
Prepare to be enchanted by a world where the choices you make and the paths you choose shape your destiny. Obsidian Entertainment, the developer of Fallout: New Vegas™ and South Park: The Stick of Truth™, together with Paradox Interactive is proud to present Pillars of Eternity.
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.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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): 3/day in the week to Aug 14 → 2.29/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.
About
Prepare to be enchanted by a world where the choices you make and the paths you choose shape your destiny. Obsidian Entertainment, the developer of Fallout: New Vegas™ and South Park: The Stick of Truth™, together with Paradox Interactive is proud to present Pillars of Eternity.
Recapture the deep sense of exploration, the joy of a pulsating adventure, and the thrill of leading your own band of companions across a new fantasy realm and into the depths of monster-infested dungeons in search of lost treasures and ancient mysteries.
So gather your party, venture forth, and embrace adventure as you delve into a realm of wonder, nostalgia, and the excitement of classic RPGs with Obsidian’s Pillars of Eternity!
Human, Aumaua, Dwarf, Elf, Godlike and Orlan.
Stealth, Athletics, Lore, Mechanics and Survival.
Build a character as one of eleven classes such as Barbarian, Chanter, Cipher, Druid, Fighter, Monk, Paladin, Priest, Ranger, Rogue and Wizard.
Side with various factions using a reputation system, where your actions and choices have far-reaching consequences.
Beautiful pre-rendered environments laced with an engaging story and characters bring the world to life.
Choose to play with either real-time with pause or turn based mode. You can swap between the two freely during your adventure, giving you full control over every encounter.
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 887 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Play as Paladin. Choose [Lie] in dialog. Game crashes. Immersive oathbreaking experience.
冲着专八之柱名声才注意到这一作,50小时通了主线,感觉词汇量比神界原罪大,动作表情声音环境描写很详细,琐碎词汇很多,长难句密度比神界原罪小,总体行文风格不如神界原罪戏剧式的华丽,而是小说式的细腻精致 刚开始玩的时候感觉很累,建人物就建了1个小时,上来就是各种世界观特有的专属名词,各种小动作和细节的描述,让人晕晕,后面各种世界观设定熟悉就好了,实际感觉和异域镇魂曲以及博得之门的阅读难度差不多,就是文本量大 剧情还不错,虽然没有龙与地下城的深厚积淀做支撑,世界观没有异域镇魂曲那么诡谲奇异,也没有博得之门那么丰富多变,但是剧情和世界观很好的融合在了一起,稍微有一点儿遗憾就是,最后的灵魂拷问还没能更加深入的展开,就迎来了结局 对话选项很合理,绝大多数时候都能找到合意的选择支,然而很多支线都处于两难的境地,无论怎么选择都得不到完美的结果,最终结局也是如此,世界大概变好了一点点,然而真的只有一点点,甚至有时这一点点改善更像是陷入更深悲剧之前的回光返照 漫长的故事一点点展开,与一个又一个NPC对话,拼凑出一个完整的世界,一行又一行的对话和动作细节,将沉默的自动跟随宝宝塑造成鲜活同伴,西式奇幻小说分量的文本,与平衡的战斗系统相结合,构成了一个很好的游戏,却很难吸引新一代的玩家,根本没有CG,没有表情的微缩头像,很少的语音,使得人物性格情绪表现,剧情演出全靠文字描述,当代的快节奏使得新玩家大多习惯于视觉和听觉上直截了当的特效,却难以通过阅读纯粹的文字,形成思维上的特效 日式RPG的主人公总喜欢和所谓的大义较劲,总是在拯救世界,而西式RPG的主人公却总是在命运里随波逐流,然后一遍遍接受拷问,哲学的,道德的,信仰的,人性的,追寻的是最核心的,最本质的,只属于个人的价值,你想要做什么,你想要怎么做,你想要成为什么样的人,你想要做出什么样的抉择,然后最终得到的结论只有你是什么样的人,又成为了什么样的人,你需要面对自己作为的因与果,你造成了一点点改变,然而你拯救不了世界,或许世界也不需要你来拯救,这是个没有意义的世界,无可救药的世界,辉煌与毁灭不断轮回反复的世界,在这个世界里,你要做的其实只是找到自我,然后选出自己想走的路 博得之门展现了一个令人眼花缭乱的瑰丽世界和了不起的游戏性,异域镇魂曲的深入拷问带来了强烈的沉浸感,永恒之柱位于两者之间,世界没那么瑰丽广阔,拷问没那么深入,队友刻画没那么深入,游戏机制稍落后于时代,但综合在一起,每项都达到了及格线,也算交出了一份满意的答案
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 11: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
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*languages with full audio support
