
GreedFall: The Dying World
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 GreedFall: The Dying World
GreedFall: The Dying World is a narrative-driven single-player RPG set in a fantasy world inspired by 17th-century Europe. Create a character and cross a war-torn Old Continent affected by a mysterious disease. Diplomacy, disguises, crafting, and exploration complement real-time combat with a tactical pause. Eight companions can be equipped and controlled in battle, while choices shape alliances and relationships. Steam PC players currently see 61% positive reviews from 1,033 reviews.
Credits
Lowest recorded in 36 months
$18.392025-06-20 · FanaticalBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
| French | Yes | Yes | — |
Show 8 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Italian | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
Steam PC edition data · 2026-10-19
02Before you buy
Language and audio
English voice audio and subtitles are confirmed. Simplified Chinese and Traditional Chinese are also confirmed among the supported interface languages.
Modes and features
The Steam PC version is single-player and supports Steam Cloud. Captions are available; controller support is not confirmed by the supplied facts.
03Frequently asked questions
How does character creation work?
You create a character by choosing appearance, attributes, talents, and abilities, then shape their approach through play.
How does combat work?
Combat runs in real time and can use a tactical pause. Tactical, Focused, and Hybrid profiles are available, alongside Story and Tactician modes.
What do companions do?
Eight companions have their own stories, beliefs, and secrets. You can customize their equipment and specialities and control them in battle.
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.
Do not buy this game! Nacon deliberately mismanaged and killed Spiders studio and are now attempting to gorge on it's still warm remains!Show moreShow less
I’m rating you good because I believe in you Spiders, but to everyone else save your 40 dollars unless you are a ride or die for GF. I spent 100+ hours in GF and played to the end of GF2 EA currently available, so I say all this with love for your team, the concept of this world and IP. The Good - Fashion: still so good. very easy to mix and match sets and still have the crew looking good. upgrade slots are on gear so I assume we’ll be able to customize later on. Hope to see returning mechanics to customize specific talents on clothes to fill in weaknesses and using them as disguises to infiltrate. - Language: I personally really like the language that Teer Fridians use. You can tell a lot of work went into its creation and execution. To me, it makes sense in the context of the world building. For the haters, it’s only really heavy on the first map. - Level design: GF2 builds on the bones of the first to make more visually interesting and dynamic spaces while still retaining the feel and beauty of an expansive wilderness/city (the distant view of the mine, the hulls of boats as roofs and awnings, the 3rd riddle location, all beautiful details ) - Story and quests: Uxantis is where the game really feels like OG GF at its best (unfortunate b/c it’s the 3rd map in). the quest structure is very similar old to the quest lines and it hits the good nostalgia feels. It’s also very fun to see the world building take shape and be an immediate plot line. Also (Spoiler: The plot point that gets you off the 2nd map is so good. Like so good. Wow. The horrible weight of what happened and what it means in the larger context of the story is sticking with me.) Spiders, you have a story telling strength, to be honest it carries you, I'm excited to see what else we’ll uncover on the continent. Needs Improvement - Title screen: music: It has to be said because it’s the first thing you interact with on loading the game. I really liked the previous opening: a quiet instrumental building to an orchestral swell. It captured the feel of mystery, wonder, setting out on an adventure, sad hope etc. the lyric version could be recycled for some dramatic/emotional point in the game (I don’t want hate it completely) but I also really don’t like sitting on the main menu now. - Character creation: people adore making custom characters, as is, this is really flat and objectively a downgrade (GF let us choose eye color, eyebrows and facial hair). Customization idea: unlock some of the already created face assets and let us mix and match features (and/or give us sliders) Customization idea: the Teer Fridian birthmark (think like tattoo customization) Customization idea: twisty tree horns (like siora), we start as doneigada initiates, give us the nature. Give us the ‘de starte’ male body back, Teer Fridians can be jacked too Customization idea: "inn" mirror to change looks up Later dev idea: barber shop for "regional hair", dye/tailor shops (helps us spend $, helps towns feel lived in) - Battle System I feel like the Travolta meme where he’s looking around confused-- did anyone ask for this? My battles are an utter slog. I don’t want to have to constantly micro-manage my companions in battle and the current auto-battle ai is awful. There is no choice between RT and tactics as is, it really, really wants you to play tactics. We have gone backwards from RTwP and gone straight for a pause. The entire loop is interrupted by taking a gods-eye view and stopping RT to queue