

Palworld
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 Palworld
Palworld combines survival and open-world exploration with collecting mysterious creatures called Pals. They can fight, work on farms and in factories, help build structures, and carry players across land, sea and sky. Breeding, dungeons and multiplayer add more ways to use and explore with them. Steam player reviews: 94% positive from 416,039 reviews.
Credits
Lowest recorded in 36 months
$20.992026-06-25 · GamesPlanet USBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | — |
Show 13 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Japanese | Yes | Yes | — |
| French | Yes | Yes | — |
| Italian | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Spanish-Latin America | Yes | Yes | — |
| Thai | Yes | Yes | — |
| Turkish | Yes | Yes | — |
| Vietnamese | Yes | Yes | — |
| Polish | Yes | Yes | — |
Steam PC edition data · 2026-10-19
02Before you buy
Play modes
The Steam PC version offers single-player, multiplayer and online co-op for up to four players; dedicated servers support up to 32.
Controls and languages
Steam PC has full controller support and interface and subtitle support in 18 languages, including English. Listed languages do not have full audio.
03Frequently asked questions
What can Pals do?
Pals can fight, work on farms and in factories, help build structures, and serve during exploration.
How many players can play together?
Yes. Online co-op supports up to four players, while dedicated servers can host up to 32.
Can friends battle and trade Pals?
Yes. The description includes battling friends and trading Pals.
“Creature collection fuses survival mechanics and automated factory dispatch into a 2.1-million-player concurrent phenomenon.”
Our Verdict
Palworld earns an 8.4 overall, and that score certifies it as one of the defining games of its year and the founder of a genuinely new genre — a survival-automation-creature-collector hybrid that nobody had built before and that millions could not put down. It is also a flawed game, hollow at its narrative center, prone to fatigue, and shadowed by a lawsuit that could reshape its future. The 8.4 holds both of those truths: a triumph of systems and execution that is honest about where it runs thin, and a verdict that respects both the phenomenon and its limits.
Buy it for creature collection, modernized

Buy Palworld if you want the creature-collection fantasy dragged into the modern era. This is the game for players who love the catch-and-collect loop but have grown tired of turn-based combat and closed, hand-holding worlds, and for survival-sandbox and automation fans who want a creature hook on top of their base-building. The fusion of real-time shooter combat, deep survival crafting, and a labor-automation layer where your Pals run self-sustaining factories is genuinely novel, and the first fifty hours of that loop are as compulsive as anything the medium produced that year. If any part of that pitch excites you, Palworld will deliver an experience you have not had before, and the strong recommendation here is to play it in co-op — up to thirty-two players can share a world, and dividing labor, building together and taking down bosses as a team is the game at its absolute peak. For the right player, Palworld is not just a curiosity but a deeply satisfying sandbox that rewards hundreds of hours of optimization and exploration, and the millions who stayed are evidence the appeal runs deep.
Skip it for story, or if grind bores you fast

Skip Palworld if you play primarily for narrative, because there is almost none — the 5.5 story score is not a fluke but a fair description of a game with no meaningful campaign, flat boss characters, and a world you must assemble yourself. And approach with caution if repetitive systems wear on you quickly, because the factory fatigue is real: the same automation loops that feel magical at hour ten can feel like management busywork by hour fifty, and without a story to pull you forward, the lull is where many players set the game down. This is the honest ceiling of the experience. Palworld is brilliant at hooking you and very good at holding you for a long stretch, but it does not yet have the long-tail variety or narrative spine to keep everyone indefinitely, and a player who needs constant novelty or authored motivation will feel that gap. Knowing your own taste here matters: the game is a near-perfect fit for some and a fifty-hour fling for others, and both are valid outcomes.
The lawsuit shadow and the underdog triumph

Two larger forces frame the final score. The first is risk: Nintendo and The Pokemon Company filed a patent infringement suit against Pocketpair, and as of now it remains unresolved, leaving a genuine cloud over Palworld's future — there is real legal uncertainty, and the possibility that mechanics could be forced to change hangs over the game in a way no review can dismiss. The second is the achievement, and it is enormous. A fifty-person studio with a modest budget out-engineered an industry of giants, shipped a stable, sprawling, technically accomplished game across PC, console and handheld, sold tens of millions of copies, and then gave away its major expansions for free while refusing every pay-to-win temptation. That is the best underdog story the industry told that year, and it reset expectations for what a small team can accomplish. The 8.4 is the verdict of a landmark game — innovative, compulsive, commercially historic, and genuinely flawed — that earned every bit of its phenomenon status even as it left obvious room to grow. It is essential to understand even if it is not for everyone, and its influence on the genre is already undeniable.
