

Guild Wars® Reforged
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 Guild Wars® Reforged
Guild Wars® Reforged takes you through the fantasy world of Tyria in a story-driven online role-playing game. Explore quests and missions, shape a build from ten professions, and fight in tactical parties with other players, NPC henchmen, or customizable heroes. PvE campaigns also offer harder versions of maps and missions. Steam player reviews: 87%% positive from 3,316 reviews.
Credits
Lowest recorded in 36 months
$11.992026-03-17 · GreenManGamingBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
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| English | Yes | Yes | Yes |
| French | Yes | Yes | Yes |
| Italian | Yes | Yes | Yes |
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| German | Yes | Yes | Yes |
| Spanish | Yes | Yes | Yes |
| Japanese | Yes | — | — |
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Steam PC edition data · 2026-11-05
02Before you buy
Controls and modes
The Steam PC version has full controller support. It offers single-player and multiplayer options, including co-op and PvP.
Campaigns and parties
The description names three campaigns, ten professions, and parties of players, NPC henchmen, or customizable heroes. There is no monthly fee to play.
03Frequently asked questions
Which campaigns are included?
The description names Prophecies, Factions, and Nightfall.
Does it have PvP and PvE?
Yes. The description lists PvP against other players, as well as PvE campaigns and harder versions of maps and missions.
How can I build a party?
Parties can include other players, NPC henchmen, or customizable heroes.
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.
Other companies: "Pay us each month and we'll let you sub to the classic game." ArenaNet: "So here's the classic game, but if you already bought it, this is just a nice update. Have at it boss."Show moreShow less
They should have added new optional servers for Reforged. The original server's economy is so deep-fried from botting that all of the items have effectively no value, and you can just ask and get infinite ecto/plat/zaishen coins for free. This isn't how the original game even was. And it isn't fun playing an MMO that is only kept interesting if you don't interact with the other players and the greater economy. That defeats the purpose of it being an MMO. Please rate this up so ArenaNet knows we want optional fresh servers.Show moreShow less
> Install huge reforged update > Everything instantly works In 2025, this is something commendable! Aside from the update its the good old Guild Wars 1. Play alone or with friends. Awesome game.Show moreShow less
Already asked for a refund cause they removed the option to link with an Arena.net account with the launch of Reforged if you start from scratch... Unless you buy the game twice, one to create your arena account, and a second copy to launch directly from Steam. This was possible prior to December 2025, I don't understand why they disabled this option. Tried to solve it Arena.net support but all I got was generic responses and no solution.Show moreShow less
It arrives with no fanfare, no tolling or alarms. Those who remember, will speak fondly of the warm morning breeze.Show moreShow less
So you can't create a new account that isn't steam based, my old GW2 account says "invalid email".. and if you make an account via steam then you can't purchase items from the Guild Wars store because logging into the store via steam is broken.. I'll update my review when they fix this but for now I'm sad because I just want to play the game and have the ability to purchase items for the GW store.Show moreShow less
Just for clarity: at the time of release, "Reforged" is a relatively small update to the original game. If you already owned Guild Wars previously, simply log in using your existing account and you can play it. The main selling points of the Reforged patch are: - Steam Deck and gamepad support - They used to have a bazillion different packs for sale, but it's more straightforward now: Reforged includes the original trilogy of Prophecies, Factions, Nightfall. Eye of the North is still a DLC sold separately. - The technical updates include: support for higher resolutions, skill icons updated to higher res, better antialiasing/bloom. Nice small things, but nothing major. --- As for the game: it's still a great game, now sold for really cheap. Easy to suggest giving it a try, even if you're only interested in a single-player experience. There really aren't many games that play like GW, due to the whole thing with NPCs that you build, gear up and sometimes micromanage while playing. GW often comes up in conversations about MMOs and I won't argue against it, but I think "cooperative RPG" is a good term just to set expectations. You can see other players in the towns, but the "open world" zones are instanced, so you won't run into other players when exploring. You can invite people in the town, and then go play any content with those players. Unless actively playing with friends, you will spend vast majority of your playtime playing with a group of NPCs, as you won't really group up with randoms just to do some standard quests. Many people, including my self, primarily just play this game almost as if it's a single-player game. For me a major motivation in progression is to optimize my group of NPC heroes. The only reason I'm in a guild is to chat with people, I rarely group up with anyone. At the very top end of the game there are a handful of quite difficult dungeons that were made for player groups, but with optimal NPC group, even those can be soloed (there's guides made for all of them). --- ...but just to be clear, if you want to play with players, you can find groups for most of the challenging parts of the game (and even for easier exploration stuff). There are active guilds out there, and the game is currently more active than it's been in a decade (at least at the time of writing).Show moreShow less
