The game
A hundred-hour role-playing game in which almost every conversation can go three ways and the game remembers which one you took. Turn-based combat on a tabletop ruleset, a party you can argue with, and a co-op mode that turns a long campaign into a long argument between friends.
The rhythm
Sessions run long by nature. An hour is a single fight and its aftermath; an evening is a village. It saves anywhere, so short visits work, but the game is at its best when you can let a scene finish.
What it costs
| Base price (US store) | $59.99 | €59.99 / £49.99 |
| Extras | None sold | |
| Subscription | None | |
| First-year estimate | $59.99 | base |
| Hours we logged | 90 | two accounts, three weeks minimum |
| Cost per hour | $0.67 | first-year estimate ÷ hours |
Prices checked 25 September 2026 on the US store, standard edition, before sales. Regional prices and platform stores differ.
What you pay for
One payment buys the whole game and every patch since. There is no shop, no cosmetic store and no expansion pass. Of every game we have bought this year it is the one whose receipt has stayed shortest.
What it asks of you
Attention and reading. It expects you to weigh dialogue, read tooltips and accept that a bad decision two acts ago can close a door now. Co-op wants a group that can agree on a schedule.
The strengths
- Reactivity that most games only promise
- A complete purchase with nothing sold on top
- Co-op that respects a friend joining late
The trade-offs
- Act three strains older hardware
- Turn-based combat is slow if you want spectacle
A long book you help write.
