
Pentiment
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 Pentiment
Pentiment is a historical narrative adventure set in 16th-century Bavaria. As illustrator Andreas Maler, investigate murders and scandals in Tassing and nearby Kiersau Abbey, choosing an academic and social background as you meet the town’s residents. Your decisions shape the community across generations. Steam players: 95%% positive from 9,286 reviews. Steam PC supports interface text and subtitles in English, French, Italian, German, Spanish, Polish, Russian, Korean, Simplified Chinese, and Traditional Chinese.
Credits
Lowest recorded in 36 months
$3.362026-07-30 · KinguinBase 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 | — |
| 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 | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Russian | Yes | Yes | — |
Steam PC edition data · 2026-10-10
02Before you buy
Text and audio
Steam PC lists subtitles in 11 languages, including English and Simplified Chinese. Full audio is not listed for these languages.
Controller
The Steam PC version has full controller support.
03Frequently asked questions
Where and when is Pentiment set?
The story unfolds in 16th-century Bavaria, in the town of Tassing and at nearby Kiersau Abbey.
Who does the player follow?
You follow Andreas Maler, an illustrator drawn into a series of murders, scandals, and intrigue.
Do choices affect the story?
Yes. Decisions affect the community, with consequences playing out over generations.
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.
Nice presentation... and intriguing premise... but too much blasphemy. Strange in a title where clearly a lot of historical research has been brought to bear there is an inexplicable tendency for characters to take the Lord's name in vain. Regrettable and sad. Refunded.Show moreShow less
As a medievalist (I wrote my PhD dissertation about a manuscript produced in the twelfth-century), I _really_ appreciate this game. The attention to detail is superb and I want to commend the development team for not falling prey to tiresome stereotypes about medieval life. Honestly, if I were still in the profession and teaching, I would include this on my syllabus for enrichment. :DShow moreShow less
I wish I could recommend Pentiment. While the game's artstyle and setting are something refreshing, the writing and "choices matter" gameplay are not. Going into this game practically blind (having only read a few Steam reviews), I expected to get a deep, story-rich game where you could truly immerse yourself in a setting not often portrayed in games. Unfortunately, all I received was railroading, unexplained mechanics, misplaced minigames and the bitter feeling of my time being utterly wasted. After playing the first two acts, I felt disatisfied with the way my "choices" were being handled. There is always a sense of being rushed along due to time limits. Things that absolutely should have been dialogue options in key moments were completely lacking, most likely because an arbitrary checkpoint was not reached in a satisfactory manner. There is a system in place for persuasion, which the game only informs you of once one actually occurs. Up until that point, there is no indication that whatever is being "remembered" by characters will be used in a persuasion check. In hindsight, most of my time played was spent running around the town to see if any new dialogue popped up after having a conversation or receiving a semi-confession from someone. For a large majority of the time, absolutely nothing changed. There is no real way to shape your character, to make your choices have impact, or to feel like you've actually done something good for a change. After completing about a quarter of act 2, I just stopped talking to people that should've had something useful to say, because it became clear that I was being railroaded into a narrowing path that the writers carefully set out. After act 2 ended, I just didn't see any reason to continue playing the game at all. I tried to care about act 3, but I really just couldn't. As other reviewers have said; take away the artstyle and setting, and you just have a mediocre Telltale-like story.Show moreShow less
As a teenager, I would play the Monkey Island games all over again. When I was a freshman English Literature student, I was asked to read 'The Discarded Image', a compelling overview of the the Medieval consciousness written by C.S. Lewis. In my free time, I devoured 'The Name of the Rose' while listening to Ancient Music. The wheel of time kept turning. I completed my Master's degree but did not stay on at my Alma Mater to write a PhD thesis [yes, the hedonist trait kicked in]. I pursued earthly pleasures, plied my trade, got married, lost the point of it all. Why am I talking like Andreas? Because that precious jewel of a game rolled all my youthful interests into one three-day binge and threw it at me when I could not imagine such a work of art could be conceived. Who'd bother? Yet it happened. The point-and-click stuff without the hassle of inventory, without getting stuck. The exquisite artwork and animation. The period-correct music. The narrative that will haunt you for days, The countless plot options that will make you revisit Tassing tomorrow, next month, next year penchance. Andreas dreamed of the perfect city, and I? I have my perfect game.Show moreShow less
Honestly, I love this game, the concept, and the setting, but I am so tired of developers being inconsiderate of players' time and patience. Why not have a proper manual save system? "Because we don't want that." Uh, okay. Bravo. So dialogue that can accidentally be unintentionally triggered when selecting the highlighted information caption is perfectly okay, and it's also perfectly okay to expect players to replay the entire game to make a single different choice? Do developers even *want* people to play their games any more? This is a big reason why I find games increasingly insipid and tedious, and play them less and less.Show moreShow less
Even with over 500 years difference between us, Andreas is one of the most relatable characters I've played this year because I too would rather try to ineffectively solve random mysteries than directly confront my depression.Show moreShow less
Have you ever booked a hotel room after looking at the owner's pictures online, only to be utterly disappointed shortly after arrival, and subsequently wanting to leave after the first night? If not, then Pentiment offers you the same experience from the comfort of your own home - hooray! Now, I'm a sucker for medieval stuff - so a game set in medieval Southern Germany, the art style mimicking old medieval drawings from books? Of course I was excited - it sounded like some kind of clever detective novel, where you'd be collecting clues to solve a murder case by yourself, set in a charming world. Better still, things like the "mature content description" hinted at the fact that it wouldn't paint a naive picture of medieval life, instead portraying both its charm and its morbid sides. That, sadly, was the only hope of mine actually being fulfilled. As a German playing a game set in Germany, I, of course, opted for the German language option at first - it could've added so much immersion! .. At least had they engaged an actual translator instead of what felt like Google Translate used by someone who doesn't even speak