Guild Wars (2005) is an incredible game. Although it was originally marketed as an MMO, instead of traditionally being like one, the PvE is basically a co-op game, where you form groups in persistent towns or outposts, and then head out into an instanced world to complete missions/quests/dungeons, or whatever other objectives need to be done. You build a skill bar of 8 skills, out of a giant pool of options, that gradually becomes available to you. You choose skills from your primary and secondary professions (classes), and each profession generally has its own place on the team, depending on the build you create (not just strictly tank/dps/healer). The original developers described this system as heavily inspired by Magic the Gathering, if that helps. There is barely any amount of grinding. Character level caps at 20, which is reasonably achievable within 2 weeks of normal human gameplay. Weapons and armor with "max" stats are inexpensive, while more expensive gear is valued based on fanciness, rather than endlessly creeping power. The overwhelming majority of progression is horizontal, so you should never feel like you ever lost a fight based on your character's power. Apart from these differences, the pacing and style of Guild Wars' PvE has a lot more in common with the ARPG genre (e.g. Diablo 2), than it does traditional MMORPG gameplay. The skill system allows for many types of unique builds, which translates fantastically to PvP. A lot of the strategy for PvP becomes teambuilding, and you could really catch people off guard from build choices alone. The PvP game modes in Guild Wars are also far higher quality than any "battleground" type game mode I've ever played in any traditional MMO, even to this day. Although I do enjoy the PvE, the vast majority of my time on Guild Wars has been in PvP. I have been playing Guild Wars on and off for a good part of the past 20 years. I have over 10,000 hours on my main account (nonsteam). The community has been fantastic to me, and the majority of people I speak to online, even to this day, I have originally met on this game. Guild Wars holds the #1 spot among my favorite games of all time. Which is why I am genuinely saddened that I have to leave a negative review. Guild Wars Reforged (the 2025 repackaging and subsequent updates) is an insult. First of all, Guild Wars Reforged claims to be “the complete saga” when it doesn’t even include Eye of the North, which released only about 10 months after Nightfall did all the way back in 2007. It’s a very strange decision to not just include everything. The 20th Anniversary bundle, from only 8 months prior to Reforged, included more content and cost less. It was a better deal than the current Reforged package. Besides simply being an incomplete repackaging of the game, it also includes a series of updates of questionable quality. I do not want to waste my time going on a long rant about things I don’t like, so I will try to summarize it in a concise, bullet-point style list. • New post-processing effects, namely SSAO, break textures on characters, most noticeably on their hair. • 'OpenAL Soft' audio is negligible in most instances, but completely breaks the audio in others, like in cutscenes. • HD skill-icons, while many are faithful and sourced from a sealed-deck mode from long ago, others are very obviously AI upscaled and look awful. ArenaNet still has artists that work on skill icons for Guild Wars 2, so I don’t know why they chose to do this instead. • “Reforged Mode” is an option you can now toggle at any point. For a while, all it did was unnecessarily make the game even easier (enemies have less armor, xp and gold gain are boosted, skills are cheaper). Now, whenever they add new content to the game, it is exclusive to reforged mode for some reason. • They intend to make Reforged Mode the default going forward, and retroactively giving characters that have existed for 20 years without this stupid mode their own ugly badge. • Runescape mini-game modes like hardcore mode and ironman, which don’t fit in Guild Wars, and cater to a small subset of people. People were already doing similar challenges without official implementation. Ironman and Hardcore characters can still be carried by other characters who aren’t playing in those game modes, rendering them meaningless. • The vast majority of their updates so far have been exclusive to the tutorial area of the prophecies campaign, including new content. Under normal circumstances, 2% or less of the community remains in this area. • Every update has some embarrassingly bad bug that needs an emergency patch a day or two later. They treat the live game like it’s a test server. They even call their own updates “experiments”. • New quests and dungeons have bosses that are obviously bugged in some weird way, perishing instantly upon contact with the player’s party. • Extremely low effort UI changes. Worst example was when they forcibly ripped the “enter mission” button off the party