up actions. (Which tbh I only queue up mine and Nilan after battle to do a party heal, which is likely why it feels so brute force.) Everything from the aesthetic to the implementation feels like I’m watching a Kenshi let’s play and just seeing how things play out, not actually playing. As aside, Spiders, I get it might be too late in development but beyond usability, I truly wonder if the direction of this battle system even fits the flavor of the IP. Explorers seeking to colonize/find a cure, captives seeking an escape— to me this is fundamentally an action-oriented story, not really in line with a tactics pause after every 3 actions... Potential pivot: Command List/ Smarter AI: this leans more tactics, but a permanent command list like the ff13 system (eg: “if ally health <50% use skill:first aid”, “auto-attack party leader target/ weakest target” etc.) Or just generally smarter AI that does these in the background, or a "profile/archtype" to select like "auto-battle: defender" "auto-battle: relentless), or one that randomly uses their skills (eg: auto battle: on/ skill use: medium). Currently they auto-battle and their skills sit completely untouched, they only auto-attack. my companions are smart, capable people who unsheathe their weapons ready to fight at a moments notice, and yet some of us are dying in normal fights against monkeys and lackeys because they suddenly turn brain dead. Right now they feel like people in game and dead weight in a fight. QoL: i hate the hot bar, get rid of it, but choosing skills for the hotbar should at least be grouped or colored according to their skill tree/weapon type needed - Skills/play style - like another reviewer, i would love to mix and match play styles (eg: bows and ring magic at the cost of not spending points in higher tiers of skills, than being locked out of higher tier skills AND not being able to use any of skills I invested in for a tree b/c im using a different weapon). As is, my incentive is really just to optimize in one tree unless respecing is viable. - UI: make it bigger. Seriously have everything take up more screen space in general. Eg: the equipment ‘advanced display’ screen is half the size it could be because 1/3 of the total screen is just literal blank space. Same with skills, the skill description menu could afford to take up 1/2 the screen, you don’t need to see 4 skill trees at once (you only really need to see 1, since you only see 1 skill description menu at once anyways). When you read letters they are, again, off to the right-side for 1/3 of the total screen and size 10 font? let me pick up a letter/diary/report and actually read it, you spent time writing them, let us read them! (I do like how the MC voices their reactions to read letters though, you should keep this). - inventory/ equipment system: not a fan of the boxes, would much prefer list view with names. not controversial, you should be able to see the names of items, without clicking anything. QoL: when I have multiples of equipment just put a number on it, I don’t need to see 17 cloth gaiters or asymmetrical bracers (it makes sorting to the chest annoying too since it’s 1-1) (i get there’s equipment with upgrade slots but just have those items be named something else when they upgrade, so its treated as "new") QoL: the equipment/ chest inventory need organization. do a sub-section for arms, armor, bracers, leg wear please, it’s so messy. And let us mark items for sale while in the equipment menu, or equip from pick up. I like seeing the spoils from my battles, but you put them off to the side and minimize the information so often I forget that I just picked up good/new equipment. - QoL: Save states: Same with OG GF, but let us have multiple (like 3) save files. I like playing different characters and being able to have multiple games saves not mixed in with each other as 1 list is nice - Current Bugs: Cannot talk to Fort Intendant, some lines are not voiced (very noticeable in in map 3), typo in Nilan response on bonding ceremony "thee next thing..", reloading saves because cannot interact with items, and honestly minimal crashes ~ 3 in 35 hoursShow moreShow less
Dont buy this game. All the people from the studio who actually made this game were laid off by its fiscally irresponsible publisher, who are the only people making money from it now.Show moreShow less
IMPORTANT NOTE: Keep in mind many older reviews are from EARLY ACCESS and don’t reflect the Version 1.0 full release experience. / A lot of early impressions come from players bouncing off the first few hours. This is a slower, system-driven RPG that opens up over time. If you’re willing to stick with it, there’s a lot more here than the early game suggests. Earily Review Context (Final Review Thoughts Down Below): I'M IN ACT II (40 HOURS INTO THE 1.0 VERSION OF GREEDFALL: THE DYING WORLD) THESE ARE MY CURRENT THOUGHTS: Background: I'm a 32 year old male gamer who grew up with my favorite games of all time: Mass Effect Series and Dragon Age Series! My Settings: Every graphic setting maxed, borderless window, 1920x1080p, DLSS: Quality Mode, FOV:1.0, VSYNC: On, Framerate 60hz, i play with a DualSense controller plugged in via cable with DualSense X App (Its a Paid App) for custom Haptics and adaptive triggers. This setup provided smooth performance overall, with issues appearing mainly during specific transitions (see Bugs section below). My Current Thoughts (Final Thoughts at