region overrun by unspeakable things, far worse than simple bandits.
Choose the best combination of mercenaries for each fight and follow their character stories in this deadly new territory.
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; PlayStation, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.79−72% | 16.1Kreviews | 82% | — | $3M |
| $49.99 | 872ratings | 61% | — | not modelled | |
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 872 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
世界最高峰といってまちがいのないボードゲームのデジタル版です。 高い戦略性と奥深いストーリーで、抜群におもしろい。 ですがおすすめしません。 理由は過去のアップデートで致命的なバグが追加され、2年以上放置されているためです。 modを導入した状態だとセーブファイルが消失してしまうのです。 信じられますか?こんな状態でアップデートする気がさらさらないなんて。 マルチはやったことありませんが、そちらも同様にまともに遊べない状態であるようです。 もちろん多くの人が指摘しているバグであり、開発元も把握しています。ですが放置です。 開発元が変わったことが原因だと推測されていますが、もはやアップデートは望めないとおもっています。 念のため言っておくと、最新ではなく旧バージョンを使えば問題は回避できます。 ほかにも、非公式の手順で修正はできるようです。 ですが、開始前にそんな手間のかかる作業が待っているゲームをすすめられるわけがありません。 こうして書いたのは、本当にゲームが面白いですし、もっと有名になっていてもおかしくはないとおもうからです。 難易度の高い敵にたいして徐々に減っていく数少ない手札を駆使してああでもない、こうでもないと工夫して遊ぶ体験はほかでは得られません。 使うキャラクターによって戦略ががらりと変わってしまうため、飽きることなくゲームを続けることができます。 あまりに完成度が高いゲームであるにもかかわらず、致命的バグが放置されているのは残念でしかたありません。
Viermal gespielt, nicht einmal die 1. Mission geschafft. Motivation jetzt Null. Am liebsten würde ich das Spiel zurückgeben.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 1/day in the week to Aug 4 → 3.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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, German, Spanish - Spain, Polish*languages with full audio support
| $9.79−72% |
| 130ratings |
| 72% |
| — |
| 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.
Hours played at review time, across 880 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Я даже не понял как запустить игру, то ли надо дополнение покупать или что , отдал деняк и все селяви , какая то дичь. Вроде не такой дед и Спик инглиш а Литл ...
I've played the physical game many times and had a blast... This does not compare. Clunky UI, bad camera, constant crashing for no reason, no indicator of what burns cards... Wish I could get my money back honestly. [url=https://store.steampowered.com/app/1385380/Across_the_Obelisk/]Across the Obelisk[/url] is WAY more fun, if you wanna play this kind of thing on Steam.
作為桌遊愛好者gloomhaven可說是沒有玩過也必定聽過 無奈因其複雜的setup,需要長期穩定的開團夥伴,家中沒有位置擺放遊戲本體等等因素未能體驗 但是!!!!這電子版完美地解決了以上問題 遊戲本身也十分有趣,每個角色的風格各異,任務劇情多樣,玩家可以自由選擇做好人or壞人.拾取寶箱來開啟新裝備和任務 更可以升級牌組卡牌大大提升遊玩體驗,每次開新團都是不同的體驗 玩家如何有效率地安排使用牌組和與夥伴溝通配合是遊戲的一大挑戰也是好玩的地方 不過也有不少可改善的地方 一,電子版有不少bug. 如施放範圍技時有玩家不能夠選擇心目中的位置、多人遊戲完成任務後只 有房主回到大地圖等等.雖然不至於遊玩不了但也做成不便 二,npc隨機性太高. npc敵人有自己的卡組,每回合都會抽取其中一張作為該回合行動.本意是作 者想增加npc的不可預測性.但我認為某些關卡的關鍵敵人可以合理地控制卡組順序或種類數 目. 因為這些敵人的行動可以說是決定了該次關卡的難度,而隨機性太高會導致過關要素並非 玩家的策略是否得當而是運氣 (例子,有一個任務的boss是可以瞬移到不同房門去釋放房內的敵人增加該關卡難度.所以重 點應該是盡快擊敗該boss以減少最終敵人數量.但小弟試過boss一開始幾回合便開了所有門, 也試過擊敗boss前都沒有抽中開門行動) 三,回血角色太重要or遠程敵人傷害太高,我認為這兩點是一樣的.遊戲中除了輔助角色外其他角 色都只有一張或沒有回血卡牌,如果小隊沒有回血角色就必需小心使用護甲牌抵擋傷害或走 位到敵人射程之外.問題是,近戰敵人傷害需高但只能攻擊鄰近單位而且玩 家很容易施加暈眩, 繳械去阻止近戰敵人輸出.但遠程敵人傷害也高就有點不合理了,本來遠程敵人就難以施加暈 眩,繳械,如果強行穿越到後排也需要一定代價,除非地型原因否則遠程敵人大多可以安全輸出. 導致玩家受到大量傷害,若沒有回血角色,遊戲難度可說是大大增加.也導致小隊構成固定. (當然,可能作者是基於功能平衡的小隊去設計關卡,但就像大多遊戲一樣玩輔助的永遠都是 稀缺品) 雖然上面看似說了不少缺點但也只是吹毛求疵.總的來說,十分推介
游戏是好游戏,但是抽修正卡*0的概率未免太大了,修正卡都剔完了还能一直*0确实有点恶心人了。
Gloomhaven is a game made for the hardcore board-game enthusiasts that enjoys discussion more than action, is a masochist who enjoys getting royally-ruined by unbalanced RNG mechanics, and enjoys spending hours on every scenario. For the rest of us mortal casuals, if you came here searching for an enjoyable co-op RPG experience, or even just a fun time, I would suggest you look elsewhere or start up another round of DOS2. For the rest of this review I am going to highlight the key areas of this game that feels like a chore to play. By the time you finish the first dungeon and realize this game isn't right for you, it will be too late for steam refund. We were unable to pass the first dungeon (after the tutorial) for 