
Made in a close partnership with Games Workshop, Warhammer 40,000: Rogue Trader is a story-rich classical RPG from Owlcat Games, developers of the critically acclaimed game, Pathfinder: Wrath of the Righteous.
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.
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.
No United States chart position — it charts only in the markets below.
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): 27.57/day in the week to Aug 14 → 31.86/day in the week after.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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

Begin your adventure aboard your personal, giant voidship, traveling between the multitude of systems within the Koronus Expanse, a barely charted and incredibly perilous region of space. Despite being considered a backwater of the Imperium, this region encompasses an enormous stretch of the void, filled with dangerous creatures and prodigious opportunities for profit and exploration.

Rogue Traders never travel alone. Gather your retinue of righteous heroes, twisted psykers, and perfidious xenos. All of them are ready to follow you into the darkness between the stars. They will offer you counsel, aid you in battle, and allow you to amass ever more power. In return, you can guide them through their own personal journeys, changing their destinies forever.

During quests show your subjects mercy or disdain, stay faithful to the God-Emperor, or consort with enemies of Mankind - your every decision and every act, even in character creation, is changing the in-game open world and those who inhabit it.

Slaughter the enemies of Mankind in a fully-fledged isometric turn-based tactical combat. Take advantage of cover, the environment, and careful positioning to overpower your enemies. When that is not enough - use your companion`s powerful abilities to turn the tide of battle and achieve victory even in the direst of situations. Our video game adaption of the classic Rogue Trader ruleset allows an enormous number of possibilities for you to explore.
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, Xbox, Epic 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 | 48.3Kreviews | 88% | — | $48.5M |
| $49.99 | 3.6Kratings | 92% | — | 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 2389 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Great game for newbies and experts of the 40k universe. My only real complaint is that we can't romance Argenta. :(
One of the top CRPG's I have ever played and a great representation of the 40K universe. Great writing, story, gameplay & depth - its crunchy and build-heavy so just be ready to sink some time into the leveling system but otherwise fantastic.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
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, Russian, Simplified Chinese, Japanese, Turkish*languages with full audio support
| $49.99 |
| 2.7Kratings |
| 84% |
| — |
| not modelled |
| $49.99 | — | — | — | $0 |
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 2.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game got me into "Warhammer 40k" Didn't know the lore was sooooo expansive. Got all the DLC's and if there's more in the future I will definitely get it also'm hooked and I can admit that im even going as far as getting way more into the WARHAMMER 40K life. This game literally change my life in a positive way. FOR THE EMPEROR!!!!!
Das Spiel macht erstmal einen klasse eindruck und ich hab die ersten 10h richtig gefeiert, dann trifft man aber auf schlimme bugs, die einem die spielspaß völlig nehmen. Ich hab nicht wirklich lust saves von vor 3h+ zu laden, weil ich durch normale dialogauswahl bestimmte quests nicht mehr weiter und zuende machen kann (wobei die quests weiter im log und auf der karte angezeigt werden). Wenn ich ein spiel spiele will ich mich auf das spiel einlassen und suche also alles ab nur um irgendwann frustiert zu googlen wo es denn weitergeht nur um herauszufinden "hah du hast etwas ausgewählt in einem dialog, jetzt bist du stuck". schade
Runs smooth. Interesting story so far. Bummed out that not all voice lines are voiced. After the prologe some characters are not voiced. Same goes for some situations, but I belive those are bugs, where the voice lines are not "loaded". But I'm not unaccustomed to reading, i quite enjoy it actually.
It takes a lot of reading. B the writing, characters and story are great, so it shouldn't be a problem. I didn't know anything about warhammer nor the system before playing, and i had no issues understanding and enjoying what the game lays out. A truly exceptional RPG.