bottom): IMPORTANT NOTICE: This game asks for patience and isn’t afraid to take its time. If you’re expecting fast-paced action or instant payoff, it might not click—but if you enjoy slow-burn RPGs with depth, there’s a lot here. Short and Sweet Thoughts: If you like Mass Effect, Dragon Age, or KOTOR… stop sleeping on this / GreedFall: The Dying World is a LOVE LETTER to RPGs and to Bioware Style Games! Details: The game is Story Rich, Companion Focused, Choice Driven, Politicial, With Tactical Real Time With Pause Combat, Like Dragon Age. The natives of Tir Fridée speak a fully constructed language created with the help of language specialists. It gives them a distinct identity and adds a level of authenticity that elevates the world. Like in Star Wars or other media, having a unique language makes cultures feel real—and I appreciate the real care and effort that went into creating a language for this series. For those of you who enjoy good videogame music the soundtrack is beautiful especially the main theme: It perfectly captures the games tone and story. The world is segmented into 4 regions so 1/4th of all regions load every Ship Transition, but each area is massive and seamless internally, which keeps immersion strong. Companion quests tie directly into the main story, making them feel essential rather than optional. What starts grounded gradually expands into a larger conflict, with each region adding context and weight as the narrative builds toward its conclusion. This game surpassed all my expectations, GreedFall 1 feels like the prototype to THIS GAME, everything they learned from GreedFall they applied to make a bigger stronger more polished and more expansive sequel. This is your "Bioware coded RPG" of 2026. Extra Information: Like any RPG it has some ROUGH EDGES and some JANK, but the STORY, COMPANIONS, and WORLD DESIGN more than make up for it. This isn’t a game for everyone—but if it clicks, it really clicks. The people enjoying it aren’t just playing—they’re sinking 50–100+ hours into it. Check the positive reviews—those players are going all in. Initial Recomendation: I highly recommend this game to RPG lovers or Bioware fans just give it a try you wont regret it! If this review helped you make a purchase i hope you enjoy your journey! EDIT # 1 (70 Hours in: Beginning of Act III): Today we talk about BUGS and Potential (Based on Expectations) Missing Content! IMPORTANT NOTE ABOUT THESE BUGS: None of these bugs stopped me from enjoying GreedFall: The Dying World, But they are still very much worth knowing about. BUGS I've encountered along my journey with GreedFall: The Dying World: 1. Late in the game, loading directly into the ship often fails or hangs, and ship-based saves become unreliable. Since the ship is a central hub, this was the most impactful technical issue I encountered. 2. Using the quick actions for strategy like (Hold Position or Attack My Target) occasionally BREAKS AI until character is manually reset. 3. Equipping a pistol then switching to a non pistol class hides its equip slot so its permanently equipped and cant be used by other companions while the slot is missing. 4. Some Streaming Errors: invisible NPCs that phase in after a moment, sometimes theres a small stutter when streaming new assets for a new area in large open sections or when going through an invisible loading screen when entering and exiting interiors, Some times tattoos or details on characters faces like scars load in late. 5. I've had my basic attack button disappear from my hotbar completly disableing basic attacks and AP Generation. 6. I've had 3 instances where a line of dialog was said (subtitles on screen) but no voiced words came out the speaker the dialog did'nt load right. 7. I experienced three crashes in ~80 hours, all occurring around heavy loading transitions. BUG FIXES / WORKAROUNDS: 1. LET THE LOADING SCREEN COOK (Think skyrim modded loads)! This Helps Too: Travel into another area first and then you appear outside the region in your ships cabin when it loads (you will hear a Door Open/Close Sound When Its Loaded). The world is segmented into 4 regions so 1/4th of all regions load every Ship Transition, but each area is massive and seamless internally. 2. Switch to inactive character and trigger a new action / Re-Load. 3. Un equip your pistol before switching classes. 4. No real fix besides faster memory or just letting the game load its not a deal breaker. 5. Basic Attack Button usually comes back on Re-Load. 6. The only fix maybe unless patched is reload and try the dialog again. 7. Re-Load Try Agian 8. No Known Fixes Currently POSSIBLE MISSING CONTENT: 1. People Expected all companions to have a romance arc except safia... 2. People Expected all Companions to have a Companion quest. 3. Their may have been issues with the publisher: Causeing content to not be completed or that was removed before release...I Cant Confirm or Deny this Rumor. TRUTH ABOUT MISSING CONTENT: 1. Players expected for Till to be Romanceable and Fausta too, but it’s not present. Unsure if cut 2. Till does'nt have a companion quest... unsure if it was cut, but his importance to the main story to me makes him feel complete. 