3 tries (on normal difficulty). The core game mechanics are creative and has great potential, but its implementation within the game does not make for a fun experience. It is a VERY punishing game, and punishing from both RNG and misplays. I would describe this game as 'choosing the answer before seeing the question'. To actually play this game for real and not lose immediately, the gameplay loop is about as follows. Under optimal conditions, the first dungeon needs to be completed in about 20 turns give or take. To play this game properly, each turn requires at least 3 rounds of discussion. The first round of discussion is about card selection and what each char should be accomplishing, and their relative initiative to determine the order of turns. The 2nd round of discussion will then occur when all char have selected their cards and now the enemy actions are visible. It is now you will have to discuss amongst your players to make adjustments for enemy actions. The 3rd round of discussion comes when RNG dice roll (or other RNG aspects, like random burning card during short rests) inevitably ruins your plans by dealing no dmg (x0), or less damage than needed (-1/-2), and everyone needs to go back to discussing who has what turn and what options. On average each turn takes around 10 mins, meaning be prepared to sink 3 hours to complete the first dungeon (that's if you're able to complete it at all in a handful of tries). The card mechanics are clunky and again punishing in unfun ways. Cards occasionally have powerful abilities that are one-time use per dungeon and are removed from the deck by being burned after use. Lowering the number of cards in your deck punishes by lower the total number of turns each char can have before being exhausted and dying. Using burn cards early will lower total number of turns by a lot. But not using the burn cards means less damage is being dealt to enemies and more damaged is being received, which you'll have to waste turns healing. You are punished either way. As you progress further into the dungeon, burning cards becomes more and more frequent as resting recovers fewer and fewer cards each time, forcing you to make decisions to burn powerful, but 1-time use, cards vs weaker cards that extend your total turn limit. Again being punished by progressing. Imagine being on the final room of the dungeon, fighting the largest group of enemies, while having only a handful of abilities to choose from. The tutorial does a good job at teaching the core-game mechanics, but often these mechanics are useless in the actual dungeon. For example, in one tutorial scenario you are taught how position is vital to avoid incoming attacks, but then the game places you in tiny room where there aren't any positions you can avoid enemy damage. The tutorial teaches you about mechanism that can reposition enemies to take advantage of traps, but rarely do enemies plant traps in front of themselves for you to pull towards, and the card mechanics does not allow you to reposition first and then pull enemies (both types of actions only on the bottom part of the cards). This is also true for playing tanks. You want to play as a tank? You want to step into the enemy, and protect your team from damage? Well you can't do both in one turn, need 2. Movement and Self-shielding belongs to the bottom category of the cards meaning you can't do both on the same turn. Either you move, or your shield, so you can move into position and then take a beating with no way to lower incoming damage. Or you shield yourself, but unable to move forward, and watch the enemy skirt around your tank and destroy your squishies. Who thinks these game mechanics are fun? The game punishes you and your characters in many many ways, too many to name. But the overall results is another punishment mechanic, which is your total number of cards in your deck reduces. This causes the char to have lower