

Predecessor
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 Predecessor
Predecessor is a 5v5 third-person MOBA where lane tactics meet vertical movement and shooter-style action. Choose from more than 45 playable characters, work with teammates to protect your towers and destroy the enemy core, and use each battlefield’s height and angles to shape fights. Steam PC player rating: 71% positive from 17,880 reviews. Steam PC supports Simplified Chinese, Traditional Chinese, English, French, Italian, German, Portuguese-Brazil, Spanish-Latin America, Japanese, Spanish, and Korean for its interface. Steam PC release date: August 20, 2024.
Credits
Lowest recorded in 36 months
$0.002023-12-07 · Epic Game StoreBase 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 8 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | — | — |
| Italian | Yes | — | — |
| German | Yes | — | — |
| Portuguese-Brazil | Yes | — | — |
| Spanish-Latin America | Yes | — | — |
| Japanese | Yes | — | Yes |
| Spanish | Yes | — | — |
| Korean | Yes | — | Yes |
Steam PC edition data · 2026-10-16
02Before you buy
Interface and audio
The Steam PC interface supports English, Simplified Chinese, and Traditional Chinese. Full audio is listed for English, Simplified Chinese, Traditional Chinese, German, Italian, and Spanish.
Play and controller support
Steam PC lists multiplayer, co-op, and single-player categories, along with full controller support.
Team-based matches
The game is built around 5v5 battles, with up to four allies joining you as a squad.
03Frequently asked questions
What kind of game is Predecessor?
It is a third-person MOBA that combines lane-based tactics with vertical movement and shooter-style combat.
How many characters can I choose from?
The game description lists more than 45 playable characters.
What is the main objective in a match?
Protect your towers while working to destroy the opposing team’s core.
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.
its back!!!!!!!!!!! F*** YOU fortnite for taking away this beautiful game!Show moreShow less
ADDITIONAL thoughts: given that ive continued to play this game, i thought i'd explain why and provide further feedback. My feelings remain mostly unchanged. I continued playing mainly because the style of Gameplay was something that I wanted to work and that I enjoyed when the circumstances were right. I also got to a rank (Gold 1 -Platinum 2) where the issues that I list below were a little less. But recently ive been playing less and less because the behaviours of other players has worsened. People just do not seem to enjoy the game unless they are winning from the start and snowballing. Even in the new gameplay mode Nitro, people are flaming, trolling, surrendering and disconnecting at simply a faster rate. Nitro especially has a lot of back and forth with players able to gain power spikes really quickly. The player base seems incapable of taking a few deaths, farming up quickly and getting back into the fight. When Nitro is played without people surrendering (etc.) it can actually turn into a longer match than normal ranked as players max out and then jostle around the last inhibitors with everyone at the same power level. Ive been in games where my team is winning, and people are still mashing surender: most of time though, the game is ended pre-maturely without the core going down. I'm finding myself chasing the "high" of a good game and getting my "hit", more infrequently. I've recently started trying out more new heroes but am outmatched in Ranked (leading to unpleasantness), and all other game modes are 75% - 80% resoveld by with team gets triggered most. There's no room for fun, and there's no room for practice. I'll probably dip my toes in again in the future, but while the "surrender" feature is available and the maturity of the player base does't improve I still cannot "recommend" this game. Needs to be said, outisde of the Early Access cost ive put no money into this game, but probably would have as the skins and new heroes are getting increasingly. But the gameplay relies on the other people, and its just not there. Try it: see for yourselves. Maybe if you're really really good and get to higher level you may find games worth playing, but up to Gold 1 (this season), which is the majority of the player base, its just not happening. ORIGINAL REVIEW Disappointed that I can't recommend. Would be a good game if the community wasn't so childish and if the "surrender" feature imbedded into the gameplay eg. being able to surrender after 10 minutes or so. Majority of community want to bunny-hop their way to easy kills and if opposition gives any challenge then people mash "surrender" and dont commit to rest of the game. This affects hero selection as people go for heroes that can get early kills. Soon as kill ratio goes one way, regardless of game state or hero pick, or CS state, or jungle, then mash surrender. Result is people don't know how to play long game and you can be winning or neck-a-neck and people are whining in comments about "please make it end". Community has been trained to rely on surrender until they get an easy game for themselves. You can't enjoy a game of football if your games are always cut short because one of the teams quits. RidiculousShow moreShow less
You're as beautiful as the day I lost youShow moreShow less
I tried to get a refund for the game as it wasn't for me and the offer was 4.99 instead of the 19.99 I paid because some of the 19.99 was auto DLC. This is fraud and the company should go bankrupt for these sort of tactics.Show moreShow less
Paragon is back!Show moreShow less
Mobas need to learn that being able to fully mute toxic players is an essential quality of life feature for the genre.Show moreShow less
