

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

01About Planescape: Torment: Enhanced Edition
Awakening in Sigil with no memory, the Nameless One sets out to uncover the truth about countless past lives. This tactical role-playing game combines a story-led journey through strange planes with dialogue, puzzles, combat and an unusual party of companions. Steam player rating: 94% positive from 4,796 reviews. Release date: April 11, 2017. Interface languages: Simplified Chinese, English, French, German, Korean, Polish, Czech, Italian, Portuguese-Brazil, Russian, and Ukrainian.
Credits
Lowest recorded in 36 months
$1.992024-10-22 · MacGameStoreBase 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 | Yes |
Show 8 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| German | Yes | Yes | Yes |
| Korean | Yes | Yes | — |
| Polish | Yes | Yes | Yes |
| Czech | Yes | Yes | — |
| Italian | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Ukrainian | Yes | Yes | — |
Steam PC edition data · 2026-11-10
02Before you buy
Gameplay
A story-rich tactical role-playing game following the Nameless One through Sigil and the planes, with puzzles, dialogue and combat alongside unusual companions.
Language and audio
Steam PC lists English, French, Polish, German and Korean; Korean text is available with English voice-over.
Features
Enhanced Edition features can be enabled or disabled. Steam Cloud is listed.
03Frequently asked questions
What is the story about?
The Nameless One searches for answers about countless past lives, travelling from Sigil through the planes and even into Hell.
Are there combat and puzzles?
Yes. The description mentions tactical combat, puzzles and a party of unusual companions.
Do choices affect the character?
Yes. Choices can change the Nameless One’s class and alignment and grant new abilities.
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.
The best book I have ever played, and the best game I have ever read.Show moreShow less
I read a lot of reviews about this game, saying how it was the best RPG of all time, the writing was amazing, the story was grand and thought provoking, there were many different ways to play your character and multiple solutions to all the problems you may come across in the world. What i wish somebody had written was this: In this game you play a nameless amnesiac male human zombie. There are no other options, this is the only character you can play. The amazing writing spends 90% of its verbosity describing in exacting detail how skin falls off the faces and blood and pus ooze out of the stitches of all the other dead bodies shuffling around, laying about, and generally decorating the scenery in various states of dismemberment. If this sounds entertaining to you, then you may well enjoy this game. If it already sounds revolting, then you probably don't want to play it, as there isn't much else. As for the characterization of the zombie protagonist, it seems to be generally agreed in forum threads and guides that if you're not pumping all your starting points primarily into wisdom, and secondarily intelligence and charisma, then you're missing out on half the story as many dialog and quest options will simply be unavailable. As such the best way to play this game is as a charismatic nameless amnesiac male human zombie mage - quite the specialization. Other than the aforementioned mage, the only other professions available are "fighter" and "thief", and while you can switch between these as you wish there is no sort of mixing or multiclassing. At any time, your character is exclusively one of these three. While the writing generally has its charm (so long as you enjoy reading repeated descriptions of gore and insanity), the active conversation options you as a player can choose are quite limited. There is only one tone of voice for the main character, and if what you want to say doesn't fit it then you won't be saying it. There are generally only two real options in any given dialog: (1) goody-two-shoes white knight "i will solve all your woes, and maybe do your grocery shopping for you", and (2) insane mass murderer "i feel like killing you now so die". Everything is written from this perspective, and the options take on a moralistic tone no matter what you choose. The actual choices don't seem to have much lasting effect other than changing your "alignment" over time, and any more nuanced character is between difficult and impossible to create. Furthermore the lack of some really blindingly obvious conversation choices ("Hi Pharod, where the **** is my journal?") means that you spend the game being railroaded into strange situations that only really make sense if your character doesn't care about anything other than the above white knight / mass murderer choice, and reading the flavour text. Again if the character you want to play fits the intended one, you will probably enjoy this game a lot. If you wanted to play another, you may not. All in all, for a good roleplaying game i would expect more opportunity to, well, roleplay. As such i don't