
Embark on an original story, prequel to the award-winning games: A Plague Tale. As Sophia, journey to the Minotaur’s Island, outsmart deadly foes, unravel ancient secrets, and confront a mythical creature at the heart of a devastating curse.
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Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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.
About

Set 15 years before A Plague Tale: Requiem, play as Sophia, a fierce young plunderer, on the run but determined to uncover the secrets of her past. Dive into an original story blending combat, myth and fate with a brand new take in the universe of A Plague Tale.
Sophia’s journey leads to the Minotaur' Island, where she faces deadly trials, navigates treacherous trails, solves puzzles, all while fighting and staying one step ahead of the army chasing her. But the true challenge awaits, as the terrifying creature hidden behind the myth will soon resonate with her…


Sophia is a skilled, agile, and strong-willed fighter who engages in dynamic and violent melee combat. Followed by many enemies, each drawn to the Island to reclaim a mysterious treasure, you must navigate a treacherous maze. Rely on your agility, tricks and sharp reflexes to outsmart enemies, perfect your parries, and unleash powerful strikes to survive deadly encounters.


Shift between the Middle Age of Sophia and ancient Minoan times, where echoes of the past shape the battles of the present. Unfold a new story in the universe of A Plague Tale, through the entwined destinies of two heroes linked by fate and the Macula’s mysterious legacy.


Guided by the knowledge safeguarded in your notebook, follow in your crew’s footsteps to explore a richly detailed world, unravel its secrets, and face deadly trials. Use a stolen Minoan sphere to solve ingenious puzzles by manipulating light - a force woven by Daedalus into the island’s very heart.