Latest news about Palworld
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.
dont get sued pleaseShow moreShow less
So it's a couple of days after release. Sale numbers have just hit 4 million. I've played nearly 30 hours since its release, which is a heavy burn, even for me. I've been enjoying it. Everybody's talking about it. My friends are playing it. In spite of this, I genuinely don't recommend it. It's nothing to do with the various complaints about the developer having dealt with AI or having abandoned previous titles. It's also not about the derivative nature of the game's aesthetic - it knows what it is, and I see no reason to harshly judge a game for hitting its intended target. It's also not because of the natural early access jank - I have a reasonable amount of confidence that the AI and geometry bugs will be ironed out, and that certain somewhat temperamental systems like base building will get a solid overhaul. If you're the kind of person who'd be really into this game, you've probably already bought it. This review is one part warning for the latecomers, one part critical analysis, and one part prediction of the future. Also, for the duration of this review, I will be referring to the creatures as Pokemon, because I have little to no tolerance for pretense. I believe Palworld will be a flash in the pan. A blinding flash, to be sure. It's sold 4 million copies so far, and I won't be surprised if it hits 5. I genuinely believe it'll start a mass rush of open world monster taming games in the industry in the same way Minecraft put destructible terrain on the menu and Stardew Valley seemed to get everybody into farming. But I don't think it'll have any real staying power in and of itself. Palworld is, fundamentally, an open world survival crafting game similar to Ark or Rust. You're in a world, you punch some trees to get wood for a workbench, you build a little outpost and start picking away at a tech tree. It's also got a bit of that Breath of the Wild style climbing and gliding going on. The main gimmick is that there are Pokemon. And, honestly, that much is a really fun and cool. There's a very definitive moment just after you first craft a bow where you first nail a Pokemon to the floor before belting it in the face with a Pokeball. That, right there, is the immediately satisfying interaction that you never knew you wanted. It's quick, it's snappy, it feels good. That's basically the "hook" - Pokemon dropped into a wilderness survival game, and it plays out exactly as you'd expect. In game, your Pokemon serve three main purposes. The first is what you'd expect from a game like this - they're combat pets. They operate fairly autonomously with little room for direct control. They're more akin to an MMO pet than an actual Pokemon. The second is as a sort of crafting automation tool - You have various crafting stations, and you can release Pokemon into your base to have them craft items or harvest resources and whatnot. They require some minor babysitting, but they generally just do work where available. Their third and final purpose is as mobility tools - ground mounts, flying mounts, aquatic mounts, and also an automatic glider replacement. The problem with these kinds of games, and Palworld in particular, is the inevitable loss of momentum. There's a moment at which the game stops surprising you, and Palworld hits that point remarkably quickly. The Pokemon themselves perfectly capture the essence of the real thing, which is to say they haven't been interesting since I was a teenager. The world itself does not feel especially alive. An idle glance over the tech tree just after the early game will eliminate most of your curiosity. The combat is remarkably shallow. Guns are cool, but shooting Bootleg Xerneas in the face while dodge-rolling fireballs is only so compelling after the first couple of instances. The level grind will also start getting pretty tedious past a certain point. If you're playing with friends, these issues won't be felt quite as harshly, but I'm afraid Pocket Pair don't get to take credit for my friend's insightful philosophical musings regarding the nature of goats. I don't think it'll be long before other people start noticing these issues, and I don't think these are problems that will be fixed in any meaningful way. When it comes to early access, there are two kinds of issues that can be resolved: Lack of content, and lack of stability. But the fundamental underlying structure being poor? That's not something you can really fix after sales begin. I don't regret buying the game, I don't regret playing it, and I'll probably get a bit more fun out of it yet. I'll probably even pick it back up again later after some updates hit. But if it's a couple of months after release, things have gotten quiet, and you're reading this because the initial hype wave didn't ensnare you and you're wondering if it's worth the purchase? Honestly, you could probably give it a pass and not miss out on anything remarkable. I look forward to seeing if time will make a fool out of me.Show moreShow less
It's not P*kemon with guns, it's ARK but Japanese.Show moreShow less
I understand why people like this, but I seem to be in the minority here. The game is ok, but there are some red flags concerning the devs (another similar project, Craftopia, is in Early Access still, after ~4 years of development after citing at least 1 year to exit early access). The game itself is a mixture of pokemon and a boilerplate survival game. I think this game could have promise, but I'd recommend holding off unless you're SURE you want it - wait for updates, wait for the game to be fleshed out and see how seriously Pocketpair takes it. This could very well be a hit, but I think it's just as likely to fade away and only time will tell. ------------------------- Edit for clarity: Pocketpair themselves said that Craftopia would take "at least 1 year" in early access. Keyword: At least. The description, while theirs, could have been edited recently, I do not know. I only know the game has been in E.A. for ~4 years. I am not passing judgement on the devs for having another game in E.A., only saying you should be cautious as a consumer as people in the Craftopia community have expressed frustration in their game not being finished while Pocketpair moves their focus onto a similar project. Like I said in my - very - cold-take of a review (though by the comments of those of you who sought out my steam profile and social accounts to harass me, you'd think I wrote a hit-piece) I don't think the game is ass, just not for me. If you like it, there are several thousands of people who agree with you. As always, a review is an opinion, you don't need to agree with me. My goal with my review was to offer people a word of caution, and a viewpoint of someone who doesn't feel the game is for them. If that offends you to the point of harassing me on - and off - Steam, then maybe you should be the one put in a Palball.Show moreShow less