window, placed on the center of the screen, and made it flash obnoxiously. When you’re in an outpost for some missions where you don’t form a party, the remaining party window now shows as a blank window that can’t be closed. The floating enter mission button does not match the style of existing UI elements that have been in the game for over 20 years, making it especially jarring, on top of already being unnecessary and stupid. • New content completely disregards the existing story of the game. Ascalon originally couldn’t push north because they were distracted to the south. New quests have Ascalon pushing north anyway, making the situation that unfolds afterwards particularly stupid. Devona as a hero contradicts all of her already existing appearances in the entire game. You originally recover Althea’s ashes from an enemy ritual sacrifice, then give the ashes to her father, so he could lay her spirit to rest. Now she’s a restless ghost and your best friend, following you forever. • One of the recent skill updates removed the requirement for necromancer’s “well” spells to have an available corpse, essentially making them identical to elementalist’s “ward” spells, while removing a unique necromancer mechanic for mediocre payoff. • Upcoming F2P mobile client that nobody asked for will be supported by ads. If they mean typical mobile ads, then that in itself is an insult. We will see. This probably isn’t even an exhaustive list. 2weeks, the current development team, has shown to have absolutely no understanding of the mechanics, the story, the players, and the history of Guild Wars. Their understanding of Guild Wars appears to be surface level “retro mmo game” at best. Their updates are poorly thought out, rushed out the door, and barely feel like anything more than an excuse for them to maintain their employment. You would never assume that 2weeks is composed of “ArenaNet veterans” if they didn’t tell you. As development continues, maybe they could prove me wrong, but I’m not going to hold my breath. I haven’t even tried the latest dungeon yet. I probably will at some point, but right now I’ve basically lost interest. Most of the community is happy that the game is being supported again at all, after such a long period of mostly-maintenance-mode. That’s fine, and a part of me is happy for that too. For some positivity, there has been a fix for a relatively recently discovered bug, which allowed people to obtain weapons with mod combinations that would normally be considered impossible/illegal. The recent skill updates have been mostly fine, as well. Things could obviously be far worse, but Guild Wars definitely deserves better. Should you try Guild Wars? Yes, Guild Wars is great and you should grab some friends and try it together. Even if you’re solo, there are many great guilds and the community will take good care of you. But should you expect much from Guild Wars Reforged updates? Definitely not.Show moreShow less
4,300+ hours played over 241 months I first picked up Guild Wars in October 2005 for one very simple reason: my parents refused to pay a subscription fee for World of Warcraft. It is funny how decisions like that end up shaping your life. What I found instead was a world that stayed with me for over two decades. My first character was a ranger. Then I switched to a warrior. Then, inevitably, a ranger again - because in this game certain things just feel right. Nightfall and Eye of the North were the most polished experiences, but Prophecies is home. To this day, Yak's Bend is my comfort place. A safe haven for exhausted refugees, gathered around a large bonfire and that quiet feeling of "we will make it through this." I still chase that feeling elsewhere in life. Guild Wars taught me English. Not through textbooks, but through late-night messages, Ventrilo calls, and the kind of cooperative gameplay that brings strangers together. Some of the people I met as an 11-year-old kid are still in my life today. What makes Guild Wars special is what always made it special: the clever multiclassing system, the eight-skill Magic: The Gathering style buildcrafting, the creatures and worldbuilding, and the freedom to be whoever you wanted without turning the game into a full-time job. I played almost entirely PvE, creating a gallery of lore-friendly characters with carefully dyed armor sets simply because it felt right. It still feels right. When I saw the announcement for Reforged I almost ugly cried. After so many years of silence, seeing real developer attention again, and now seeing actual crowds of players where there was emptiness a month earlier, is surreal in the best possible way. Reforged does not drastically change the game. It should not. The magic was always there. What it does bring is hope: that Tyria is alive again, that someone is looking after it, and that little quality-of-life improvements (yes, even Remember my Password) are signs of more to come. If you are looking for a game that respects your time, does not demand a second life to enjoy it, and offers a world full of heart, history, and community, Guild Wars Reforged is absolutely worth playing. This is an honest recommendation from someone who has spent 4,300 hours across 241 months wandering Tyria, growing up with it, and returning to it whenever I needed something familiar and safe. Welcome to Guild Wars - or, if you have been here before, welcome home.Show moreShow less
