

Gloomhaven
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Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.


01About Gloomhaven
Lead a band of mercenaries through dangerous dungeons, forests and caves. Gloomhaven’s turn-based battles hinge on card choices, hex-grid positioning and scarce resources, while its branching campaign puts difficult choices between profit and morality. Steam players rate it 82%% positive from 13,681 reviews. The Steam PC version supports English, French, German, Spanish, and Polish interface languages. Released October 20, 2021.
Credits
Lowest recorded in 36 months
$5.812026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| English | Yes | — | Yes |
| French | Yes | — | — |
| German | Yes | — | — |
Show 2 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Spanish | Yes | — | — |
| Polish | Yes | — | — |
Steam PC edition data · 2026-10-19
02Before you buy
Tactical combat
Turn-based battles combine card selection with hex-grid movement, and ability cards are a limited resource.
Modes and controls
Play solo or online co-op for up to four players. Full controller support is listed for Steam PC.
Language
Steam PC lists English, French, German, Spanish and Simplified Chinese interface support. English full audio is listed.
03Frequently asked questions
What kind of game is Gloomhaven?
It is a tactical RPG adaptation of the board game, with a branching campaign containing 95 story missions.
Can I play with others?
Yes. The description specifies online co-op for up to four players and a party of two to four mercenaries.
How does combat work?
Each mercenary selects two cards per turn, using one half of each. Combat is turn-based on a hex grid.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
Bought this because I had no one to play the board game with irl, now I can play by myself and have fun! Thanks Gloomhaven!Show moreShow less
The board game is excellent. This digital version was good at one time. But now it's riddled with bugs, and the developers aren't fixing them, or even responding to ones that have been reported for months or even years. Every time we encounter a new bug we google it and see that it's been reported multiple times and some even occurring years ago. Don't buy until developers get the game under control... if that ever happens.Show moreShow less
Thought I'd submit this for the benefit of the devs. Positives: 1. I like what you've done with the art 2. The campaign style for early access is surprisingly fun (to a certain extent, but would prefer normal campaigning) 3. The animations are good (mostly) 4. The way the UI looks and feels is great overall 5. The way you've transformed a beautiful map into hex based combat is great. No stupid glowing hexes, it just all fits in nicely and melds together very well 6. Challenging game, and very rewarding on those clutch moments 7. All the cards are very easy to read, and understand 8. Perfectly replicates the awesome combos you can do in the boardgame. Melting a group of 4 dudes with an AoE is amazing 9. Now I am more familiar with the amount of clicking required, everything is much easier 10. Maps are fairly unique, sometimes really long snaking corridors, other time very close dungeons with multiple doors to choose from (but you need to go all the directions anyway) Negatives: 1. The UI can feel really unresponsive at times, due to the multiple clicks required to do a simple action, i.e. move 3 out of 4 hexes, and poison 2. The way the scenarios are, the walls can make everything feel really claustrophopic, I suggest making each tile slightly bigger, so there is more room on the map. It all feels super crammed in tight 3. I dislike that you don't give us the option of choosing X cards from the get go, and I have to spend a card unlock on them. They're essential cards to some classes imo, and should not be put in with the level unlocks 4. I think you should make the damage modifier system more flashy, right now, sometimes it is difficult to determine when you draw that x2, +2 etc. Maybe separate those numbers from the enemy hp bar 5. Road events are too few and far between 6. City events yet to be added, or I just never come across them 7. When you lose a scenario, you get no XP, gold etc. Please fix this (you get both xp and gold in the boardgame) 8. Found typo: 'General's Store' instead of 'General Store' - unless the owner is called General? 9. Why can I buy stuff from both the store, and the tavern, why not just put it all in one place? 10. Dislike that I have to kill X bosses before I can try a three man party composition. 2 man party compositions can be very unbalanced depending on scenario 11. Using items such as potions, or self effect items can be a bit clunky 12. Sometimes it can be unclear which of your cards is your leading card, maybe once you've chosen your two cards, you could lock them in, and choose initiative then 13. Some of the tiles obscure traps (clipping) 14. The brute walking animation is a bit odd 15. I hate the durability system 16. Most of the prosperity items you would normally have access to in the shop, aren't there 17. Having to traipse across the whole map (maybe 10 scenarios) just to visit town to get some new boots (if they're even there) is a pain in the ass 18. Not all level 2-9 cards are available choices when you level up. Sometimes you don't even get access to the cards that correspond with your level and you have no choice to choose lower level cards 19. I have 500+ gold now, and nothing to spend it on because other minor settlements have no items to buy 20. Sometimes doors are difficult to find, I have failed a few scenarios thinking there were no other rooms, to suddenly see a door and know I have failed due to me thinking there were fewer rooms TLDR: Overall - very good start for this early access Gloomhaven title. Lots of improvements to be made, but - that means lots of room for growth. Do not regret spending £20.Show moreShow less