Most people, myself included, thought this game was going to be a meme. It's actually insanely detailed, extremely well optimized, and compelling as hell. For something going into Early Access this is a VERY strong start. Can't wait to see what they do going forward. Edit: For the absolutely wild people in the comments. No I was not paid to play the game. Not disclosing payment would be a violation of Section 317 of the Communications Act of 1934. The company reached out to me after I clowned on Palworld on stream. They gave me a key and said there were a real company. I tried it and found that I legitimately enjoyed the game. As such I left this review in good faith and checked the box saying it was for free. I'm under no obligation to do this. Take off your tinfoil hats, makes ya look weird.Show moreShow less
From the makers of Craftopia comes Palworld, a game where sound effects, audio, visuals, graphics and assets were copy pasted from the previous game into this new one. That's not to say it's a bad thing, Ark did the same to Atlas and that was a serious mess. This game may have committed the same sin, but executed the transition much better. Much of craftopia's automation and crafting/farm life system was brought over into palworld but done in a "pal" style way. Instead of big machineries/belts/etc. to do all the automation, you now have Pals that do it for you. The system was reskinned and redesigned to incorporate any purpose of hunting and capturing Pals. You start off, similar to Craftopia, in the middle of nowhere. With nothing but bad UI and bare minimum effort of a tutorial to try and give you any sense of starting game, you're off to basically build a bench and make a pal ball. You capture pals, and that's it. The current gameplay loop revolves around exploring the world, capturing pals, and creating a base. You can automate your entire base with Pals as long as you catch the right one with the right skills. What Palworld does better than craftopia off the bat is balancing on the combat. In craftopia balance was whack and favored one style, but here in Palworld the balance is shifted to your pets. The biggest and badder they are (marked by a special icon) will dictate how much harder they hit. The level of depth in the Pal is pretty astounding. They can learn new skills as they level up, and they have behavioral traits that affects how they help your base. When your base gets raided by enemies, you can watch your entire army fight back. Hunting/scavenging in this game is definitely less of a chore. All the base materials can be earned by your pals, so if you're going to afk for awhile you can come back to a decent amount of materials. You can automate food including planting, watering and harvesting so you never need to worry about your pals or base being destroyed. There exist dungeons but they're pretty shallow at the moment. Sometimes you might find a cool pal you havent seen before, but the main cake is the big boss/oversized pet that you can fight and capture at the end. The end reward loot is nothing amazing however. The overworld has villages, camps, merchants, and more that you can explore. They even have pals that are in a cage that you can rescue from poachers. Sadly, the game is held back by some huge flaws. Loading issues, UI issues, bugs that tremendously hinder gameplay, multiplayer issues and more. You'd think after spending forever to rework Craftopia w/ the seemless world update they would of improved many of the bugs and flaws from that game into this game. Many of the same bugs in craftopia exist in palworld. It is early access yes, but at some point you'll realize there's not a whole lot of depth at this moment for palword. Especially when the base of the game stems from another game they've been working on for years. In its early access release its not bad, but disappointing to see how many bugs still exist. Even the same identical nighttime bug exist, where it's too dark to see anything. Like literally a black screen at times. Same server list bugs exist too. It just doesn't make as much sense to not fix these issues before recreating another game that only replicates the same bugs. My favorite bug is when you use a pal w/ a healing ability (like teafant) when you're downed. It'll "revive" you, but not actually revive you, putting you into a strange stasis of death and life. Pals clip into weird areas, get stuck, the AI are clueless once stuck. Many of the terrain responds strangely when creatures get knocked around, and if done right will slingshot away. At this time I wouldn't recommend the game in its current state UNLESS you REALLY want to play the game right now. You're going to run into very frustrating moments and bugs that should've already been fixed. Otherwise come back to this game in a year, and hopefully the dev will actually make some updates. Going off of what I've seen so far, and their history with craftopia, we'll see sporadic amount of updates right now for a few month, then nothing for a long time. Hopefully they don't do this, and in a years time this game gets the polish and bugfixes it needs. If you played craftopia before, you know what to expect. Use the same judgement there as you would here; you will be no stranger to this game. You can take a gamble if you feel its worth the $30 price tag this early on with all these repeating issues.Show moreShow less