The year is 2005. No, this isn’t a flashback. I’m not recommending this game because it’s stuck in 2005. When ArenaNet announced Guild Wars Reforged, I was hyped. Hell yeah. The game my buddy and I put over a thousand hours into was getting re-released with some new updates after 20 years. There was no way I was missing the opportunity to relive those days. I remember how much I loved the original game—how we’d spend entire Saturdays playing through Nightfall just to experience the story. Of all the fond memories I have with MMORPGs, Guild Wars holds a special place in my heart. This time, I decided to use the Steam login for a completely fresh start. All my old characters were still sitting there in my ArenaNet account, untouched. It’s cool that ArenaNet never wiped them, but I wanted the new-player experience. And somewhere in those 12 hours of playtime is where the game slowly fell apart and quietly died for me. It has not aged well. What was an amazing experience 20 years ago is now an inconvenient relic that time forgot. I understand that ArenaNet has focused on Guild Wars 2—that’s their flagship MMORPG—but the fact that this game hasn’t meaningfully evolved leaves it stuck in a strange state of limbo. I booted up the game and chose Prophecies to start, which was my first major mistake. Prophecies was always the weakest of the three campaigns. I knew this, but I had a plan: start in Prophecies, move to Factions as soon as possible, hit level 20, then return and complete Prophecies, Factions, and Nightfall in that order. This game is slow. Very, very slow. I picked a Mesmer—something I’d never played before—because I wanted a fresh experience. Even early on, monsters took far too many hits to kill. I spent roughly four hours in the prologue before thinking, “Wow… this is way longer than I remember.” I rushed to end it just to get to the main game. At first, I was enjoying myself—but only because of nostalgia. It wasn’t the game I was enjoying; it was the memory of the game. Once I cleared the prologue, I started slogging toward Lion’s Arch so I could jump to Factions. This is where I ran headfirst into the Mandela Effect. I could have sworn that once you finished the prologue, the Factions quest was immediately available in the first town. It isn’t. You need another 10–12 hours of gameplay to unlock it. So I pressed on. By the time I reached my first mission, I remembered something else I’d forgotten: missions in Guild Wars—the primary way the story is told—are very long. A single mission can easily take over an hour, and there are no checkpoints. That was common in early 2000s design. Even World of Warcraft dungeons often took 45 minutes minimum, and that was considered fast. But in Guild Wars, the entire campaign is structured this way. Fail near the end of a mission, and you start from the beginning. I pushed through three missions and made it to Yak’s Bend—only two missions away from my goal. But by then, the nostalgia had worn off. I realized I wasn’t having fun anymore. There’s another major problem with Guild Wars, and this one I did remember—just not as a problem back then. The game is absolutely flooded with invisible walls. Want to get around a small hill or stream? Nope. There’s no jumping. No falling. No shortcuts. If you want to go from point A to point B, you’re walking the entire route exactly as the game dictates. What should take seconds becomes a 10-minute detour. You’ll hit invisible walls constantly, and you will get lost in the maze of forks and side paths scattered across every map. It made me realize that I have changed. I don’t tolerate this kind of design anymore. Invisible walls are basically synonymous with disappointment in my mind now—and this game is overflowing with them. Even navigating towns can be frustrating; something as simple as getting to your storage box can feel like a chore. Maybe I’m just getting old. The “Reforged” aspect doesn’t add much in the way of meaningful features. The big addition is controller support, which I was genuinely excited about. Pair that with Steam Deck support, and you had my attention immediately. The controller implementation is… fine. Lazy, but functional. My gold standard for MMO controller support is Final Fantasy XIV. That game nails menu navigation, cross-hotbars, and targeting. Guild Wars doesn’t even come close. Skill mapping works well enough—there are only eight skills on your bar—but the menus are handled poorly. Calling it “full controller support” feels generous when so much of it boils down to moving a mouse cursor with the left stick. Does it work? Yes. Does it feel good? Not really. Steam Deck support works exactly as expected. Honestly, I would’ve flipped a table if a 20-year-old game didn’t run well on the Deck. Given how good Proton is, this shouldn’t surprise anyone—even without verification. I’m genuinely sad and disappointed that this game has aged so poorly. Design decisions that were acceptable in 2005 just don’t hold up anymore. Every invisible wall felt like another mark against it, and the hour-long missions eventually broke me. I gave up mid-mission, uninstalled the game, and called it there. For the history and the memories, Guild Wars, I raise my glass to you. I had some truly fond times. But I’ve moved on, and this game no longer meets my standards. You were special 20 years ago—but today, you’ve been worn down by time, and you’re best left as a cherished memory of something I loved when I was younger.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
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