
Roll for initiative, take attacks of opportunity, manage player location and the verticality of the battle field in this Turn-Based Tactical RPG based on the SRD 5.1 Ruleset. In Solasta, you make the choices, dice decide your destiny.
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.
Reviews, worldwide (the counter carries no country): 3/day in the week to Sep 8 → 5.43/day in the week after.
About
Created and written by lifelong fans of Pen & Paper RPGs, comes Solasta: Crown of the Magister.
Roll for initiative, take attacks of opportunity, manage player location and the verticality of the battle field. Set yourself up for the finishing strike and possibly roll a natural 20 at that key moment of battle.
In Solasta, you take control of four heroes, each with unique skills that complement one another. Every hero expresses themselves in the adventure, making each action and dialog choice a dynamic part to the story. Players will create their heroes just as they would in a pen-and-paper game by choosing their race, class, personality and rolling for their stats.
You make the choices, dice decide your destiny.
An Epic Team Adventure
Discover the shattered world of Solasta: explore ruins and dungeons for legendary treasures, learn the truth of an age-old cataclysm - and stop it from happening again.
Create your very own party of adventurers with our Character Creation Tool in the classic tabletop RPG tradition. Breathe life into your heroes, and see their personalities reflected in their dialogue. Tailor your squad to your preferred strategy and maximize your party's abilities. The choice is yours.
Discover a Mysterious & Dynamic World
Delve into long forgotten dungeons to unearth ancient artifacts, but stay watchful of light and darkness: many dangers hide in the dark, but a light can attract monsters. Some enemies have darkvision, some may flee from your torch... Successful adventurers will learn to use it to their advantage.
Fight monsters in squad-level, turn-based, tactical combat. Solasta's dynamic environment offers some interesting tactical options. Bridges can collapse, leaving enemies stranded and vulnerable. Walls and columns can be pushed over - on top of your foes, if you do it right. The world is your playground.
Prepare to Think in Three Dimensions
The dungeons in Solasta are more than flat game-boards. Climb, jump, or fly around obstacles. Evade or surprise foes from above or below. Push them into chasms or drop things on their heads. Position yourself on high grounds to start the fight with an advantage.
Size also matters. Escape through narrow passages where bigger enemies won't fit and crawl through tunnels to find secret areas. Take advantage of the environment to find cover suited to your own size. Watch out, though - the monsters are also thinking vertically.
Dungeon Maker
In Solasta, the adventure does not stop after the campaign is over. Unleash your creativity and craft your own dungeons to play and share with friends with the snap of a finger using the in-game Dungeon Maker! From the room layout, monster composition and treasure the party will find – down to the decoration and lighting of each room or the music track playing – everything is decided by you.
Level cap increased from level 10 to level 12, unlocking new class features as well as level 6 spells
Scars and Facial Paints customization options in character creation
Tired of playing through the tutorial? You can now skip it!
Rebalanced (harder!) fight at the end of the campaign - prepare for a challenge!
Online Multiplayer Co-op is now available: Compatible with both official CotM & Lost Valley campaigns, Primal Calling content as well as Custom Campaigns made with the Dungeon Maker!
Spellcasting Chants: Your spellcasters are no longer mute when casting spells, and we’ve added an additional spellcasting animation to boot! (you can turn off chants in the option menu)
Crafting Feats: Tired of having to pick specific background in order to craft potions and magic items? We’ve added two feats to solve that problem!
Surprise System Overhaul: Now more faithful to the tabletop rules with individual perception checks for each surprised enemy, making fights more even!
New Town Exterior & Town Interior Environments for the Dungeon Maker
New Campaign Creator Feature, allowing custom dungeons to be bundled together into a campaign with custom monsters, custom NPCs & merchants and custom items!
New Quest, Dialog & Custom Loot Table Systems added to the Dungeon Maker, helping creators to make even better and Custom Campaigns!
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, GOG, 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 | $7.49−75% | 22.5Kreviews | 87% | — | $3.2M |
| $34.49 | 3.2Kratings | 74% | — | 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 961 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
One of the best CRPGs that i have played, it really puts the dnd rules to good use and has fun characters in my opinion.