most accurate amazon warehouse simulatorShow moreShow less
So it's a bit more than a week after release. Sale numbers have just hit 8 million. I've played nearly 60 hours since its release (mostly on Gamepass) and I've been enjoying it for the most part. Everybody's talking about it. My friends are playing it. In spite of this, I actually don't recommend it. It's nothing to do with the several complaints about the developer having dealt with AI or having abandoned previous projects. It's also not about the derivative nature of the game's aesthetic; it knows what it is, and I see no reason to judge a game for hitting its intended target. It's also not because of the typical early access jank; I'm pretty confident that the AI and geometry bugs will be ironed out, and that certain 'temperamental' systems like base building will get a proper overhaul. If you're the kind of person who'd be really into this game, you've probably already bought it. This review is 1 part warning for the latecomers, 1 part critical analysis, and 1 part prediction of the future. Also for the duration of this review, I will be referring to the creatures as Pokemon because I have no tolerance for pretense. I believe Palworld will be a flash in the pan. A blinding flash, to be sure. It's sold 8 million copies so far, and I won't be surprised if it hits 10. I truly believe it'll start a mass rush of open world monster taming games in the industry in the same way Minecraft put destructible terrain on the menu and Stardew Valley seemed to get everybody into farming. But I don't think it'll have any real staying power in and of itself. Palworld is fundamentally an open world survival crafting game similar to Rust or Ark. You're in a world, you punch some trees to get wood for a workbench, you build an outpost and start picking away at a tech tree. It's also got a bit of that Zelda BOTW style climbing and gliding going on. The main gimmick is that there are Pokemon. And, honestly, that much is really cool and fun. There's a very definitive moment just after you first craft a bow where you first nail a Pokemon to the floor before belting it in the face with a Pokeball. That, right there, is the immediately satisfying interaction that you never knew you wanted. It's snappy, it's fast, it feels great. That's basically the "hook" - Pokemon dropped into a wilderness survival game, and it plays out exactly as you'd expect. In game, your Pokemon serve three main purposes. The first is what you'd expect from a game like this; they're combat pets. They operate pretty autonomously with little room for direct control. They're more akin to an MMO pet than an actual Pokemon. The second is as a sort of crafting automation tool; You have various crafting stations, and you can release Pokemon into your base to have them craft items or harvest resources and whatnot. They require some minor babysitting, but they generally just do work where available. Their third and final purpose is as mobility tools - ground mounts, flying mounts, aquatic mounts, and also an automatic glider replacement. The problem with these kinds of games, and Palworld in particular, is the inevitable loss of momentum. There's a moment at which the game stops surprising you, and Palworld hits that point remarkably quickly. The Pokemon themselves perfectly capture the essence of the real thing, which is to say they haven't been interesting since I was a young adult. The world itself does not feel especially alive. A mere glance over the tech tree just after the early game will eliminate most of your curiosity. The combat is noticeably shallow. Guns are cool, but shooting Bootleg Xerneas in the face while dodge-rolling fireballs is only so compelling after the first couple of instances. The level grind will also start getting tedious past a certain point, especially past lvl 30. If you're playing with friends, these issues won't be felt quite as harshly, but I'm afraid Pocket Pair don't get to take credit for my friend's insightful philosophical musings regarding the nature of sheep. I don't think it'll be long before other people start noticing these issues, and I don't think these are problems that will be fixed in any meaningful way. When it comes to early access, there are 2 kinds of issues that can be resolved: Lack of content, and lack of stability. But the fundamental underlying structure being poor? That's not something you can really fix after sales begin. I don't regret playing the game, and I'll probably even pick it back up again later after some updates hit. But if it's a couple of months after release, things have gotten quiet, and you're reading this because the initial hype wave didn't ensnare you and you're wondering if it's worth the purchase? To be honest, you could probably give it a pass and not miss out on anything spectacular. I look forward to seeing if time will make a clown out of me.Show moreShow less
My depresso got depressed. We cured it with medicine. My alpaca developed an eating disorder so we ate him. 10/10Show moreShow less
I've played hundreds of hours of Palworld and genuinely enjoyed this game, but with the newest update and EULA, I cannot recommend it. The Monitoring section of the new EULA states: "We may actively monitor use of the Services, both on our own servers and on your computer or device, for a wide variety of different purposes, including preventing cheating and hacking, reducing toxic user behavior, and improving the Services. We may monitor and collect data regarding the use of the Services in accordance with our Privacy Policy." (The link to the privacy policy was broken, but I managed to find it.) The privacy policy also does not state exactly what data they are monitoring on your device, just a lovely, vague "we automatically collect certain information for a variety of purposes." Soooo... yeah. As much as I've loved Palworld, I'm not willing to blindly agree to let anybody monitor my devices, especially when they won't specify what data is being collected. So long, pal!Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/14/2026.
