
Wartales is an open world RPG in which you lead a group of mercenaries in their search for wealth across a massive medieval universe. Explore the world, recruit companions, collect bounties and unravel the secrets of the tombs of the ancients!
Most likely between $18.3M and $52M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $34.99 | 85% | approximately $30.6M |
| Xbox | $39.99 | 70% | — |
| GOG | $9.79 | 84% | #68 |
| Nintendo | $39.99 | — | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 1311 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
you need to buy all DLCs for another ~$150 to enjoy the game. nope, thank you
就做了3个地图就拿出来卖,纯纯就是个半成品,武器,装备,技能都奇少。不买dlc就没多少东西可以玩,dlc嘛,又贵又不值。 ____________________ 玩这么多年游戏没见过这么不要脸的,本体道具要去dlc才能用,什么意思???合着开发的时候就是一体的,发售前就把游戏拆成几部分卖????
There was a time when this game was very good, before it became riddled with DLC slop. It's a shame we can't go back
Monetized predatory dlc hell.
You know it's insane when a bundle is $125+ USD. There is NO game worth that much. Just look at all the Warhammer DLC BS that is ALWAYS on sale for 90% off. It's sad that we're here. STARTER edition is $60. Just LOL. I've seen bad practices from AAA publishers (cough, Square Enix), but for someone so MID. This is wild. Don't let these guys get away with this. Hit them were it counts. The pockets. AND THEN, maybe we can get a finished product for a price that makes sense. As it stands, if you're one of the supporters that allows for devs and publishers to pull this BS, SHAME ON YOU! WAKE UP!
Buy the basegame (when you get it for a reduced price), skip the DLCs. Its nice to sink a few hours into it every now and then but goes boring after a while. Sadly the DLC quality ranges from mid to the worst youll ever see. And they are completely overpriced for what they add.
Played the pretty early on so there wasnt much DLC content and i rellay loved, nice story, fun progression and all in all a pretty good immersion. Wanted to start a second run now cause i havent played in a long time now in every damn place there is a NPC telling you to buy a DLC and thats completely ♥♥♥♥♥♥ up
I got the game back in 2022. It was promising back then. Now devs use the game to milk you dry, forcing you do buy more and more DLCs. Overall it's still declining, new DLCs are hit or miss. Do not buy if you value your money.
In my experience, games fall into three groups: Group 1 — Not for me. You start it, and within a few hours you realize it isn't for you. Years of experience and self-awareness reduce how often this happens, but it still does from time to time. Group 2 — Finished and done. You play it for roughly 30 hours, finish it, and nothing new is likely to come from a second run. Most games fall into this group. Group 3 — Hundred-hour games. The games worth your money and your time. Two subgroups: 3a — Repeatable. Like Civilization. You start a new world and each world is a new kind of fun. 3b — Long story. A single campaign so deep it takes you ages to finish. Wartales is a good example. You don't replay the same title, but you can return to the genre with a new story. This is a great example of 3b, some can say it is a sandbox but it is not when the story done game is done. Youa re not going to start from the scratch and plane as a thief or assasin. But over 500 hours is amazing for a game. it is deep it is complex it is satisfying. You like grand RPG with depth, I wish I am you and play this again as a newbee
imo this is a good example for how dlc should, and shouldn't be used. the base game is fine, and if you enjoy turnbased, tactical combat, with rpg elements you'll probably enjoy it, although i do want to note that the characters themselves aren't narrative characters, like in fire emblem, but rather blank slate type characters like in x-com 2 which i find essential if a game wants character death to be a viable consequence players will accept. as someone who enjoys well designed "hard-core" game modes i think viable character death(with out loosing story content) is essential. the game scales enemy teams to your party size, wich prevents you from steamrolling, but also makes combat far longer i always felt incentivised to keep a small tight party because of this, i believe there is some more balancing to be done regarding that particular challenge and game flow. in the "late game" i tend to start avoiding fights to save time... but the obvious issue is that it is verry subjective as to what is too much/long or too easy/short. as a note though the last time i have played was shortly after the skelmar invasion. my biggest issue with this game is in the way updates and dlc's are handled. the narrative dlc's are generally speaking fine, besides two imo the pits were completely uninteresting to me because having another arena with more fights with more random mechanics didn't feel interesting to me considering that fights are, at least to me, often more work than its worth. the other one beeing the pirates of belerion, it is fun in general but since the implementation of the boat is limited to only the dlc area, it ends up feeling like walking and camping with extra steps, and money drains. also you gain boat upgrades by completing the dlc areas quests so by completing the area you will have all the upgrades, which are now mostly useless, since you completed the area, and you will never again need that boat. i despise such assinine game design. if you grant upgrades, through completion, you need final challanges that test you at full strength. dlc's like the tavern and fief offer interesting utilities, but they will eat up your time, since you will have to manage them just like the camp, and you will need to do so every night, or at the verry least you are incentevised to do so every night. on top of that when the tavern came out i replied to a poll they made, and told them i was baffled about the tavern and told them "it felt like a money printing animal daycare" and that "it should have been a stronghold instead" should have been is the important part of the wording in my opinion. now here is the issue with the dlc model as a whole, they sold a product that for the most part cannot be changed, if these were free updates it would have been easy to combine these ideas, and develope the tavern into a stronghold with an inn, a combnined feature with less micro managing and more utility in one tool. but if you change a sold product, even a bad one you set precident that the product you are selling cannot be relied upon. adding gameplay features through dlc is a difficult balance, its obviously an enticing idea, but if like in this case, the added features cause issues, you cant realy roll them back, or change them too much. if you change things too much people might want refunds, or grab their virtual pitchforks. so with a model such as this adding more and more dlc's you kinda have to live with it that there are problems at the core, that are somewhat solved if you pay for a dlc (early game economy for example) but the dlc's are stapled on in a way that causes new problems, since they werent originally concieved as a part of the whole mechanically speaking. ending an in game day while looking at the camp is fun, taking a look at your tavern every day is fun too, but once you have to do both or even all three(the fief) every day, the games original flow breaks apart bit by bit. tl;dr: base game sure if you like these kind of games, dlc's only grab stuff with new regions like skelmar invasion.