Good
Good, surprisingly so. Though not surprising that it's good per se, just in the way it is and the way that it isn't. +The long story short version of what is interesting about this game, is that it is like if a pretty strong 40k book was interactive, and you got to walk around do things and talk to fairly fleshed out 40k characters. +/-That's very compelling, it's a more rich and interesting experience than other owlcat games like pathfinder at least on that front. But it's way weaker on role fantasy, progression, and combat. Also, the world of 40k is more strict in terms of how it represents things, so you will not find some of the foibles of Owlcat in previous titles. There will be no (or at least less) shoehorned anti-stereotypes and comically pathetic men. Warhammer is chuds in space after all. The main weakness of the game, is as said the coimbat and progression systems, and the way they are weak is a sort of novelty of owlcat games gone awry. -The systems are complex beyond necessity and at the expense of flavor, and the combat is so easy you barely need to optimize well; this in addition to most turns and character actions being rote repeats of their very obvious guaranteed optimal sequence because of some odd rule choices. To elaborate, every time you level up, which will be all of the time considering the granularity of the levelups in the game (nearly every second fight), you need to choose options for at least an array of 5-6 characters. Each time you are either choosing something obvious for their archetype, like more ability to hit for a gun shooter, or more ability to get hit for a hurt tanker. But when you choose the all important perks you are gobsmacked with a massive array of choices, and most of them are absolutely terrible, up to and including many of the ones recommended by the devs. It beggars belief why the devs, when I'm assuming they were given some liberties to develop a system of their own to a large extent, settled on one where every character is given incredibly generic classes based on almost nothing about them like "operative, officer, warrior, soldier, and sword guy" and they didn't lean into and flesh out what people are actually interested in, which is these other somehow secondary designations people have, like psyker, astartes, sister of battle, or tech priest. To their credit, all of the secondary designations have their own skills, moreover they have enough for them to be the primary "thing" each character is considered, but they just somehow aren't considered primary and are not quite as mechanically fleshed out. Instead your character's primary ability as a Rogue trader Sanctioned Psyker Space Cool Guy might be just pointing at people and noticing them, which they will do by rote every turn nomatter what until nearly the literal end of time because it is functionally free and there is benefit to doing so. Even the out of the box analogue to my character, Idira had the exact same designation as my character, a Divination psyker operative, and she had nearly the exact same kit. So this is not a quirk, it is the rote intended design, except she, unlike a player has TWO designations so she can use big psychic yell every turn. Which to me indicates that they realized this system was terrible at the onset specifically for actually embodying the role desired, couldn't have their out of the box Psyker not do cool stuff, and shoved some stuff in to her innately better than PC special designation, which a lot of the NPC party has. Yet me, the main character, was left a pointing man for hours on end before a new form of defensive AOE pointing and passive pointing became theoretically optimal for DPS and survival. Further that psyker yell Idira got, is actually typically worse than a sniper rifle out of the get, and her nonsense generic designation as an operative lets her use a sniper rifle, so her yell becomes the wrong choice nearly immediately outside of hyper specific situations where she has a very low hit chance. But I'm getting into the weeds, nearly every character is like this in some regard because the combat and progressions systems are flawed. Not terrible, not totally beyond being compelling, but flawed and flawed in obvious ways that should have been fixed. -There should not be so many terrible hyper conditional options for perks, you do not need a double condition required movement point debuff on hit perk when there are perks that just beef up your whole teams crit chance, hit chance, or damage mitigation at once. And there definitely does not need to be an individual perk for mastery of every single weapon type in the game, plus extra ones for extra mastery. Those could have and should have been clumped. -Further, there is so much ado about mechanics being layered within a system of elaborate vernacularized micro-buffs that scrutinizing them becomes one of the most tedious things you will ever encounter in any game. Nearly every single thing there is to be increased perkwise for many classes is just a hit or miss chance buff, or maybe the occasional health(wounds) or crit one. But you will be parsing through 7 layers of sub-vernacular and scaling equations and conditions before seeing how useful one will even be at its stated job. This often instead of giving actually compelling features like "just doing more damage", "doing different extra effects" "hitting more men", or "this costs less action points". Some of these features exist like needles in a haystack, but there is a LOT of hay. And even the best of these mechanically dense perks are always roughly the same strength