total number of turns and will become exhausted much earlier in the dungeon. The problem with the game is that you won't know you've failed the dungeon until the end. So the card I burned in the first room (thanks to rolling a x0 on my scoundrel backstab and the enemy then rolling a x2 on their attack next turn) means scoundrel wont make it to the final 3rd room just on turns alone, but you won't know that this first room card burn has such a devastating effect on the overall success. And you've just dumped another 1.5 hour after the first room just to realize that 1 mistake probably costed you this whole round. Ok back to retrying this for another 3 hour grind. In addition you are punished often for not having an OCD-level of control (via discussion) of every char turn over, position, and action, only to have RNG splash crap all over the fan again. When you have to do that 3 times a turn, for 20 turns a dungeon, that is not what I had in mind for fun.
Confusing at the beginning for newcomers, most of the tutorial is skipped when starting the game off with co-op, and buggy co-op.
This is the antithesis of what I like about video games. The point of a digital board game is to facilitate remote play, and to speed up the experience compared to using physical pieces. The devs of this game have somehow managed to make a digital adaptation that feels like it takes longer than a physical board game. After 3 attempts at the first encounter, which took nearly 5 hours -- heavily padded by the multiple times we had to stop for troubleshooting or restart after a disconnect -- I had to throw in the towel. The card UI is the worst I've ever seen. Rather than just being an actual hand like in every other card game, it's a vertical list of cards you have to hover over. This combined with the sluggish animations and the huge amount of waiting for your teammates to take their turn makes doing anything in the game feel like a massive slog. The benefit of a computer RPG is that combat and dice rolls are sped up, the downside being you're locked into the roleplaying options that the developer has provided. Conversely, the benefit of Tabletop RPGs is the freeform roleplaying and world design, with the downside being the mechanical work of character creation, combat, etc take longer than they would in a computer game. Gloomhaven is a game that asks "what if we took the worst aspects of both genres and smashed them together?" I'm sure there's an audience for this game somewhere, and I'm also sure it has an extremely high overlap with "ugly antisocial guys I avoid when buying Magic cards."
No entiendo que le pasa por la cabeza al que creó este juego... - Tienes una cantidad de cartas limitadas por misión - Cada vez que gastas todas las cartas tienes que quemar (eliminar) 1 para volver a tomar todas las cartas que ya usaste. Esto quiere decir que mientras más turnos demores en pasar la misión menos cartas tendrás a disposición o lo que es peor, tu personaje muera por no tener cartas. - El orden de los turnos depende de la carta que lances tu y los enemigos. - Cada vez que atacas hay un modificador donde te puede salir un x0 y tu ataque no hace nada como puede salir -1, -2, +0, +1, x2. Tus cartas suelen tener 3 de ataque y los enemigos al menos 6 de vida. - Los enemigos pegan igual o más fuerte que tu y tu tienes solo 10 de vida con un personaje tanque, 8 con uno medio y 6 con los más débiles (magos). Pueden matarte de 2 golpes básicamente y si los enemigos les sale un x2 ya te moriste. - No vi como borrar la partida. - Da la sensación que los enemigos actúan en base a las cartas que tu eliges y tu no puedes saber que van hacer ellos hasta que elijas las cartas que vas a usar... Es decir, tomas decisiones a ciegas y ellos a consciencia de tus cartas para este turno. - Hay enemigos con escudos permanentes y 10 de vida cuando tu puedes activar 1 escudo solo por 1 turno (gastando una carta). El escudo