think that this is the "best RPG of all time" in any way. While the prose is smooth and well constructed, the focus is almost exclusively on gore and madness, and charicatures feel overdone. While there may be some thought-provoking parts relating to knowledge, self and opinion, they feel more like a sermon than a dialogue. There are only really two or maybe two-and-a-half consistent ways to play your character, and the multiple options you have for solving quests, while nice, don't seem to mean much. That all said, if you don't care about these things that i've mentioned... it's a great game and i recommend it. I wavered on whether to mark this as a positive or negative review. In the end i figure this review will probably be more helpful to those looking for a criticism, so i've chosen to mark it negative. In reality my verdict is more "conflicted" or "good for some". Personally i didn't enjoy it much, but it's not a bad game. Just not something i'd like. As a final note, i stopped playing fairly early into the game. I only really explored the morgue and all the initially reachable parts of the city, so this can't be taken as a review of the whole game. However for me that was enough.Show moreShow less
One of my old time favorites, one of the best RPG ever. This game is for you if you like: - ambience and game depth - philosophical discussions - weird characters - to use a sharp mind and you do not care that the graphics are not up to date (it's an enhanced edition, not a remake!) This game is NOT for you if you: - do not like to read long descriptions - you prefer quick action and fighting - do not have a morbid sense of humour. your first companion is a floating skull. you wake up in a mortuary. again. get it? Guys, thanks for this release!Show moreShow less
Planescape: Torment is an amazing game, there is no doubt about that. However. Beamdog's technical support is not. I've run into a game breaking bug very near the end of the game, contacted ts, got some generic answer about how the are on it... and that was almost a month ago. No further conversation. Because of that, I can't really recommend this version of the game.Show moreShow less
Unlike Baldur's Gate and other Infinity Engine games - getting Planescape: Torment modded to perfection and running right on modern hardware was NOT FUN. In fact it was a downright pain in the ass. Luckily, Beamdog has come through with what is arguably their best Enhanced Edition yet and basically given us everything we could ask for in a modded version of PS: T - right out of the proverbial box. I play flawelessly at 3440x1440 and the game has never run better or looked sharper. Some of the EE graphical options you could take or leave - but quality of life changes to the UI and things like being able to [Tab] to view interactable items and auto-looting are absolute game changers. If you're like me and playing PS:T for the dozenth time since it's release - this is the version to play one more time and get lost in its world all over again. And if you're finally ready to experience the legendary cult classic CRPG you've always heard about - then THIS is the version to buy. What can change the nature of a man? I don't know. But what can change the nature of a classic game? Beamdog. Well done.Show moreShow less
I revered this game when I was young. But that was a long time ago. I've just finished a full playthrough of this enhanced edition, and the game is way worse than I remembered. For a game this heavy on text and story, I find both the writing and the storyline severely lacking. The writing is extremely bloated - for most of the game, the writers pour paragraphs upon paragraphs of text where a mere sentence or two could easily suffice. It's not a visual novel, it's a textual diarrhea. They try to hide the severe lack of gameplay by drowning you with words. While the story is original, I seldom found it enjoyable or smart. Many times, it's plain nonsensical - like that pregnant alleyway bit. The ending feels underwhelming and ridiculous. Overall, your choices throughout the adventure carry very little weight - especially when compared to other great classics, like Fallout or Arcanum. Party members are original, diverse and interesting, but also underwhelming by today's standards: dialog options are quite limited and scarce; they seldom speak their mind throughout the adventure; there's almost no banter between party members; they barely develop story-wise throughout the game. There's not much to say in the gameplay department, as it's not a gameplay-oriented game. Combat is extremely easy and shallow, which also ruins the character development system, as only a single build really makes sense - the one that maximizes Charisma and Wisdom. Why would you invest in combat-oriented stats if the game's combat is so trivial? It's also a surprisingly small game in terms of scope. At first, the Planescape title makes you believe you're going to explore many unique and diverse planes offered by the Planescape setting. But no; there are only a handful of main maps, most of them take place in Sigil, and they look and feel mostly the same (that is, drab). For 80% or more of the game, you're just exploring Sigil, so forget about exploring the Planes. This game is probably one of the smallest classic RPGs you can find from that era. So, a disappointment. In retrospect, it was a good RPG for its time. Today, not so much. While I do recommend this title to die-hard RPG enthusiasts, I find it hard to recommend to just about anybody else.Show moreShow less