3. I've been playing version 1.0 I DID NOT PLAY EARILY ACCESS: And i have felt so far that the game is in a good complete state! (Till and Fausta if their content was actually cut, missing a quest and romance is the biggest offender thats easily noticed). MY FINAL THOUGHTS (92HRS = GAME COMPLETE): I almost was'nt able to complete this game due to the load transition bug listed above, but i let the loading screens have time and eventually i got through it.SO HERE ARE MY FINAL THOUGHTS: After dozens of hours and reaching max level,I can confidently say this is one of the most engaging RPGs I’ve played in a long time.Companion arcs hit emotionally, exploration is rewarding without hand-holding, and even smaller quests feel layered and meaningful. The world continuing to open up late game kept me fully invested. That said,I failed the second companion quest for Safia and missed her whole arc so shes the only companion i missed the payoff or growth of, and i cant speak in the Peren Black Mass Preorder Quest as its not released yet(the quest is still forthcoming).And my end romance scene payoff that's traditional with this style game never triggered so that a bummer. In my oppinion the ending stuck the landing,i enjoyed it,the payoff was real,ALL MY CHOICES MATTERED! It felt like the perfect sendoff to my journey.Im glad i stuck with this one its a GEM! I would highly recommend this game.Just be aware that technical issues—especially late game,may stop you from finishing the story in its current state. FINAL Update: The 3 Patches released fixed my Constanzia/Loading Transition BUG,All loads work now!Show moreShow less
“GreedFall: The Dying World” is a prequel to the first game and a considerable step back in most respects. It’s prettier than its future predecessor, but player agency is almost entirely gone. I felt early on I was allowed to pursue different options in dealing with problems and started to get invested, such as deciding how to go about closing a mine poisoning a river, but shortly after that, the main story keeps making choices for you, ruining the experience. (3/10) For example, after defeating one wave of enemies during an early ambush, your mentor is killed, and instead of allowing you to continue fighting, you are made to give up in a cutscene. Even though that might not at all be what the character you felt you had been playing up to that point would do. If the story needs the player to do something, it should ensure you end up in a situation where that happens. Like endless waves of enemies until you are overcome, for example. The answer is not to just take the option out of your hands completely. Later, when any reasonable person would be seeking freedom, that motivation is nowhere to be found in your character and you’re not allowed to try to escape on your own terms. Instead, your character sits in their cell on the boat for what must be weeks, not doing anything. And once you reach your new prison home, they resume their heroic sitting-on-the-floor quest until someone comes along to free you. Is this really who you are forced to inhabit? A coward who bends at the first sign of trouble? Then how are they ever to survive the hardship the game is about to put them through? They wouldn’t. The game makes no sense. But even so, you are freed by the stranger who does a better job being the protagonist than you do. Great. Finally, I thought, maybe I’ll get some agency now. But when you proceed to try to trigger combat, a cutscene happens once again where the enemy is convinced to let you go by one of your allies. Worse yet, later, you’re forced to fight these guards anyway, so why not let me do that from the start? All that was achieved is alienating the people who wanted a peaceful option, and also those that didn’t. The issue repeats further down the line as well. For example, during a boss fight where, when you get it down to 1 health, a cutscene plays where you are told you have to flee from the crippled, near-dead enemy as you stand no chance. No chance! Even though a light breeze could have done the job at that point, taking you out of the moment yet again. So you flee, and one of the people responsible for your mentor’s death also flees. And without input from you, your character helps save his life, and he’s made into a companion. When I certainly would not have wanted to help my enemy. Your character has a set personality, set morals, and motivations that are predefined and not influenced by you. The only agency you ever seem to get is the ability to go exploring every once in a while. There are some smaller issues as well. For example, a quest to find potions for some injured hunters makes no sense when you play a healer like I did. As a result, you must look at their injuries but decide for some reason not to use your healing magic. Presumably to ensure they suffer for a while longer. I can only assume you’re both a coward and a sociopath; a novel combination to be sure, but not one I would have picked for my character. In addition, it’s worth noting that the combat is very different from the first game. That may or may not be a positive depending on your tastes. I found it sluggish and unresponsive, but my focus in games is on the story and romance if available, and not the fighting, so it was a neutral change in my opinion. The only time combat impacts my enjoyment is if it’s far too hard or easy, but that isn't the case here. There are some good aspects of the game as well. The environments are by and large gorgeous, and I often wanted to explore much more than the invisible walls allowed. Finally, crashes are semi-frequent. So while it sucks that the parent company is having trouble right now, and the developers do deserve better than having to worry about the future, that doesn’t magically fix the issues plaguing this game. It could work well as a linear story, but it isn’t able to pretend to be an RPG. (3/10)Show moreShow less