It is said that only a few came back from the island. Lurking in the shadows lives a restless presence. It follows you around, seemingly knowing your every move, as it hunts through the island’s depths.
Every step is a risk. Every pause, a potential end. You can’t stop, only hide, outsmart, and push forward. Can you survive each trial and every step or will you join those who never came back?
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, Epic, PlayStation publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $49.99 | 5.1Kreviews | 93% | — | $6.7M |
| $59.99 | 7.9Kratings | 90% | — | 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 1780 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
tho, the game is good and is optimized good i still have a problem with the GPU temperature is going like 70 and in other games is below 63. But, beside this the game is very good. Recommend
Хорошая игра, в конце немного растрогала. Конечно со своими минусами (бесячий зверь, особенно под конец игры, примитивные загадки и совсем простая боёвка), но как же игра цепляет атмосферой. Концовку максимально хотели сделать как во второй части, но не хватило глубины, ведь на этих персонажей по сути тебе всё равно. Пройти советую
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Every market we collect.
Latest in each market: best FR #57, worst BR #99 · 13 markets collected
US · last 30 days
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*, Arabic, Czech, Korean, Polish, Russian, Simplified Chinese*, Spanish - Latin America +5 more
| $49.99 |
| — |
| — |
| #17 |
| not modelled |
| $59.99 | 0ratings | 0% | — | 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 1.8K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Harika bir oyun olmuş yine! Bu seri artık favorim oldu her köşeyi didik didik arıyorum. Optimizasyon iyi en azından ben bir sıkıntı yaşamadım. Savaş mekanikleri pek fazla yok fakat benim için yeterli, combo meraklısı değilim zaten. İlk iki oyundaki sadece kaçmak bu oyunda yerini savaşmaya bırakmış bunu sevdim. Seriyi seven biri bunu da mutlaka sevecektir, temelde aynı fakat biraz farklı hikaye anlatıyor. Bu arada Türkçe dil desteği için de firmaya çok teşekkür ederim, bağımsız ve ufak çaplı firmalar da olmasa Türkçe oyun çıkmayacak. Eeeey bugisoft ve yaverleri görün görün bu oyun milyonlar satmıyor, eminim sizin oyunlarınız kadar bile satmıyor. Fakat dil eklemek için satmak önemli değil bunu bir kez daha anlamış olduk.
A solid 7.5/10. Not a great as requiem or innocence but really good enough to stand on it's own as a spin off game. Could've had more but for what it is, it's worth the play!
还行吧
[quote][url=https://store.steampowered.com/curator/33401179/]Follow my curator page for more recommendations![/url][/quote] I can only barely recommend this on basis of the art and visuals, gameplay-wise not so much. The other Plague Tales were largely focused on the audio/visual journey as well, with no real replayability or focus on gameplay but this is to the most relative extreme within the series. The visuals are gorgeous, both from the artstyle and technical level. Really cool environments with some fresh feeling color palettes. Runs well too, maxed it out at locked 165@2k which is more than I can say for UE5 slop out there, always nice when studios use their own engine. It is a little odd they didn't include a raytracing option however, so you're stuck with screenspace reflections on water and all the issues SS entails. Alright visuals aside, gameplay... is just so tired and cookie cutter. I am beyond fatigued with every modern game regurgitating the same building blocks and gameplay elements for nearly 20 years now. Pretty much every big game is steeped in damn near copy paste DNA of Assassins Creed or Uncharted. And thats what this is, a combo of those, particularly Uncharted 1 with similar story beats, using the journal for puzzles etc. We got squeeze holes, we got painted ledges, we got those "cinematic perilous running sequences", enemy attacks that glow a certain color to tell you how to respond, super easy platforming, puzzles that dont require any real thought just some time spent doing, occasional shallow lore trinket you can find or skill upgrade points that don't really do much. You've played this before, you've played each element of it 100 times before. My distaste for this uninspired by-the-numbers gameplay will only grow every year/decade it keeps repeating I truly don't understand how people can play such homogenous games and find them fun still. Combat is just a derivative of AC with no real flow to it, kind of awkward as groups of enemies will converge on you and overlap their attacks so you can't moshpit in the same way you can in AC or Batman. It was ok for awhile on spectacle, there are some nice animations and any game that lets you kick enemies off a ledge gets a bonus point but it very much wore out its welcome before the game finished. I personally think the first game was best in focusing more on environmental puzzles and resource based stealth. Story-wise, I was left being strung along for long periods of time with little explanation or reveal to the things I wanted to know more about. It really doesn't work as a standalone or prequel, you would have to play the others to get anything from it really and even so big questions take way too long to reveal or aren't at all. Suspension of disbelief is also demanded of you at absurd levels here. I always though they should go more grounded, more subtle, and use the supernatural stuff more as a visual panache for a metaphor moreso than literal. I felt Plague Tale was at its best feeling vulnerable walking across the battlefields of hundreds of dead soldiers, the rot, the unease really reaching through the screen. Here, the grandiose underground locations, architecture, and mechanisms are so beyond belief and there is no explanation for how or even really why this was all made. They do look cool, but you really gotta turn the logic side of your brain off. Lastly, and probably my biggest complaint, is the characters will not shut. the. hell. up. Feels like you can't even get 15 seconds of silience to yourself before being interrupted by more yapping. Its not quite Marvel quip level but its just constant little comments, pointing something out about the environment that you can see yourself, self motivational BS, hints on puzzles (even with the hint setting turned off), and often in that annoying "breathy" voice by the protag. Very similar to Tomb Raider reboot trilogy. All in all, the last segment of the game I was kinda just booking it. Ignoring pickups (which you don't need), I even turned on "game journalist" mode because I just couldnt be assed with the boring combat and it was padding things out too much at the end. Developers, I am begging you. Drop the game design school playbook and actually create something original for once, and focus on what it means to be a video game. Gameplay should not be an afterthought and if it is light it at least needs to make up for it through actually in-depth exploration and/or cerebral puzzles. So I'm giving this a rec because I PERSONALLY got my ticket price out of it (barely) because I am a sucker for nice environments and I like taking screenshots (oh also photomode sucks btw its like emulating controller or something so the controls keep skipping out in weird ways). If that side of it interests you pick it up on sale. Its ultimately not the direction I wanted to see Plague Tale continue, I can only worry from here to the next.
there are no rats :c