Let's get this out of the way: If you're into Chris Avellone/Obsidian/Black Isle kind of games and know what that even means, you know what you're getting. Another clunky game with writing so good you'll forgive any of its flaws. It's another one of those games: a Baldur's Gate, NWN2, Kotor 2, Fallout: New Vegas, Alpha Protocol kinda game. If that paragraph didn't make any sense, the rest of this review is for you. Planescape: Torment tends to be less hack-and-slash than it looks, playing according to a system roughly based on second edition Dungeons & Dragons. But in a big departure from both, you can solve a huge amount of your problems with minimal combat and the real meat of the game comes in your decision making, mystery solving, and dealing with people around you. True to the Planescape setting, Torment is a game about the power of belief and the battlefield of ideas. I don't want to oversell that because you *will* be attacked by random thugs, some combats are downright mandatory, and there is a very real difficulty spike about three quarters through the game. But the allies you keep and the knowledge you gain can help you bypass some encounters or at least trivalize them under mountains of xp gained from unraveling cosmic questions. It's a grim, often macabre journey back and forth across the boundaries of life and death where even the happiest endings are pretty heavy, but it's also a brilliantly written, thought-provoking experience that's well worth the time and money. Just make sure to go deep on wisdom, okay, berk? Don't need some dusty penning you in the deadbook because you couldn't see the dark of things, cutter.Show moreShow less
In spite of everything I am about to say and whatever vitriol you have toward me, let me be clear about my feelings of the game: Planescape Torment is a game everyone should experience, however they wish to choose, at least once in his/her life. If you are concerned that the Enhanced Edition is at fault, then rest assured that it improves on everything that was wrong with the technical details of the past. UI changes and other quality-of-life improvements like modern resolutions and an updated OST only make this experience as timeless as eternity. Aside from one or two crashes in the last two chapters of the game, the experience itself was flawless. The issue with PT is that no matter how much you polish it you cannot fix an imperfect game. Not only is the gameplay itself an issue but how the final acts are structured that goes against what the game has taught you in terms of alternative solutions to conflict. That is why the Enhanced Edition saddens me; it plays everything safe, changing nothing for better or for worse. 1/2 Baked Modern RPGs & 1/2 D&D-Lite One criticism no one can deny is how diluted, simplified and horrid is the combat compared to other Infinity Engine games. As someone who has savored every hour of other CRPGs to learn their rule sets, PT is an absolute bore. Had the game done away with combat all together or stuck with its early game's versatility to avoid conflict it wouldn't be an issue. Unfortunately, the issues from the combat affects many other aspects people love from these games. For an example of how shallow is the gameplay, all classes have been boiled down to Thief, Mage and Fighter with only the player able to switch classes. Coupled with the fact that there are only seven companions (one is locked behind Hard mode) distributed mainly towards the middle and the end-game and a disturbing focus of melee weaponry outside of magic, the gameplay itself shows very little, if any, replay value. As a result, the enemy AI is easily susceptible to spinning one character around in circles while the others hit the enemy like a piñata, and it is the main "tactic" you are allowed to use for combat while you are limited to an incomplete party for most of the game. If the combat was meant to disuade you from fighting and choosing to resolve conflict by other means, then this is a poor attempt to convey this idea. Everything about this combat is in stark contrast not only to other Infinity Engine games but also to modern RPGs that realize party composition and weapon variety is important. At its greatest moments, PT realizes that its alternative solutions are what interest players more and the game provides various options you can talk your way out of, manipulate others, or bribe your way in defining yourself by your actions. However, the final chapters outside of Sigil forget PT's strength, choosing to emphasize the monotonous combat insead. The More Things