NOTE: THIS REVIEW IS ONLY FOR THE DUNGEON CREATOR. I bought this game for the dungeon creator. There are a few things which stand out to me that make it feel extremely lacking. First of all, you are limited to a number of room/area tiles. That's fine and all, but there's some infuriating barriers you get as a result. For example, in the elven temple, the large room has two entrances on each side. You can't place an entrance at the middle of a side because there's a wall you absolutely cannot touch. I'm baffled that there are no room pieces that lack walls. This alone would make a great addition for each theme, because then modular wall pieces could be used in a more freeform way. Furthermore, each theme has a set of objects restricted to work only in their theme. This makes environmental storytelling extremely bland in my opinion, and needlessly locks people out of experimenting with for example, a hut in a cave, or allowing rooms from a castle to lead directly into a lava cave. It's cool they even added the dungeon creator to begin with, but it's almost insulting how many things you're prevented from doing for no apparent reason. At the very least, I would have hoped that objects would have been unlocked to work in any theme. I made the mistake of buying this at nearly full price. Admittedly I haven't yet played the base game yet, but I'm being totally candid with the creator experience: it is bad. If I was more impressed with the base game I would have gotten the DLC full price but now I'm just going to wait for a sale. I doubt they'll make any new updates now that they have their new game in early access, but I really hope that they'll take my feedback and the feedback of others into account when they roll out the new dungeon creator. Please don't hand hold and restrict people. If someone is wanting to make a dungeon, it's likely because they WANT to have a toolbox that doesn't painfully restrict them.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.2M | 2.7K | 69% | $29.99 | |
| $3.2M | 4.8K | 81% | $19.99 | |
| $3.2M | 3.4K | 84% | $24.99 | |
| $3.2M | 6K | 83% | $34.99 | |
| $3.2M | 5.8K | 94% | $14.99 | |
| $3.2M | 4K | 95% | $49.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.7M | 3.3K | 75% | $31.99 | |
| — | 0 | — | — | |
| $5.4M | 6.6K | 91% | $39.99 | |
| $194 | 10 | 70% | $0.99 | |
| — | 65 | 78% | — | |
| $7.1M | 5.8K | 81% | $39.99 |
Every market we collect.
Reviews, worldwide (the counter carries no country): 3.71/day in the week to Jul 30 → 3.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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, Simplified Chinese, Portuguese - Brazil, Russian*languages with full audio support
| $7.49−75% |
| 781ratings |
| 82% |
| — |
| not modelled |
| $29.99 | 600ratings | 86% | — | 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 963 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Not a bad game, it definitely hits that D&D spot. The needed DLC to enjoy all of the classes does suck though.
A decent game, especially for a small studio. Overall I'd give it maybe a 6/10; I'm glad I bought it, and glad I played it, but I likely won't play it a second time. Though I might play some of the additional content. Thanks I liked or loved: 1) Nice varied environments that were fun to explore. And some interesting movement functions like fly and spider climb that made exploring a more thoughtful challenge. 2) It's a pretty game, overall - the world looks great. 3) Character creation is basic but good. I especially liked this inclusion of personality traits as an influence to dialogue choices. 4) Story is decent. A little clunky in places, and I felt like there ought have been a closing scene back in town with the princess and council, but the stakes are engagingly high, and while the lore isn't on the scale of something like the Elder Scrolls, there's some depth. 5) Scavengers. Having NPC's go collect all my low level loot for me is brilliant. Things I really did NOT love: 1) The voice acting. Wow. I mean ... wow. Firstly, I realize this is a small studio and not a big budget game, but if you're going to force a 4 person party, then at least provide 4 voices per gender. And maybe give a alert when one of the female voices is actually voiced by a man? They were obviously going for (not very successfully) a non-binary option, and having that is great in ADDITION to enough voices for all the characters ... but I resented that my female dragonborn paladin sounded like a drag queen. I love drag queens, but that's not the character I was building! Secondly, this acting ranged from passable to BAD. Sure, I get that they couldn't afford A-list talent! But there's a RANGE out there ... I work in professional theatre and know tons of voice artists. They could have gotten better folks than this without breaking the bank. At the very least, make sure the actors know how to pronounce all the words. 