Hours played at review time, across 896 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]𝔸𝕟𝕠𝕥𝕙𝕖𝕣 𝟟𝟝 𝕙𝕠𝕦𝕣𝕤 𝕕𝕠𝕨𝕟 𝕥𝕙𝕖 𝕕𝕣𝕒𝕚𝕟 𝕝𝕠𝕝 𝕒𝕟𝕕 𝕀 𝕝𝕠𝕧𝕖𝕕 𝔼𝕍𝔼ℝ𝕐 𝕊𝕀ℕ𝔾𝕃𝔼 𝕊𝔼ℂ𝕆ℕ𝔻 𝕠𝕗 𝕚𝕥.[/h1] At first glance, Pillars of Eternity feels like a return to an older era of role-playing games; it's like the number one fan of the old Baldur's Gate games, decided to make a tribute to those amazing games with all the love he or she could ever muster... And it's here, a glorious game with an amazing storyline no less. The story revolves around souls: it's the universe of Eora, where some guy was awakened to the previous lives he'd lived and found out he was nothing but a puppet to a vengeful goddess called Woedica. He sets out to commit a terrible crime on humanity (elves included lol), which is to steal souls to feed them to his goddess so that she could be more powerful than the rest of the pantheon of gods worshipped in this world. Your playable character also awakes, and finds out he lived his previous existence in doubt, as a follower of this villain called Thaos. You plan to stop him and end the scourge of Eora once and for all. What really stands out isn’t just the plot, but how it’s delivered. The game doesn’t simplify things for you. It throws unfamiliar names, cultures, and ideas your way and expects you to keep up. For some players, that’s overwhelming, for fans of Baldur's Gate, Icewind dale and the like, this is perfection, in every possible way. Gameplay-wise, the game doesn't follow that all-too-familiar "roll a dice" system of D&D games, it's smooth in nature and just follows a "damage type" kind of mechanic. Raw damage, Ice damage, you name it! You've got three ways of defending yourself against enemies: Will, Fortitude and Reflex, but all of them is progressively explained as you play through the game. The game doesn't rely much on planning as it does on knowing when to cast what. One of the most interesting design choices is how the game rewards you. You don’t gain experience just for fighting. Solving problems through dialogue or clever decisions can be just as effective, which quietly encourages you to role-play rather than simply clear enemies. Every situation, every dialogue option, leads you to one of many ways to resolve quests. Some outcomes for some quests, no matter how linear, will appearently reflect on the events of the second game, much like Baldur's Gate 1 and 2. The character are well thought-out and each of them has weight, to their past, their present actions, and how they deal with their dilemnas. The scenery is just jaw-dropping, and I can guarentee you that these graphics will never EVER get old. Pillars of Eternity, to me, is a [b]10/10[/b] game... But it lacks romance options, yes I said it. All the depth of Baldur's Gate was amplified ten-fold by the fact that your character could romance certain people he met. But I guess now that souls are scattered and the end is nigh, romance is the least of your character's problems lol. My only regret is that I soaked 75 hours playing this game... and not more haha! I guess I'll have to go play the second game now, but I'll wait till summer break, when it's 100 degrees outside and I'd rather just stay in with the air conditioner on just having a blast.
最新汉化补丁N网已出:https://www.nexusmods.com/pillarsofeternity/mods/241?tab=files&file_id=1538
Adding the Turn-Based Mode was epic move! Finally, it stopped feeling like fireworks factory explosion during combat. In turn-based mode, you actually can understand who’s hitting who and why. Finished the game this time, 11 years later! That was cool.