Change... If any one sole thing killed PT it was an unreasonable desire to conform the gameplay back into the games it tries so hard to distinguish itself from imitating. At its very best, PT's setup, storyline, setting and gameplay is more like a D&D-inspired Fallout (1/2) than a D&D Infinity Engine game. Rules and lore aside, these games should feel nothing alike as RPGs. Instead of accepting this path for itself, Planescape falls back into its predecessors' gameplay for its final acts. Replacing the complexity, nuances and alternative solutions of 2/3rds of PT are bog-standard "epic" battles to establish the climax of the story with an evil entity to serve as the antagonist for the end goal. No alternative paths or non-combat routes for solutions are as diverse as the areas of Sigil as the Outskirts emphasizes the war taking place out of seemingly nowhere. At no point after the gameplay changes its focus does the game return to the heights of PT's beginning and middle acts; the ending, while insightful and diverse in options, can only soften the injuries with various solutions as well as the camaraderie you establish along the way. Another issue I think makes the game actively worse in its story is the stupid idea to lock away the memories/story you experience behind the Nameless One's Wisdom/Inteligence stats. It separates the plot and relevance of the setting to the protagonist's plotline that was wonderfully established in the city of Sigil. As a result, not only is the emphasis on combat out of place in terms of its gameplay but this section of the game can also make no sense in terms of the storyline if you are unaware of this issue. The expectation I had recieved from the game was that I could always mitigate combat if I examined the situation carefully and choose my words/actions to resolve the matter instead of violence. However, the game gives up on me and I'm forced to conflict much like maintaining a good reputation to keep your Good party members in Baldur's Gate. Without getting into spoiler territory, if I had to point to the moment PT began its decline is once it introduce a single-entity antagonist for the player around the 13-15 hour mark. Everything up to this point revolved around the mystery of the Nameless Hero, the state of the multiverse and the various factions/faiths in these Planes, the shadow beings' purpose as well as other legends--all of these were faceless antagonists you didn't realize you were fighting. While the antagonist is far more interesting than Sarevok or even Jon Irenacus, the moment the game decided to put a face to all these problems is when it choose to forego everything that could have made it into the greatest RPG many people remember it to be. What Can Change the Nature of a Classic? Earlier I had thought I had written enough to explain why I couldn't recommend Planescape Torment because its core gameplay was at odds with what many believe makes it one of a kind. Even excusing the rushed nature of the project, the additional seven hours of combat padding to the fifteen story-driven hours wasn't necessary. In the state that many remember the game to be, I'm doubtful if that experience can be improved or understood by anyone who isn't already enamored by its legacy. Instead of morose feelings at the end, I leave this review with a question leading to many others to ponder as to the value of Planescape Torment: "What can change the nature of a classic for the better?" Is it fans' expectations that no longer bearing any truths? Is it the better memories of what fans cherish that soften the truths that are harder to bear? Is it the foundation, the values themselves, that must be undone to make room to grow? Is it the blinding sentiments we create when we reminsce that matter more than the truth at the end? Or perhaps, if a game like this can foster so many conflcting emotions, doubts and everything else, was the game a failure for what it tried to do or was it a success?Show moreShow less
I've played a fully modded GOG version of Planescape: Torment and within 5 minutes of playing this Enhanced Edition version, I can say that the clear winner goes to the Enhanced Edition because of the following Quality of Life improvements: 1) Tab reveals all interatable objects with subtle icons to indicate which interaction will happen if object is clicked on 2) Mouse scrollwheel WORKS, which is SO GREAT for such a dialogue heavy adventure 3) The popup dialogue boxes when examining objects aren't center screen, but hover above the objects 4) Alt+Tab toggling without any issues 5) Other programs or Desktop icons no longer occasionally flicker into view 6) The sound hasn't cracked or glitched yet 7) The HUD and icons are super polished and are set to the perfect size and resolution 8) Game is super polished, but will only become more polished over timeShow moreShow less