reduce el daño 1 por cada acumulación de escudo... Si tu carta pegaba 3 y salió un modificador de -1 y le agregas el -1 del escudo entonces pegaste 1 de vida a un enemigo que tiene 10 de vida y el te va a pegar 4... - Estas obligado a jugar 2 cartas por turnos por más que alguna de las dos las vayas a desperdiciar, acelerando la quema de cartas y reduciendo cada vez más tu mazo. - En los escenarios hay puertas que al abrirlas aparecen enemigos que atacan en ese mismo turno. Si usaste una carta para moverte hasta la puerta solo te queda 1 de ataque y no la vas a poder usar porque los enemigos están suficientemente lejos para que no los alcances haciendo que pierdas otra carta y si te quedas en la entrada, ellos si van a poder alcanzarte y destruirte la vida. Quedarte también puede ocasionar que bloquees el camino y solo 1 de tus personajes pueda luchar y sería la muerte. - La primera misión hay 10 enemigos y uno tiene escudo y 10 de vida apenas entras la mazmorra. 3 enemigos en la primera sala, 3 enemigos en la segunda de los cuales 1 es un arquero que pega 4 de daño y en la 3ra sala hay 2 melee con escudo y 2 arqueros. No puedes darte ningún lujo porque los arqueros te destruyen o tus cartas se queman y mueres por no tener cartas... - Puedes reiniciar la ronda siempre y cuando sea tu turno pero no puedes reiniciar la misión hasta perder a todos los integrantes del grupo. - Subir de nivel tus personajes no hace más fácil la misión, hay un sistema que añade bonificaciones a los enemigos según el nivel de tus integrantes. - La experiencia no se reparte, creo que se le da al que mata al enemigo. - En el camino hacia la misión hay eventos que si no respondes correctamente situaciones donde aparentemente no hay ninguna respuesta correcta, entonces ya entras a la misión algún tipo de desventaja. - Agregar más mercenarios a tu equipo tampoco facilita las cosas ya que mientras más integrantes tenga tu equipo, más fuertes son los enemigos. - Tus mercenarios al cumplir su misión personal, se retiran del equipo y toca reclutar otros. - Las cartas tienen 2 efectos posibles uno en la parte superior que normalmente es una acción ofensiva y en la parte de abajo normalmente es una acción defensiva o de movimiento. Cuando eliges las dos cartas a jugar por esta ronda tienes que tener en cuenta que si juegas un efecto de la parte de arriba de 1 carta ya no puedes usar la parte de arriba de tu segunda carta... Obligandote a moverte y atacar en muchas ocasiones y 1 solo ataque no mata a nadie y menos si te sale un -1 o algo peor... - Algunas cartas se queman si usas 1 de sus efectos por ser "muy fuertes". (Acelerando el quedarte sin cartas) - Las opciones para curarte son limitadas, 1 carta por mazo y cuando mucho una poción si te la compras en el mercader que me parece que solo la puedes usar 1 vez por misión. Te cura 3 de vida lo que puede ser mucho menos de 1 golpe... Entonces con todo esto en mente: 1) Si o si vas a usar 2 cartas por ronda lo que impide ahorrarte cartas y por lo tanto te acercas si o si a un ritmo de 2 cartas por ronda a quedarte sin cartas obligandote luego a quemar 1 al azar. 2) Puede que una o dos cartas no las puedas usar por no estar en el rango de los enemigos. 3) Puede que aunque las uses, no hagan nada por salir un -2 o x0. 4) Si quedas mal parado por querer pegar, te puedes comer hasta 3 ataques que podrían fácilmente liquidarte un personaje. 5) Abrir una puerta siempre te dejará en desventaja y a merced de los enemigos. 6) No importa en que pienses en tu turno porque no sabes si los enemigos van a quedarse parados o moverse y tampoco sabes si serán más rápidos que tu además, si todo pasó como planeaste, puede que te salga un x0 que elimine el daño de tu carta y por todo lo antes expuesto, es HORRIBLE perder una carta. 7) Todo esta diseñado para hacerte perder.
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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