[h1][b]神明与信仰 铭记与遗忘[/b][/h1] 趁着宣誓通关的劲头补完了柱子1,永恒之柱系列正式完结。 柱子1好玩吗?嗯...老实说我感受不到RTWP好玩的点——尽管黑曜石使用了一套自创规则,但大体框架上还是基于骰子检定,每次开战前都免不了各种控场、BUFF技能的一套猴戏;在高压环境下操作要求可一点也不低,誓把空格键和数字键按烂,而战场效果观感又...挺“古早”的。 总结下来就是,这套半即时战斗玩法在柱子1里我既没有享受到强烈华丽的视听效果,大场战斗下操作又很繁琐;刚开始还好,战斗次数一多就显得很重复乏味。 [hr][/hr] 不过我玩柱子1是奔着剧本和写作来的,在这一part黑曜石没有让我失望。柱子1的世界观无疑是非常沉重和严肃的——尽管玩家扮演的灵视者一开始只是为了弄清自己为什么能看见灵魂碎片和与灵魂对话的真相。但这一路上,在维德温圣战和大肃清后,空婴危机爆发和群众对铸魂学日益高涨的不满,玩家不知不觉中卷入了一系列利益冲突事件中,逐渐发现竟都是灰钥社从中作梗,只为了收取足够多的灵魂重振娥狄卡的神力,并揭开了众神极力想掩藏的真相——神是人造的。 柱子1有着非常神神叨叨的世界观设定,初次接触就可能会因为各种专属名词被搞得晕头转向;但写作方式又是极具现实主义风格的,几乎每一段文字都有着细节、繁复的情境描写或人物神态、心理描写,大多数时候的描写对象又聚焦于战后创伤的人生百态。每一个事件的选择,我时常处于一种双方都说的有道理的两难境地;倒不是那种刻意而为之的摆出电车问题,而是通过黑曜石严肃深刻的描写,当我站在当事人双方的角度上来看都有各自的道理。柱子1上演了一幕幕的灰色思辨,我确实很难判断出绝对的好坏或者哪个更好。 人们信仰神、侍奉神,但神却仿佛消失了一般没有回应人们的祈求,把一切危难都导向这是神对众人的惩罚。随着谜底一幕幕揭开,随着众神神格的瓦解,黑曜石想在柱子1想探讨的主题呼之欲出——绝对的真理重要,还是一路上追求真理的人们重要?人类的存在,是否只能依托神权的信仰才成立? 到结局最终抉择的时候,我的心流体验达到顶峰,我真的从“我”出发,选择了这个选择。 现在回头看柱子2的结尾,当我扮演的灵视者只能看着俄撒斯一圈圈打碎贝拉斯之轮的时候,我有一种由衷的感动——何必用各种借口担忧未来是好是坏呢?就先踏出这一步吧。以人为本,人类历史文明的迷人之处,就在于每一个当下的每一次驻足,然后回望。 [hr][/hr] 当然柱子1的剧情也是充满各种遗憾的。 同伴任务的流程也是同样的短,但愣是靠日常细节完整的对话填补了同伴人设的空白。可主线剧情真的是靠笔力掩盖了流程长度上的严重不足,铺了一堆阵营却没有各自实质上完整的任务线。在经历了拉瑞安神界2和BG3全配音的细糠后,柱子1时有时无的配音确实影响到了阅读的连续感。只能说彼时的黑曜石是真的贫穷,作为众筹出来的产物,也确实无法苛责什么。 总结,尽管由于资金问题柱子1的完成度算不上尽善尽美,但在文本和写作上,能做到引人思辨,让我这几天时常和朋友进行主题和剧情上的探讨,就足够让我瑞斯拜。对于欧美RPG爱好者来说,柱子1是非常推荐游玩的作品。
Still one of the best-written RPGs I’ve played, but yeah… there’s a lot of reading. I ended up making a Window TTS Voice mod during my playthrough (started as an accessibility tool for my wife), and it actually made a huge difference. Being able to just listen to dialogue, journal text, etc. makes longer sessions way easier. If you’re bouncing off the walls from the text-heavy side of the game, it might be useful: https://www.nexusmods.com/pillarsofeternity/mods/425 Great game either way 👍
Score: 6.8 / 10 Pillars of Eternity is a game I’ve attempted to get into multiple times over the years, and despite putting several hours into this playthrough and repeatedly restarting the game hoping something would finally click, I still found myself eventually losing interest. What makes this frustrating is that there are elements of the game I genuinely do like, particularly the companions and some of the mature themes, which kept pulling me back in to retry it. Ultimately though, I think the issue is a fundamental mismatch between what the game prioritizes and what I personally look for in RPG storytelling and immersion. Characters & Narrative: The strongest aspect of the game for me was actually the companions. The characters I encountered seemed genuinely interesting, and I wanted to learn more about them and spend more time with them. The problem is that the game often keeps them at an emotional distance. A huge amount of the dialogue is unvoiced, and because the game is so heavily text and lore driven, conversations frequently feel more intellectual than personal. Rather than emotionally experiencing events alongside the characters, I often felt like I was reading historical records, philosophical discussions, or lore exposition about the world. The game clearly has a mature story and mature themes, which I appreciated, but the storytelling style rarely feels intimate or emotionally immediate. Instead, it focuses heavily on explaining the world, its metaphysics, its politics, and its history. That creates a game that is intellectually engaging, but emotionally and psychologically numbing at times. The “Watcher” mechanic is probably the clearest example of this problem for me. Experiencing fragments of dead people’s memories and seeing how they died