The developers are rude and said their discord is not a help line. Game will not launch after coming out of early access. The game is useless. Running an i9 with an nvidia 3080. Complaints all over their discord about the problem of the game not loading. Yet they haven't fixed it and want to make rude comments that their discord is not a help line. Got my fingers crossed for a refund. You should learn how to develop a game. Every game I have bought loads and plays just fine except this crap. Unacceptable business practices you should be ashamed. Then to make a rude comment that you are to good to help on your preciousness discord. I wont buy another game from this company. Funny thing was I was going to buy a copy for my 2 best friends so we could all play together. Congratulations you lost 3 sales and who know how many more do to your poor customer service.Show moreShow less
I own the board game version. I play the Tabletop Simulator official version (every week, over 60 sessions and counting), and I play this video game version. Each one has its merits, and I strongly recommend them all. The board game is great if you have a 2-4 player community IRL you can safely (thanks Covid...) play with. The setup and take down can be a drag, but it's seriously one of the best board games ever made. The TTS DLC is great if you wanna play Gloomhaven with friends online (Discord really helps). The setup is automated, and they have great scripts for most aspects of your turn. It's an amazing way to experience Gloomhaven. The video game is, in my opinion, the best way to experience the game solo. Gloomhaven can be played solo (1 character or multiple) in both other versions, but none of them do it as well as this game. I actually think that once this video game is complete, it will surpass both other versions in quality of life and ease to play. Whether or not playing a video game online can surpass a board game IRL with friends, for you personally is another story. For me: I like online gaming, and have a great community of friends to play with, so I could really see this game being better than Tabletop Simulator's DLC in the long run, because it just runs so well. The thing about learning Gloomhaven is: You'll spend 10% of your time setting it up, another 10% taking it down. You'll spend 50% of your time playing the game, and another 30% of it rifling through the rulebook. This is pretty common for new players, and even some veterans need clarifications almost every session (especially when unlocking new cards/classes). The video game takes SO much of the vagueness out of the game, because the game knows the answer to the question you're not able to ask it. An example that came up a lot when my group started playing: Push and Pull. It took us awhile to figure out exactly where we could push or pull, and we thought (incorrectly) that the mechanic was very restrictive and weak. After playing the Video Game, and being able to visually see valid hexes to pull/push enemies into, we realized just how strong the mechanics can be in certain situations. If you've never played Gloomhaven before, I think this is the best format to start on. The price tag may be a turn-off, but I assure you, the value is there. I mean, I own the board game, I've played over 60 sessions on TTS, and yet I still put over 160 hours into this video game, and it was the latest of the 3 versions I played. If you're already a Gloomhaven veteran, and you're like me; You finish a session and you're still itching to play... This game will scratch that itch! It gives you a chance to try the classes you've only sat across the table from. Try new card combos and items or enhancements. The Guildmaster mode (which is basically the main game right now), lets you quickly jump into a scenario and play. I honestly can't wait till this game has added all the classes, all the campaign, and starts into the Expansions. I can't get enough Gloomhaven TBH, and this game just gives me one more way to play it. If you're a GH Junkie like me, you need this game. Buy it!Show moreShow less
After 275h I am showing red card to devs. The game was great until they started tinkering somewhere in Aug-Sep 2023. Since than the game has been buggy and lost the charm. I am giving up. Maybe I will return to the game in 2-3 years. I really enjoyed it but it is unplayable in current shapeShow moreShow less