German. This might've already been fixed in later updates, but while I played it, it was laughably bad. My favorite part was "Pet -name-" becoming "Haustier -name-", which describes "pet animal", not the act of "petting" something. Luckily, the brillant German education system my teenage years spent in the internet made switching to English no problem. After a quite lovingly crafted opening scene, the game thrusts you into its world as Andreas Maler, a young painter, spending some time in some cute village. Now, the first hour of the game, I really enjoyed. The art style, the sound design, the way in which you can kinda choose some of Malers traits yourself - I felt like a feasting medieval king, my plate full of only the best foods. Just walking around, relishing the way everything looks - the silly medieval-style drawings in the menu, the different fonts people talk in, the whole game looking like a medieval scroll come to life - I honestly had a blast! Some hours in though, things already began to grow.. dull. The gameplay can best be described as a walking simulator - one who's world you basically fully explore in the first two hours. Apart from some minor stuff, like you exploring a small cave deep into the game - this village and the abbey is everything you're going to see for the next 16 hours. That alone wouldn't be a problem - dialogue can fully carry an experience, just think of visual novels! The thing with Pentiment, though, is that you have to spend big chunks of time running around in the same old places - searching for the 1-2 people who'll tell you something new instead of repeating themselves. For a game relying so heavily on text, new optional interactions are just.. too hard to find, resulting in you slowly walking from known place to known place, always in fear of missing something, only to mostly hear the same old stuff you already read about. It's just a weird design choice - making a dialogue-driven game, then locking the dialogue one doesn't want to miss behind sluggish strolls through a never expanding, often rather empty world. Sometimes, you can make choices when talking to people. These, combined with some characteristics you can assign to Maler, mostly decide whether you succeed or fail in persuading someone to act the way you want them to. Now, maybe I might just be awful at convincing people - but on my first (and last) playthrough, I basically failed all of these so called "dialogue checks". Apparently, about 66% of fellow players did the same, as the "Art of persuasion" achievement (unlocking at 5 successfully done) rakes in at 33% completion as of now. Guessing there are about 20 of them, I feel like I've missed quite some stuff I would have liked to see! However, once they're failed - you failed them. Which isn't bad in and of itself, but it connects wonderfully to another problem. The games pacing is just too awfully slow to have any replayability. Pentiment seems to offer quite some different dialogue and events based on the choices you make. Again - I would love to experience these, but having to crawl through the same old town and every slow dialogue again - only to experience some minor changes just doesn't seem worth it. So that's the feeling the game left me with - after about 16 hours of gameplay which passed slower and slower, it's like I missed out on a lot of what the game has to offer - which is now locked behind a journey I wouldn't want to redo. Great! Whoever might have read this far might wonder - why didn't he yet mention the story? Well.. its because it basically left no impression on me. It wasn't awful or even bad, but I just wasn't engaged with it as much as a story-driven game would require for it to be more than "cool on paper" or "a nice concept". Crucify me or burn me as a witch - the games core story is mediocre at best, and loosely held together by the fluff the game offers look- and atmosphere wise. In the end, Pentiments lovely features - its unique setting, the art style, gimmicks like different fonts, the subtle yet pleasant sound design - just couldn't carry this game over the finish line. It might serve as a prime example that video games can and should be considered art - but a game being art and being enjoyable are two completely seperate things. To return to the metaphor of the king at the feast - after just one course, he reached satiation, blissfully unaware that 15 more courses were waiting to be savoured by him. Each one consisting of exactly the same foods as the first - but at least, differently arranged and neatly presented.Show moreShow less
Since there is one in the reviews that bases the negative rating on blasphemous language in this game, but it is not possible to respond to this claim because comments on the review have been disabled. I have to do this by writing my own review. Regardless of how seriously one should take said review, it could, by the attention it has received and the lack of context, cast a bad light on the historical accuracy of the game. Anyway, for those who are interested, I would like to point out that the main point of the criticism, the historical authenticity, does not apply. The communication of medieval southern Germany was characterised by blasphemous language. Although in the worst case, blasphemy was punishable by death, the way it was dealt with differed according to the jurisdiction in the Holy Roman Empire. In various regions, blasphemous expressions were an everyday occurrence, and the Bavarian countryside was no exception. The criminalisation of blasphemy even ensured that new expressions were always formulated and incorporated into everyday communication. This can be seen in the constantly growing catalogue of punishable blasphemous expressions. A few examples: "Gotz sweis", "Gotz grind", "Gotz zers". The last in the series refers to a certain phallic object hanging between God's legs. Blasphemy was forbidden and tempting and the game certainly approaches the historical realities. Since this is a review, I should review something: I haven't played very much of it yet, but I can say: the relaxed and decelerating nature of the game is great. The artstyle, the colours and the attention to detail make this game aesthetically very appealing. I like the dialogue and indeed the language (in this case the German version) very much. I am looking forward to the time I will spend with this exceptionally good game.Show moreShow less
"Choices matter" is a tag that should not be allowed to be chosen by developers. Everything in this game is railroaded. And while it is framed as one long story, it is actually a series of smaller stories in the same town. At the start of each new story, you get choices of backgrounds and traits that affect conversation options and/or clues, but since none of those actually affect the outcome of a story, they are meaningless. This is an empty game that just takes a really long time, and you are a passenger for all of it. You don't really solve any of it. You just go through a lot of tasks for the sake of clicking things and running around, but information is given to you when the game wants you to have it, regardless of your actions. I would describe this as Telltale-like, where the game constantly tries to convince you your choices matter, while the story unfolds as scripted around you. So much hope for it, but such a disappointmentShow moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.