Overprime (OP) vs Predecessor (PR). I also played Paragon. TLDR: They are different games. If you want MOBA -> PR. If you want action brawler -> OP. [GAMEPLAY] -OP has action-oriented pacing, it keeps you rushing at 240 bpm all the time for entire match. Sprint, escape and portal mechanics add very nicely to the dynamics of the game. Expect this to play like Call of Duty in Smite. -PR is much slower but much more tactical oriented towards classical MOBA. Not having extra movement abilities forces you to pay more attention to your position and enemy location, plan ahead and not take extra risks. Expect this to play like traditional MOBA - DOTA/LOL -OP is less punishing for deaths in terms of gold and time, dying 7 times in a early game does not mean you lost the late game. You will have matches with 43 team kills vs 27 and its still going to be a tug of war. You don't feel growing in power significantly with every item. You are less likely to solo carry. Having 1-2 fewer items is not critical. -PR is much more punishing for deaths and has a significantly steeper power curve. Someone scoring 7 kills early game will faceroll mid game and probably late game, he can carry your entire team. Killing someone contributes to your power growth much more significantly, items give a bigger edge, having 1-2 fewer items is a significant disadvantage. Your games will end around 22 team kills vs 12. -OP has more newly designed heroes which are fun and made more changes to existing ones to fit the dynamism of the game. -PR stays true to Paragon and implements heroes almost identical as they were, appealing to veterans like me. Its unclear if they are capable of designing new fun heroes yet. -OP has a significantly better sound design. You can hear the footsteps of enemies and fights behind walls and bushes sounds. This adds a new layer of attention you need to pay—my new favorite feature in MOBA's. -PR has significantly better itemization in the shop. Its deeper with much more variety allowing more builds, and more counters. This adds incredibly more depth to the game and variety of how you build your hero. -Both games are visually appealing but run differently due to different engines, expect to tweak settings to smoothen out fps during team fights in both games. -Both games' matches can last the same amount of time ranging between quick 15min surrender, to full 60minute matches. OP will have more brawls tho, albeit the majority of which will be meaningless for the overall game result. -Both games will be F2P so expect the audience to stick around for at least 6 months. Don't refer to the current number of players in either game. It's too early to judge. [MAPS] -PR has a bigger and much more complex map, including verticality, allowing you to use LOS much more efficiently -OP map is smaller, with sprint and portals which makes it feel even smaller. Rotating between lanes is a matter of seconds. -PR wards are available to everyone, but their range is smaller. With a bigger map, it means you have less info on the enemy, meaning you play more cautiously but have more vision overall. -OP has bushes, which make noise and visually move when someone is inside. ±I prefer these visually rather than bulky purple mist walls from the original Paragon present in PR because of the to camera jiggling when you are close to the purple walls. -OP pushing lanes and destroying inhibitors is much more important for victory than scoring kills, due to short death timers, faster travel, smaller map, and shallower snowball effects, which goes against the constant temptation to brawl. -PR objectives (gold dragon / main buff boss) matter much more as extra gold and buffs contribute much more to your power scaling -OP Backdooring is easier, you can win a game by backdooring 2 inhibitors and spawning powerful minions even if you are behind by 20 team kills. They will destroy the core very quickly. -PR counter-jungling is more effective, due to longer camp respawn times, albeit more risky. You can hurt their jungler much more without direct encounters. -PR you will spend more time watching minimap, due to lack of decent escapes -PR most of games will end before either team reaches enemy core [MISC] -OP UI is significantly better and much more intuitive. Icons fit the game fantasy much better. -OP skins are much better, albeit are unreasonably expensive. -OP minimap signaling system is simpler and much more intuitive -OP is developed by Korean company which attempts to appeal to both PC and Mobile players of ASIA, expect weird game changes in favor of mobile, as well as nyanya K-pop signers as heroes which don't fit the game fantasy -OP development cycle is much shorter due to above, meaning more updates in shorter time -OP is much more polished, but falls short on core gameplay loop. It is shallower and more primitive, yet action-packed. -PR xp sharing in a lane is better balanced, preventing you from stacking 5 on one lane for too long. Also, level difference means much more. -PR Expect to play at higher mouse sensitivity due to added verticality. Kallari can jump out of your vision with just one skill. -PR winning team fights brings same feeling of joy, as in OP, yet rewards you much better in gold and XP, making you truly feel that each fight matters. -PR requires more team coordination as each fight matters and is deeper in strategy, tactics, teamplay as well as variation due to better itemization. [SUBJECTIVE] I prefer the sound, visuals, UI and polishing of OP, but I enjoy core gameplay loop and depth of PR much more. I wish to have sounds over walls, bushes, UI and better skins in PR. - this may happen I wish to have better power scaling and deeper itemization in OP. - this may not happen, due to the audience being partly mobile and the game being Asia oriented.Show moreShow less
>Buys game >Not great >Asks for refund >Only give 1/4 of the money because it forces you to buy in "DLC bundle" (Can only refund base game)Show moreShow less
The spirit of Paragon lives onShow moreShow less
Scummy practice to force users to buy only the "bundles" so refunds are impossible. Either allow purchase of the base game or allow refund of the bundles.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.