IN A WORD: COMPELLING IN A NUTSHELL: WHAT TO EXPECT: Faithful and comprehensive digital adaptation. Layered card-deck mechanics. Deep and complex turn-based tactical combat. Requires the synergising of card pairs. Supporting elements of Strategy. Elements of RPG party management. Compact dungeon-crawling. Guildmaster mode that is accessible and plays like a sandbox. Campaign mode that is difficult but with linked story quests. Small pool of fixed inventory. Some element of pre-determination and puzzle-like encounters. Command and switch out up to 17 mercenaries. Very forgiving design. Some reversion (undo) features. Hexagonal grid maps. Amazing array of internal achievements. Table-top look and feel. Considerable replay value. Just out of Early Access. Singleplayer and up to 4 player online coop. ACHIEVEMENTS: ADDED IN LATEST UPDATE. STATUS: JUST RELEASED. WILL NEED SUPPORTING. WHO FOR/WHEN TO BUY: FOR FANS OF THE BOARDGAME OR THOSE NOT CHALLENGE AVERSE. https://steamcommunity.com/sharedfiles/filedetails/?id=2664714837 More info below.... THE LOWDOWN: Gloomhaven (Gh) is the digital adaptation of an award winning strategy boardgame by Isaac Childres. A combination of card-driven, turn-based tactical combat and compact dungeon-crawling. With abstracted elements providing adventuring services, and minor character and party management. Set in a dark fantasy world with a nomadic aesthetic. Where players take a group of up to four mercenaries on a series quests to defeat a myriad of enemies and level-up their characters while hunting for treasure. There are two game modes: Campaign and Guildmaster. Both possess a similar format and structure, but with a number of subtle differences. The GM mode plays more like a sandbox with generic quests when compared to the campaign. Which consists of up to 95x unique story-linked scenarios in the guise of core and side-quests, to overcome. Perhaps the biggest difference between modes is that in the campaign characters take on take on a personal quest that when achieved, forces the mercenary to retire and a new one called in their place. A dozen tutorials showcase basic concepts and card mechanics. Modding and a level-editor allow for a good deal of additional content creation, customisation and the inevitable trainers. Cooperative online sessions for between two and four players, require an invitation code be sent to participants, giving gamers the possibility of taking on the role of gamemaster and/or the mercenaries. <For the full review see link below> https://steamcommunity.com/sharedfiles/filedetails/?id=2664467652 THE GOOD: + A complete and faithful adaptation of the boardgame. + Fun but challenging gameplay. + Good mix of strategic and tactical elements. + Built for longevity and lots of replayability. + Nice clean graphics and art-work reflective of the source material. + Immense range of tactical deck mechanics requiring the correct synergising of cards pairs. + Good range of archetypes to choose from: 17x playable characters. 6x immediately available. 11x to unlock by performing quests. + A strong bestiary of opponents. 47x enemy classes with multiple levels of difficulty, attack modes, strengths and weaknesses. Plus 7x bosses to defeat. + Modding & level editor allow for the creation of additional content to expand the experience. Essentially a way for the fandom to create its own adventures/campaigns. + A very forgiving design. Mercs do not die permanently and failed quests can be retried. + A more accessible Guildmaster mode with a fairly low learning curve, that plays somewhat like a sandbox. THE BAD: - An overly difficult campaign will likely be off-putting to non-fans of hardcore turn-based tactical games and non-fans of the boardgame. - Scenarios can feel puzzle-like in nature requiring the 'correct' selection of archetypes and cards in their decks to overcome. - Not enough tile-sets .Currently there are only 3x tile-sets: Mountains, Forest & Dungeon that can become overfamiliar with extended play. - Having to loot for gold may be by design but micromanagement isn't fun. Could have done with using an alternative method. - 20x pages of reported bugs which are being worked upon. - GUI design requires confirmation for wasted or undoable actions. - Could have done with a quest restart and redo merc. Currently can only abort quest or undo current action. - High graphical settings may be demanding for some GPU (i.e. 970GTX). - Online play can suffer from disconnect issues. AND THE REST: * A overly difficult campaign mode with 95 story-linked scenarios with not enough differences from the Guildmaster mode. * Playing online with a group of between 2-4 players brings another dimension to gameplay. * Decent accessibly with in-depth how-to-play info screens and tutorials providing a solid introduction for newcomers. Just enough to get started. * Decent configuration settings allows for a good deal of customisation. https://steamcommunity.com/sharedfiles/filedetails/?id=2664514452 ANALYSIS: *** This analysis comes from the viewpoint of someone who has not played the physical boardgame. If only I had the time! It was also written without playing the latest update which has a 'easiest' difficulty for the Campaign mode. Which may potentially impact the findings below. ^^ *** Gh succeeded on many levels given the ambitious nature of porting such a meritorious progenitor. Providing a mostly compelling experience. Frustrating