They Little Nightmares 3 us... Seemingly ONLY making a "new" game to siphon off the "Plague Tale" IP... The Only connection between Resonance and Innocence or Requiem is that of the very end, and even then it feels like the devs just threw it in there because they forgot they were making a "Plague Tale" game. The Music is nice and the combat is comfortable enough sure but, OPTIMIZATION is actually garbage. The end of the game nearly crashed my PC, and you can check for yourself that my specs would not USUALLY have that happen. they could have at least given players some sort of treat of a connection by letting soldiers rumor about a well known rich family who's son has been kept in a tower room and does not go outside (near the end of the game) or MENTION besilius and Aelia or whatever there names were, being that that story happened a century or so before Innocence (or Requiem) and Resonance happens 15 years before even APTI or APTR... so huge misstep in continuity. Character deaths feel shallow, we spend maybe three seconds with some via tutorial and have this big sad moment for them, well- .... why? The boss fights feel underwhelmingly "free" once they die, that's it- no weight to it. The Greek Mythology part was executed very poorly- sure, add your own twist but it felt like even the devs forgot what they were writing and just mashed a whole bunch of things in to fill for lore content. and yet again, Woman overpower everything- but cannot walk through bushes. lowest rating: 4/10 generous rating: 6/10 Buy only on sale in current state; feels empty and a spit stain on the "Plague Tale" series.
This is a violently OK game. The good: - Runs well. Only hiccups I had were during the "crawl while I load, player" sections, and even then it wasn't bad. No crashes. - The horror sections deserve a lot of praise. The characters react very realistically to the dangers and really sell how horrifying the more supernatural encounters are. It's not just mental breakdowns followed by unnatural courage. Characters will curse, plead, perform breathing exercises and do many other things to try and push forward. It almost made me feel bad for pushing them forward. - Stealth is quite cool, and is the only aspect that doesn't suffer from a very crippling issue the game has, which is funny. More on that later. - Competent acting/voice acting, good graphics, the presentation is amazing. The level design doubly so. - The characters are interesting and diverse. They all had a well defined reason to be in the story and played well off of each other. The meh: - Combat is a strong meh. It feels more like a puzzle where there really is only one right answer most of them time. There is quite a few enemy types but even that didn't keep it fresh till the end for me. It became a constant repeated test of execution. The game borrows from GoW 2018 with normal, yellow and red attacks. This might be biasing me towards negativism, since I really dislike that system. - The exploration is meh. Check "the bad" for more details. - Chase scenes are meh. Same as above. The bad: - The game is SOOOOO RIGID. This the most on rails game I have ever played, apart of maybe on rails shooters. It often blurs the lines between game and movie I am pressing X to. Any time I try something even slightly off script I can feel the invisible hand of the game designer choking me into submission. Try to kick a basic enemy that's attacking? No, hyper armour. Try to run while an NPC gives exposition? I HEAR THE FIRE WRITING MAN, PLS LET ME GO. Try to use the obviously lowered grappling hook when combat (that looked like a chase scene) is happening? Into the drink with you. The mechanics are fun enough for what they are, hence why I didn't absolutely trash the gameplay, but getting kicked in the teeth every single time begins feeling like playing RAW DnD. Except I have a gun to my head that will fire if I don't recite Stealth rules verbatim. Speaking of stealth rules, HOW IS STEALTH the SINGLE MOST RAILROADED mechanic in games like this, NOT HAVING THIS ISSUE? - Base kit deluxe 50 dollar DLC AHH powerups bruh. One "upgrade" just reminds Sophia she has pockets.
До этого момента я уже прошел первые 2 части Plague Tale на 100% и когда узнал об анонсе продолжения, то сразу добавил в желаемое. В итоге игра наконец-то вышла, и на днях я завершил её прохождение. На это мне потребовалось 16 часов, в том числе из-за того, что старался найти все секреты и обыскивал каждый угол. Если идти сугубо по сюжету, не тупить на загадках и минимально умирать в сражениях, то реально справится и за 14-15. [b]Сюжетная завязка [/b] следующая: главную героиню Софию ребёнком тайно увезли в монастырь, где ей насильно переливали чужую кровь. Во время этого её посещали мистические видения о загадочном острове, всё увиденное она переносила в журнал. Однажды её нашел и освободил отец-пират, которому, как выясняется позже, был очень интересен этот остров. Что было дальше узнаете сами, если решите поиграть. [b]Боевая система[/b] здесь классическая – бьем, блокируем удары, уклоняемся, толкаем врагов. У нас есть быстрая и сильная атака, можем кидать мелкие предметы и использовать суператаку по площади, когда заполнится шкала. Абсолютной свободы при исследовании уровней, к сожалению, нет. Игрока постоянно сдерживают невидимые стены, скользкие поверхности или просто завалы. В целом это неудивительно, так как [u]эта игра – это весьма линейное, сюжетное приключение. [/u] Как и в прошлых частях во время повествования происходит много необязательных для сюжета диалогов, которые слегка оживляют окружающий мир и знакомят с персонажами. В игре есть 4 вида собираемых предметов: предметы истории, амулеты [i](разная бижутерия, дающая бонус в бою)[/i], мечи и кусочки резонанса [i](местные очки опыта для прокачки)[/i]. Отдельно отмечу, что откровенной «повестки» в игре не обнаружил. У героини приятная внешность, нет постоянных намеков, что мужики плохие, или какая она сильная и независимая. Даже наоборот - София часто показывается в стрессе, панике и переживаниях, чувствуется её утомленность и порой отчаяние от происходящего вокруг. [h3] Плюсы [/h3] [list] [*] Весьма приятная и зрелищная графика на протяжении всей игры. Примеры с красивыми видами можно оценить [url= https://steamcommunity.com/sharedfiles/filedetails/?id=3791769949] тут [/url] и [url= https://steamcommunity.com/sharedfiles/filedetails/?id=3793560263] здесь[/url]. С оптимизацией всё хорошо – с моей старенькой RTX 3070 настройки выставились на Ультра и каких-то серьезных тормозов/лагов/просадок FPS не наблюдал. [*] Есть русский перевод всего текста, что в наших реалиях уже большой плюс. Он не дословный, но суть хорошо передает. [*] Большинство загадок легкие [i](тратил на них 2-5 минут)[/i], но во второй половине игры попадались и те, где тупил по 10-20 минут. В целом они мне понравились и сложность приемлемая. В игре также есть подсказки с возможностью регулировки частоты их появления. [*] Душевная музыка, добавляющая мистической атмосферы или налет траура и уныния от текущей ситуации. [/list] [h3] Минусы[/h3] [list] [*] Бой - это самая слабая часть игры. Я получал минимум удовольствия от большинства стычек, в том числе от сражений с боссами. Если погибли в сражении с ними, то нужно заново смотреть интро сцену и диалоги между фазами, которых обычно 2 либо 3 [*] Были эпизоды, где персонаж очень долго и медленно бродит по прямой. Это весьма вредит приключенческой динамике [*] Есть сюжетные несостыковки [/list] [h3]Итоги[/h3] Большую часть прохождения мне было нескучно играть и любопытно следить за развитием сюжета. В целом потраченных денег на игру не жалко. Если вы фанат прошлых частей Plague Tale или приключенческих игр, то дайте шанс и этой.
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