PT:EE is a game that I would recommend as an essential game to play for anyone who claims to be a fan of video games, let alone RPGs. However, it is seminal for gamers in the same way that The Birth of a Nation (1915) is seminal for fans (and creators) of film; no one sane in 2017 considers The Birth of a Nation an excellent film. In the same way, I would not call PT:EE an excellent game. In fact, its execution is indicative of why modern (AAA) developers shy away from the classic CRPG model in favor of The Witcher, Fallout and Mass Effect (although Obsidian appears willing to almost single-handedly bear the burden). Allegedly, the OST is remastered. Perhaps not the fault of Beamdog, but Interplay, the majority of the OST is derived from the melody of the Main Theme, which is good, yet merely builds up momentum without reaching the euphonious apex promised by the anticipatory tunes. I might have liked the music of Sigil, the city where TNO spends most of his time, if I were not hearing it for about thirty hours. While it and the Mortuary inflicted listlessness upon me, I became annoyed with Sigil Battle, which is actually a good song the longer it plays, but the number of hostile low-level thug enemies triggers it too frequently (Curst Battle is better anyway). Because of the disproportionate amount of time I spent in Sigil, I failed to notice that each character has unique music until their themes are played near the game’s conclusion. Annah’s theme, while as beautiful as Deionarra’s, is incongruous with her character. I enjoyed the theme of Fall from Grace as featured in her “brothel” as well as the music in the Civic Festhall; I wish I could have heard more, but my time was limited in those locations. The most notable quality-of-life improvement that Beamdog has implemented in PT:EE is the the ability to scale the resolution to 4k, though I settled for 1080p. Readers should take note of the screenshots throughout this review (click to ; fully zoomed out, the sprites are high res, but tiny. On my 18″ laptop, I found myself straining to identify assets like NPCs, items, or interactive objects. After about ten hours of frustration, I fumbled around the keyboard looking for relief, and found the TAB key, which activates a highlighter. This is apparently a new feature, for it is missing in the key bindings listed in the options menu—a crucial oversight by Beamdog. Such are the consequences of augmenting the game’s native resolution of 640×480 by a factor of four. What could have benefited most from a “remaster” is the actual gameplay. Fans of Planescape: Torment might play the role of apologist, claiming that those looking for action are doing so in the wrong place. They are correct. PT:EE limits the robust character class systems that made D&D famous to simply fighter, thief, and mage—the former of which the player begins, while the latter is considered the “preferred” play style, not because of the spell selection, but because high intelligence and wisdom are valuable commodities in a game that lacks any challenging enemy encounters. I never lost a single fight, utilizing a simple “surround and pound” strategy of selecting all my party members and clicking on one enemy at a time, even with characters who are supposed to be lacking in martial ability. The neutering of the combat is an unorthodox method to dissuade players from choosing the path of violence as a resolution. At any rate, PT:EE places heavy emphasis on roleplay, providing players with clever, civil solutions to conflict (unless players choose to depict TNO as a jerk). The pacing in PT:EE is dreadful. I found the emergent gameplay in System Shock Enhanced Edition effective because it allows players to explore multiple floors of the Citadel Station while keeping players focused through the implementation of corridors. I burned 10-15 hours just to map my way around Sigil in PT:EE, and by the time I had mapped and could navigate the locations, I was thoroughly bored. And it is not as if Sigil is huge, as it is made up of roughly six screens—eight if one includes the Lower Ward and Cleric’s Ward as roughly the same (and I do). It is the story that makes PT:EE famous, and true to the tradition of the CRPG format, there is lots and lots and LOTS of reading. The multiple sophisticated speech trees hidden through interacting with every NPC with a unique name inevitably becomes a sunken cost investment. I would have loved to have spent more time mediating the war between the Dead Nations and legion of Cranium Rats, or being mentally stimulated by the women of the Brothel for Slaking Intellectual Lusts, or experiencing the epiphanies provided by the sensorums of the Civic Festhall, or actually “scaping” planes, but such activities, including the acquisition of the last three characters in my party, are limited to the last quarter of the game, and there is not enough of it to justify the drag. While the narrative payoff within the Negative Material Plane is massive and ultra cool, I do not believe that its excellence justifies the first three-fourths of the game’s aimlessness. I would have preferred to experience Planescape: Torment as a visual novel. Full Review at Geeks Under GraceShow moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.