in part. Yet faithful in its adaptation. Even comprehensive in its delivery. Possessing the hallmark of great design. One sure to have matched the excellence of the boardgame. The result of collaboration with the original creator. However there were a few factors that did not sit right and could potentially put off interested parties. Graphically this was a good looking game with visuals that built upon the art of the boardgame. Bringing its gameworld to life. Seemingly possessing a look and aesthetic remindful of Stone Prophet. One of my favourite AD&D dungeon crawlers from the 90s. Reinforced by 3D character models that delivered representative figures for every archetype and enemy. Alternative skins opened up the possibilities to personalise their appearance further. Even if these are limited to only one other for the time being. With only a small number of tile-sets there was a distinct lack of scenic diversity. Overall the immersion was above average which is fair for what is a essentially a boardgame. <For the full review see link below> VERDICT: Gh proved to be a very unique experience. At times difficult and frustrating. Yet built to be inviting through its accessibility and forgiving through its design. Those interested in crawling through its immense amount of content are sure to enjoy what it brings to the table. With immersive themes, settings and visuals it certainly proved enchanting to take a look at. The deep, layered, complexity generated by copious mechanics make this a dream for fans of tactical board type games. Though it should be noted that on standard and higher difficulties the campaign possesses a seemingly strong level of pre-determination and a puzzle like quality to its gameplay. Overall Gh proved to be a very COMPELLING game. But for the few irritations and sheer learning curve of the campaign on standard difficulties, this would have been UNMISSABLE. As it is casual gamers be wary; the Guildmaster mode will be enjoyable, the Campaign mode not so much. FULL REVIEW: For the full review in all its glorious detail, go off-Steam to: https://turnbasedlovers.com/review/gloomhaven-tbl/ Thank you for reading. | Follow my curator here. | Key provided by Turnbased LoversShow moreShow less
This game was fantastic for a very long time. Flaming Fowl created a fantastic port of a very complex board game. It was an absolute blast. Then Asmodee (sorry, "Twin Sails Interactive") kicked Flaming Fowl off the project. They brought on another Embracer group company called "Saber Interactive". Since that time, there have been multiple game breaking bugs. The game is simply not playable in its current state. This is 100% the fault of the current publisher and developer. It had been working, they removed the original developer, and now it is not working.Show moreShow less
I actually own the board game. How does it stack up? It's pretty much as faithful as a digital version of a physical game can be. They really didn't cut any corners here. If you're into complex games, Gloomhaven is a great one. That said, I'd warn you away if you aren't into complex rules and repeating the same fights multiple times. Gloomhaven is more like a very complex puzzle game dressed up like an RPG, and because of how the game is built you'll fail dungeons often even on the easiest settings. If you don't like failing until you win, or tackling something multiple times in order to figure it out, you will not enjoy this game.Show moreShow less
E: This review was posted at the very start of early access, and a lot of my criticism center around EA elements - in particular lack of content. I have not come back to the game since, though I will play it more now that it is released. In other words, THIS REVIEW IS NOT REPRESENTATIVE OF THE GAME IN ITS CURRENT STATE! Tough decision for this rating. So let's get the most important thing out of the way: In its current iteration, I would not recommend Gloomhaven. This is, in effect, due to its Early Access status. A good number of my complaints about the game relates solely to lacking content. I have no trouble believing that this game could become great by the time it leaves EA - but in my opinion, you might as well wait til that point before buying. Or at least until more content is added to the EA version. So, the positive. There's basically just one, but it's a big one given what the EA edition of this game looks like. And that is, the combat system is quite fun! Not too surprising since it's tried and true in boardgame form, and there even without the extremely handy automated health and damage tracking. I should say here that I have never played the original boardgame nor seen it played - I vaguely know of it from general interest in boardgames and having heard of it. The combat could be really somethings stapled onto something of actual substance and I have great hope for the future of this game. Next, the straight up negatives. First, there's nothing to do in this game. To be fair, the game basically is up-front about that right now - no campaign it says. But it's important for prospective buyers to understand this. If you want to see a bit of combat, it will give you that. If you want any kind of real context for said combat, nah. Second, it's very same-y. I