
You are an Exile, struggling to survive on the dark continent of Wraeclast, as you fight to earn power that will allow you to exact your revenge against those who wronged you. Path of Exile is an online Action RPG set in a dark fantasy world. The game is completely free and will never be pay-to-win.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | Free | 89% | approximately $0 |
| PlayStation | Free | 83% | — |
| Xbox | Free | 74% | — |
| Epic | Free | 92% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 1998 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
The kind of game where you open the skill tree and immediately realize you know nothing. Insane build variety, endless loot and ridiculous amounts of content. One of the best ARPGs ever made.
つまらない
The worst league in the history of the game. The developers are systematically killing the first part in favor of the second. During the league week, there was not a single patch aimed at improving the game and farming. These are the worst developers in history. If you don't want to work on the game, close it and move on to the second part.
[h1] 基本無料はやっぱり高くつく [/h1] ゲーム自体はとても面白いです。 ただ、プレイ上決して無視できない素材アイテム要素が非常に多いため、本格的に遊ぼうと思ったら倉庫課金は「必須」で、最低限必要不可欠な倉庫を購入すると割引期間のタイミングでも[u]倉庫課金だけで[/u]4千円近くなってしまいます。 [u](絶え間ない断捨離に煩わされることなく快適にプレイしようと思ったら、もっとかかります)[/u] ※倉庫をはじめ、ゲーム内での課金にはゲーム内通貨の購入が必要なのですが、この購入はドル決済なので円高の2026年現在は更に割高感UPとなっています。 「いいや俺はハクスラが大好きなんだ、最新作をフルプライスで買ったと思えば問題ないぜ!」 という方になら手放しでおススメできますし、実際ゲーム自体はとても面白いのですが、コスパ的にどうかと問われたら「お勧めしない」一択なので、この評価になりました。 基本無料ですので、とりあえず触ってみてどの程度までの課金なら許容できるか、ご自身の肌感覚で確認してみるのもいいかもしれません。ゲーム自体は面白いので。
Where loot 3.29?
One of the best free games out there. It can get a bit overwhelming eventually with all the features and it's huge skill tree, but if you like Grim Dawn and/or Titan's Quest, I highly recommend giving this a shot.
I have over 20,000 hours in Path of Exile. I don't say that to appeal to authority, but to make it clear where I'm coming from. I've played through countless leagues, watched the game evolve, adapted to almost every major system overhaul, and defended GGG through plenty of controversial changes over the years because I believed they were ultimately making the game better. This is the first time I genuinely feel like Path of Exile has lost sight of what made it special. I'm not going to speculate about conspiracy theories like the PoE 1 developers intentionally trying to push players toward PoE 2. I have no evidence of that, and I don't think it's a productive discussion. What I do think is undeniable is that ground loot has been getting worse and worse with all the nerfs and system changes, and Allflame is easily the worst it's been. The frustrating part is that GGG knows players aren't happy with it. During the Mirage League Q&A, the developers acknowledged the overwhelming feedback regarding poor ground loot. They specifically said they were increasing loot for Mirage and that they intended to do even more in the following league. Naturally, many players—including myself—expected Allflame to be the league where those promises would finally materialize. Instead, the opposite happened. The primary ground-loot strategy was again nerfed, and nothing meaningful replaced it. That leaves only a few possibilities: 1. GGG doesn't want Path of Exile to be centered around ground loot. 2. They believe the current state of ground loot is acceptable. 3. They somehow forgot what they had publicly discussed. The third option seems extremely unlikely, which means we're left with the first two. And both of those create a much bigger problem than simply "less loot." --- Right now there are essentially four ways to acquire valuable items: * Kill monsters and rely on ground drops. * Do mechanics with predetermined rewards, such as Ritual windows or similar systems. * Kill bosses for their specific drop tables. * Gamble through mechanics like Stacked Decks and other RNG-heavy systems. On paper, that sounds like healthy variety. In practice, it creates a serious progression problem because only one of those reward types naturally scales with character power: killing increasingly difficult monsters. Here's where everything falls apart. The primary way players increase map difficulty is through map modifiers, but those modifiers mostly just scale ground loot quantity and rarity. This creates a major problem: if ground loot itself isn’t valuable enough, then making maps harder stops being meaningful. You’re simply taking on more dangerous content for rewards that don’t scale in a satisfying way. That breaks one of the core ARPG loops Path of Exile is built on. In a healthy system, difficulty and reward should scale together: you improve your character, you take on harder content, and that harder content gives meaningfully better rewards. That loop is what makes progression feel rewarding. But when the best currency comes from running easier maps quickly rather than engaging with harder, more dangerous content, that loop collapses. At that point, there’s little incentive to push your build further once you can comfortably clear basic endgame maps. Instead of asking “how strong can I become?”, players are pushed toward “what’s the fastest, easiest content I can spam for profit?” That shift fundamentally undermines the ARPG experience, where investing into a stronger character should always translate into being able to tackle harder content for better rewards. --- So here we are 20k hours later, and I'm finally seeing the game I love so much be taken out back for some unknown reason. They were fully bought by Tencent in 2024, so maybe that has something to do with it? During the Allflame Q&A, Mark emphasized that if player numbers aren't growing, then there's only one direction they can go. This was concerning to me because it felt like the devs' focus was centered around player metrics and business growth rather than what dedicated players found fun and what kept them playing. It's almost as if they are saying that, at this point, players with 10k+ hours who play 6+ hours a day are becoming less of a priority because they're likely to move on anyway, so the focus shifts toward making the game more accessible for new players. Historically, GGG built its reputation by making a game for passionate ARPG fans, trusting that if the game was exceptional, the players would come. Lately, that philosophy feels less visible. Whether that's actually changed internally or not, it's certainly the impression many veteran players are walking away with. For the first time since I started playing, I struggle to recommend it to friends. As much as it pains me to say it, if someone asked me today which game to start, I'd probably recommend Path of Exile 2 instead. I never thought I'd say those words. GG, GGG.
Crack cocaine gaming version! Very fun, so many different builds and league mechanics you can try out.
it's a game where you move about, collect loot, and fight hordes of things. If you like games where you move about, collect loot, and fight hordes of things then I suggest this game might be for you. If as a player you prefer no loot, not moving about, and no hordes of things, then this might not be your game.
это прям конкретное дерьмо, максимально унылая и душная ♥♥♥♥♥. я в ♥♥♥♥ что это кому то может нравится. пустая трата времени