is conceptually interesting, but because I have no attachment to these individuals, many of those moments ended up feeling hollow. I was learning information about people that no longer mattered to the active narrative or to my personal emotional investment as a player. Visuals & World Design: I actually liked the environmental art and overall world design quite a bit. The game has strong atmosphere artistically, and the environments feel thoughtfully constructed. At the same time, the graphics themselves feel dated by modern standards, and the isometric perspective creates additional emotional and visual distance from both the world and the characters. Enemy variety seemed fairly decent overall, but because of the zoomed-out presentation and visual limitations, I rarely found enemies visually interesting or memorable. I could generally identify what they were supposed to be, spirits, spiders, ghosts, and other creatures, but the presentation flattened a lot of their impact. Gameplay & Combat: Combat was probably the biggest struggle for me on a moment-to-moment basis. It’s important to clarify that I do not think the combat lacks systems, mechanics, or abilities. There are clearly a lot of RPG mechanics here. The problem is that combat feels extremely low impact. Characters move, attack, and cast abilities, but there’s very little spectacle or intensity behind anything happening on screen. Most encounters felt visually flat and mechanically plodding rather than exciting. That lack of impact also extends to the overall structure of the game. There are very few cinematics or strongly framed high-stakes moments early on, which made it difficult for me to maintain momentum or emotional investment over long periods of time. Overall Experience: I think the reason I keep retrying Pillars of Eternity is because I can clearly see the potential underneath it. The companions seem interesting, the world is mature and thoughtfully constructed, and the game obviously has a tremendous amount of depth for players who enjoy lore-heavy CRPGs. But every time I return to it, I eventually run into the same issue: the game feels much more focused on informing me about its world than allowing me to emotionally connect with it. The combination of heavy lore delivery, limited voice acting, slow pacing, low-impact combat, and emotionally distant presentation leaves the overall experience feeling slow and draining rather than immersive for me personally. Final Verdict: Pillars of Eternity is clearly a deeply crafted RPG with thoughtful worldbuilding, mature themes, and potentially strong companion writing, but for me it never fully bridges the gap between intellectual engagement and emotional immersion. I can absolutely understand why fans of classic lore-heavy CRPGs love it, but despite multiple attempts, I consistently found myself admiring the potential for an engaging experience and repeatedly returning in hopes that it would finally connect with me emotionally. In the end, though, this feels like a game that tries too hard to appear mature while forgetting that even philosophy and other high-minded themes are ultimately rooted in the human experience. For me, that emotional connection never truly materialized, and I was ultimately left out in the cold by the experience.
One of the GOATs. Please Obsidian/Microsoft give us Pillars 3.
One of the best CRPGs that belongs with the classics. Now featuring turn based mode a decade after release.
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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