started a couple scenarios that I quit after a map each to learn the game, and have now played my third campaign for about 5 or 6 scenarios/11 - 12 maps. My characters are currently level 4. Besides the appearance of a single Sun demon, the enemies are all the same - you basically have 'undead' and 'bandit' variations. Your deck barely changes - at this point I've gotten 3 new cards for each character, equipped two on each because the third seemed a bit bleh, but it doesn't feel like either character is playing much differently than in the very first combat. And this campaign has probably taken me a good 6+ hours already. Your randomized combat bonus/penalties get customized improvements with levels, but due to the randomness this is again very hard to notice. You can buy and find items but it's poorly implemented - at this point I've run out of things to buy, the stores all sell the same stuff for 10 - 30 gold while I'm running around with hundreds and nothing to spend it on. The only mission is to clear all enemies, there's no variety. For non-gameplay issues, the game is poorly optimized - my solid laptop should not see any chug on medium settings in a game like this, and the targetting on AoE spells frequently takes multiple seconds to work after I select it to cast. Again I feel I should mention - the devs are pretty up-front about all this, it's not like I feel cheated out of this content or whatever; it's just a consequence of where it's at in EA development. But they are things that desperately need improving before I could recommend this to players. Lack of enemy and mission variety is probably the biggest issues in terms of replayability for me so far - if there are more enemies that just haven't shown up yet, then IMO the progression is simply too slow because I'm already bored to death of archers, skeletons and cultists. Finally, some thoughts on the gameplay progression as it is implemented. At this point I am as said about 5 - 6 scenarios in, and I have to say the progression feels out of whack. At this point, both my characters are swimming in items for every slot. The random combat modifier table improvements are already starting to feel a little overpowered - you randomly get screwed by the *0 but otherwise the good rolls vastly outnumber the bad rolls currently. Judging by these two systems, my game feels something like 2/3rds finished. In terms of the deck and characters, it's the opposite. If I had to guess after just seeing the starting characters and decks, never having played the game, I would have expected to see 10+ new cards per character at this point. I have seen 4 - 5 and couldn't pick more than 3. Maybe I'm just looking for an entirely different game on this point - I imagine this progression is how the tabletop version works as well - but it feels very strange to have so much more customization of the 'random' combat modifiers than of my own deck of cards, and I'm not a fan of that at all. The cards are fun, the modifiers not so much. As for the game progress itself, well there doesn't appear to be any - it doesn't feel any different from the very first scenario besides the scenarios now having 'medium' length instead of 'short'. I have no idea how far I 'actually' am in my game, and have no real way of judging besides the fact that, as previously mentioned, a single new enemy-type recently appeared so maybe I'm still quite early on! It does not feel like these aspects of progression are particularly balanced against each-other at the moment, with the deck , enemy variety and scenario sizes progressing very slowly, the items progression feeling already basically completed, and the level-up combat perk modifiers already feeling like they're getting out of hand. Finally I would like to say, I think playing this game solo provides a different gameplay experience from the original boardgame which has some negative effects. First, controlling both characters yourself rather than having to coordinate with a fellow player and probably not having complete control of their deck, means it feels like it's easier than it should be. I have lost one map after my initial 'learn-the-game' throwaway starts - to infinitely spawning skeletons from 4x cultists in the final room - and lost a character two other times. Most of the time it's been easy victories though. Keep in mind I've been playing on 'Hard' the entire time, have never played the game before and am not a turn-based savant, it's easier than I expected. Second, it feels like it's a bit more tedious because you have to control both characters. Finally, I imagine cooking up cool plans and synergizing your cards together is a lot of the appeal in Gloomhaven's gameplay experience in the boardgame, and it's not really as much of a thing in this version. I've come up with a couple cool turns or longer plays, and it feels pretty good. But not having anyone to brainstorm with, bounce ideas off of, etc is a drawback - even without considering the obvious social fun that comes with playing together with others. Hopefully the promised multiplayer mode ends up being well-implemented and fun, as I expect that will be the ideal way of playing (on discord with friends)!Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.