as a straightforward. -Finally, the combat itself is heavily stratified for little benefit. You have an action/move point system, but are not allowed to attack after any amount of attacks, AND you can't move after attacking, AND you cant sacrifice action points to move. So you wiggle around to your always optimal spot, do a series of buffs and debuffs which are always good and action point cheap, so you do them all the time unthinkingly as a chore, then you do your one attack. Are there ways to stretch this system and bend these rules with an array of conditions that give you a special extra attack permission slip, or attacks that don't count as an attack? Yes. They are also so obvious to use they are also a chore. If there are enough enemies to warrant it, use your double aoe spray attack run and gun. If there is an enemy 2ish tiles away, charge attack him. The end. You are now a strategic genius. You've cracked the bad boring rule system. Eventually my warrior became so tanky, I would just walk him away from units to be able to charge attack back and just tank the opportunity hits. The system is legitimately restrictive enough to warrant it being optimal at one point pre getting a move that just gives you a different non-attack attack move for free for one turn but it itself costs 2 action points and the move lasts for one turn so it functionally is just one move that costs 2 action points. Kill me. In conclusion, the story, role play, and lore are fun to interact with. The writing is solid and the world is more compelling and fleshed out than their previous titles. The voice acting is a little hit or miss, but most performances are strong, and some are just a bit weak but nothing egregious (Pasqal and the Arbites). But the combat is weak enough to occasionally feel like a chore, though not painfully so. And the progression is unfortunately so bad it may be the first game ever where I dislike leveling up, as every time it happens I lose 20 minutes of my life optimizing for a 5% increase in damage or hit chance or even just convenience after parsing six characters' bloated array of useless vernacularized subsystem garbage.
After finishing the epic tale recounting the saga of an heir of the warrant of trade I can only say that the game is very rewarding. The story, the setting, the characters, the gameplay, the choices and decisions were all top notch. If you want to understand the setting of 40k then this is the game for you. Unlike most other 40k games that focus on battles and space marines this game focuses on humanity as a whole and the way the imperium works and lives. Honestly being the leader of billions of people who look to you to make the right decision is a little nerve racking, as each one has consequences beyond your control. But it really did make me understand governance as a concept more than any other game I have played. Making decisions and living with them in a world where doing the nice thing is not always the right choice is really interesting. To live in this world is to have compassion for those who can change and the backbone to cut down those who would only harm those you need to protect. Heresy and Gene stealers, and spies are only some of the many many many people who try to manipulate you on a daily basis. This game trains you to sniff out those who wish you harm and deal with them as you see fit. I was iconoclast at heart with mercy at the forefront and dogmatic to those who cross me or could not be saved. The companions are also the best part of this game, I do with they were fully voice acted but even so they were exceptional. In all this was a great game and highly recommend. Do not worry about the time commitment and just enjoy the vibe of 40k at its peak.
Janky, still all kinds of bugs, unnecessarily convoluted skill/feat/ability scheme, combat balancing is precarious as you could seriously gimp your characters with poor choices or with right ones have them clear 50% of enemies in on turn before they even act. Trying to understand what skills have synergies within a character is difficult - nevermind considering the rest of the party. "This skill has xx% chance of doing something when under the effect of skill yyy or status zzz and target is in status aaa. Hmm, did my other character have something to help with this or not". But its a WH40K cRPG with turn based combat, which is a trifecta right up my alley and maybe yours too. Sure, in Space Marine 2 you can smack tyranids & stomp their face in a QTE. Or fire up good ol' Dawn of War 1/2 (there is no 3) for large scale combat. But it is a whole different power trip to have your trust aide Abelard announce your presence to the plebs how your august arrival has blessed their day before you decide to take offence at their impiety and have them shot by a zealous Sister of Battle. Also works for nobles, xenos and even potential NPCs that can't even get to join your party. Or may become a heretic and do the opposite. Up to you. But it feels good not to be a grunt starting at the bottom but have a position of (relative) power from the start in the world. As with the Imperium, the game has lofty goals but is far, far from perfect and loses its way more as time goes on. Still, it's the best we have and for a couple of chapters the Emperor's blessings are upon you. ps. Installing ToyBox will make your life easier. Also at least Party Banter mod to have your group interact much more frequently, Over the 100 hours they didn't run out of things to say.
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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