Its literally GreedFall but better in every single way. +graphics and visuals +Animations +Combat System (RTS with Pause - like Dragon Age = Awesome! BUT needs a lot of work, many things still confusing about Auto Attack and Autonomous KI Party, or it is just buggy or not well developement right now) +Camera Noise -+ Performance (Playing on RTX 4090 and i9 13900k, Overall Performance on Ultra is okay, now and then a little stutter/FPS drop, in some areas even worse with many details and many NPCs, but its Early Access, for now its good optimized -+ UI is good, but they can do better, no Sound Effects when equipping or navigate through UI, just nothing currently. -Movement (While running, move to right or left the Character always slowdown with the speed, it looks weird) Bugs: -One Party Member was trapped in the Combat state, he was not able to do anything, not even fighting or following me after the fight, he got stuck, KI was bugged, Save & Load helped I will update my Review here from time to time. Thanks for this Game, can´t wait to see whats coming in the Future and to Full Release :) (The Game is in Early Early Access State, many Placeholders, many Icons not finished yet for items in inventory, Sound effects missing, Miners mining without Pickaxe, Movement glitches, bugs, ITS OKAY, Its EARLY ACCESS, the Game is far from perfect or even finished, its an Indie Title, they put a lot of Love into it like the first Game, keep that in Mind)Show moreShow less
I would love to recommend as I have played many games from Spiders, but do not buy this game. Spiders has been closed by Nacon and the people who worked on the game have lost their jobs. It honestly does not feel like a complete game. Some quest were broken and combat feels horrible. I played for about 20 hours before I gave up and had I known the issues with Nacon I would not have bought in early access.Show moreShow less
✨ We have reached 0.3 release! ✨ Including my initial review here while I also give my usual thoughts and ramblings. The CC? Fantastic. The graphics? Beautiful. Performance issues? I haven't had any. This game has run smoothly for me consistently, even as far back as the first EA release. The devs mentioned that this update especially has had a lot of changes re: shading, and that is absolutely true. The depth that this shading update has added makes a huge difference, the wilderness is truly stunning and detailed. I find myself roaming around with photo mode on quite often just because I'm enraptured by how the areas all look. https://steamcommunity.com/sharedfiles/filedetails/?id=3611917849 https://steamcommunity.com/sharedfiles/filedetails/?id=3611899351 https://steamcommunity.com/sharedfiles/filedetails/?id=3611917721 Now, let's address the obvious: the mixed review score. The negative reviews really just feel unwarranted, or like they haven't been updated for recent patches. Yes there were and likely are some bugs that will need to be addressed, and yes there is room for improvement on some things but this is also Early Access-- and explicitly marked as such. This game has not fully released, but I see a lot of reviews here acting like it is and complaining that they got an 'unfinished game'. I mean, yeah? Early Access means it's not complete yet, you're just playtesting the available content. And the early access is only going to be 30-33% of the content we'll get in full release, so there will be even more in future updates. There are certainly some valid complaints, and I do have a few of my own. I am admittedly not a huge fan of the combat style compared to the first game and other games, but it's fairly quick to adjust to and I think the complaints about it are blown way out of proportion. Since this is early access, I will give a different sort of rundown of my thoughts versus a ranking system. As usual, what I'm looking for in an early access game to review is: ✅ Dev Responsiveness: check, the devs are constantly interacting with the community, especially with recent updates. They strongly encourage reporting bugs so they can be aware of them and fix them, which always bodes well to me. They also have consistently been putting out massive updates every few months, giving people plenty of time to play it through and express comments and concerns. ✅ Is it playable? Yes, this game has run pretty smoothly for me, and did even in past updates. Even then, the devs are actively patching bugs, fine tuning the shading and graphics and making small changes here and there to combat. There are now three different combat modes that you can play in and I think that it will make a huge difference for a lot of people. In settings there is a tab called "Game Profile" and you can change the combat modes at any time as well as customize your personal preferences (like autonomous party, auto attack, cursor control, etc.) The preset modes are: Focused, Hybrid and Tactical. ➡️ Expanding on the above, if you are a strategic gamer that likes to control all elements of a fight with all of the character management, Tactical is the mode for you. If you just want to focus on your character without having to micromanage your party or plot out how you want to go about a fight I would recommend Focused. Hybrid