2) Closely related to item 1 ... make the text match the spoken words. It's not rocket science. 3) There really needed to be a bit more in the way of side quests. The game feels EXCEEDINGLY linear. 4) Some of the dialogue could have used a serious polish ... I applaud the attempt at banter (I always appreciate interactions between characters that make the game more immersive), but it might have helped to bring in a playwright or scriptwriter to do some of this. 5) Why, for the love of all the gods in gamedom, are the exits to areas not indicated on the maps? That would be super helpful and easy to implement. 6) Why can't I access the world map whenever I want to? It made planning travel hard ... I often had to go the the city games, step out into the travel map, figure out if there was a transport gate that would help, then pull back into town, travel across town to the gate, and gate out. Why? Why can't I access a map as part of the gating process? Or whenever I wish? Things of mixed success: 1) Combat. Not bad (I hate turn-based play, but if I never play any turn based games I'd be awfully limited in what I could play!). As this type of combat goes, this was decently intuitive and enjoyable.. The game doesn't have many of the huge melee situations where I *really* resent turn-based play and get bored waiting to actually DO something. 2) Inventory management. Overall, decent - I just wish I could select multiple items (say, all my crafting components) and drag them onto a party member or into storage, rather than moving each one. 3) Mapping. Apart from not noting the map exits (WHYYYYYY?), the mapping is decent. Clearer than in some bigger budget games. It's not changing the face of gaming as we know it - but if you have realistic expectations, then it's an enjoyable enough 60 or so hours of gaming.
I like d&d. I like this.
I keep thinking it's a better game than it really is, but at some point I've stopped trying to convince myself. In 2005 it would have been a contender, but the bar has been raised by quite a lot in the meantime. Fingers crossed for pt 2.
Classic RPG with D&D aspects.
it's hard to recommend this game, so i will not, this game should be considered or reconsidered to buy even if on sale, it might torture the player, be ready for mega alpha testing this game, because it felt like they never tested it at all, mechanics are torture, if you play barbarian, you will run around naked because there is literally nothin to wear for barbarian(they took no armor AC scaling too far). Enemies casually spawning around out of blue, if 1 of your characters provoke fight while other character in 200 miles from it, yes you will still roll initiative on all of them, and you will have to spend 5 turns just to get to the fight. Leveling is boring, feats are mostly ♥♥♥♥ Oh yeah Sorracks, they can fly and just be annoying af, damn flying lizard. COOP is broken, from time to time you will have to load save because game is rolling different dices or diff numbers of dmg(bad sync), and about dices, i am fed with dice rolls, it def broken when you can witness how some one(ally or foe) just constantly rolling same numbers, coincidence? doubt it basically no mods, just campaigns, there is one mod tho that fixes the game entirely but game doesnt like it, it wants to remain broken. They say this is 2021 game, feels like 2014 max.
Very gouda.
一周目主线通关: 评分8/10 非常忠实于原著的玩法和设定,并且增加了比较有创意的立体空间战斗机制,完善了原著的一些内容设定,比如蛛爬、浮空和球状AOE等等,但是游戏里的技能和装备丰富度都不高,甚至大部分装备都是靠购买和打造获得,探索奖励非常薄弱,垃圾物品太多,打造还需要有对应图纸费钱费力费时;更麻烦的是,同调机制大幅削弱了自由构筑玩法,这种限制的负反馈非常强,感受其实没必要;当然游戏的自由度本身也很差,没有盗窃或者多条件完成任务等互动玩法。 总体上地图探索玩法方面比较薄弱,虽然有一些隐藏要素,但是地图设计还是偏向小箱庭,内容都比较少,空气墙很多;战斗玩法方面难度不大,遇敌战斗非常频繁且紧凑,短休和长休的规则还不错,但是敌人种类非常少且对应的AI表现上都很差,各种敌人的区分度不高,种族职业更新几乎没有涉及到敌人和NPC,前后非常割裂;队友和敌我双方背景故事塑造都一般,故事没什么特点,比较关键的是游戏的性能很差,有时候有些动作会非常延迟的触发,各种场景互动都有延迟卡顿,更别提各种开门转移的频繁加载了。质量尚可,还是值得体验的。
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.