is a combo of the two so you can have the best of both worlds when you feel like it. Imo the dev team has done their best to stay true to the kind of game that they want to make while still compromising to try and make it enjoyable for their fanbase. I think they've done a pretty successful job navigating that minefield so far. Of course you can never make everyone happy, but I do think that they're making an incredible game and it will only get better as it progresses along. ✅ Fun: this game has been enjoyable so far. I haven't even gotten to a lot of the big story content that was introduced in the prior patch, but everything I've seen so far has me absolutely hyped. Spiders is fairly consistent about their strong character writing and ability to punch me extra hard where it hurts when it comes to emotional moments in their games, so undoubtedly I will still probably be devastated by this game... but it will still be fun. I'm here for it. ✅ Bonus yapping about the character creator: Yes, there are more detailed character creators that exist out there, but they did fantastic with this one. The first Greedfall's options were unfortunately far more limited, and that's what I expected going into this game as well because all of Spiders previous games are also like this. And in the initial Early Access launch, this was also the case. But now in 0.3 they have released their character creator and I love it! There are so many more options and customization features than they've ever done in a game before, and I am thriving. Imo it helps connect with your character I think, and I'm already much more attached to my character than I was with my last save file. Wins all around. ✅ Also yes, I love that they kept the intro where a lot of the native language is spoken and translated on screen. I see so many people complaining about this aspect of the game, and it really annoys me honestly. Yeah, they're going to speak their own language because they're on their own island with their own clan. Why would they not? Also yes, my reviews are usually not all rainbows, magic and unicorns: ❌ I did have a bug that every time I got stuck in combat mode every time I went into combat. What helped me was crouching down into the sneak stance and standing back up. There was one time that I also needed to get down into stealth mode and interact with a fast travel point to rest to reset and fix the glitch, but that was the only time it glitched so much that just crouching down didn't fix it. ❌ there are some errors with typos every once in a great while, but honestly I only notice them because I do a lot of editing for my job and I've honed myself to notice these things and point them out. They will likely be patched out fairly quickly, and none I've seen are egregious. Additional side note: I do hope to see some old faces from the first game, even just as a brief cameo since the timelines do intersect some... but we will see. I noticed that on the reputation tutorial screen they did mention that there is no good outcome for getting a good reputation with the imperialists. I absolutely love this, because then people cannot genuinely say that they didn't know that siding with the colonists is well... bad. Many complaints about the first game (that the people saying this clearly didn't play) was that it was a "racist colonization simulator". If you played through the first game it becomes extremely obvious throughout the game that obviously the colonists are horrible people doing horrible things. And de Sardet is also a victim of it, for the record. However, this game has made it crystal clear that the behavior of the imperialists/colonists are *not* encouraged or acceptable. And they actively warn you from the start that you shouldn't even consider befriending them or think you will get a good outcome if you do. Final thoughts/verdict: I love this game so far, and I really hope that people give it a chance and experience it. The first game is genuinely such a special game and extremely underrated, and I feel like this game will also be a unique hidden gem in the genre. In all honesty it would take an enormous amount for Greedfall II to be more beloved to me than the first game, but I do think it will also be a game I highly recommend and love based on the trajectory that the game is going right now. If you don't like EA, the game is predicted to be released sometime next year and it will be well worth the wait. If you don't mind a few silly bugs here and there and some playtesting, give it a try.Show moreShow less
First off, just have to say, the new combat system is just awful. One of the reasons I loved the first Greedfall was because of the familiar yet unique combat style. This new style is garbage. It leaves you feeling removed from the game in combat and like you're just trying to play chess. Really hoping that this style is just for the beta and they actually have a combat style like in the first game. I do like the ability point system and professions or whatever they are called in the game. Allowing you to build more specific for a tank or damage or archer style. Overall I was extremely excited for this game and so far the beta has done nothing but regret my purchase. I understand it's still in beta but unless some drastic changes are made, this will be a far cry from the first Greedfall that I enjoyed so much and a waste of the money spent on it.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
