

Solasta: Crown of the Magister
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 Solasta: Crown of the Magister
Solasta: Crown of the Magister is a turn-based tactical RPG based on the SRD 5.1 ruleset. Create four heroes and guide them through dungeons, dialogue, and battles where positioning, elevation, and dice shape the adventure. Steam player reviews: 87% positive from 19,882 reviews. The Steam PC version supports single-player and online co-op.
Credits
Lowest recorded in 36 months
$2.392026-10-03 · FanaticalBase 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 | — |
Show 3 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| German | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
Steam PC edition data · 2026-10-19
02Before you buy
Language and controls
The Steam PC version has full controller support. English has full audio; interface and subtitle support also include Simplified and Traditional Chinese.
Play modes
Play solo or online with others. The in-game Dungeon Maker lets you create dungeons and campaigns.
03Frequently asked questions
How many heroes are in the party?
You create and control a party of four heroes with complementary abilities.
What is combat like?
Combat is turn-based and tactical, with positioning and vertical terrain affecting encounters.
Can I make custom dungeons?
Yes. The Dungeon Maker supports custom dungeons and campaigns.
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.
It's like BG3's older, uglier brother who knows where the party is at and lets you smoke cigarettes in his car. He's a little grimy, but overall a good dude.Show moreShow less
It's games like this that makes me wish Steam had a "mixed" rating for reviews instead of a solid yes or no recommendation. On the one hand, Tactical Adventures absolutely nailed DnD 5e, from the combat to the classes to the systems that made the game run. Dungeon crawling is fun but challenging, there were only a few fights that had a huge difficulty spike but solid encounters most of the way through. On the other hand, if you're looking for a roleplay experience, look literally anywhere but here. The story is fine but man, the dialogue is absolutely horrendous. When you create your characters, you pick a background and their personality attributes. A great system in theory but then the game ignores the choices you made in literally every single social interaction your party has. My lawful good Paladin is supposed to be kind, altruistic and lawful so why is she constantly disrespecting authority? Why did she say that we should let the last survivors of a destroyed garrison squabble and kill each other? Because the plot demanded that someone says it... because reasons. Why is nobody in my party reacting to the undead filled castle in the middle of the spooky swamp? We literally asked a guy outside the castle what was going on with it, he tells us its full of undead who tolerate him.... because reasons and my party with a Paladin and a Cleric in it had no reaction to that news whatsoever. I can understand bad voice acting, especially when the company that made the game speaks a different launguage than you do. I can forgive weird animations, weird dialogue, even a generic plot. But this game will routinely rip you right out of any immersion you have and won't even realize it's doing it. If you want to do a bunch of dungeon crawls, Solasta is great for that, their systems are absolutely solid and you'll have fun. But man, Tactical Adventures. You guys need to hire some writers and shore up the roleplaying aspects of your games.Show moreShow less
So I really like this game. It does some things better than what I have played of BG3 and some things worse but for the most part the 5e rule implementation is great. The game ticks all the right boxes for a D&D style RPG. My only concern is how they plan on leaving early access in just over a week. My game constantly has corrupted saves. If I wasn't a veteran player and always keep 3 to 4 saves this game would be unplayable. Even doing that, I lose 15 to 20 minutes of play time every time a save is corrupted. Even the autosaves are corrupted. I verify files as instructed and they are always fine but the saves are still not working. There are also issues with clickable objects not working, items not having the correct descriptions, and the crafting continuing indefinitely after you complete the requirements (I have been crafting Whiteburn short sword for 50 of 36 hours and 32 of 18 successes). The game is great otherwise. I really hope these problems get fixed at full release. I still highly recommend the game just keep in mind you might have the save file problem I am having. Edit: I may have figured out why the save corruption is happening. When you load into a location your party will not be selected. If you save at this time the file will be corrupted. This is why the autosave is corrupted too. So if you save when you enter a new location make sure you select your party first.Show moreShow less
I can't recommend this game in its current form. The 5e based rules are fine for the most part, so if all you are looking for is an accurate online version of the tabletop rules and a tactical game, then this might satisfy you and you should give it a try. However, there are some things that ruin this for me, one of which is a simple fix, and the other is not. 1) Lighting rules: I can't understand why they went with the idea it was that dim light imposes disadvantage on an attack roll. In the 5e rules, dim light only poses a disadvantage on perception checks (wis). This might not seem like a huge change, but disadvantage is a massive numerical penalty. If you want to see the exactly how much this affects an attack roll, here is a reasonable example you are very likely to encounter. Let's say you have a +4 bonus to hit, and your opponent has an AC of 15. Normally you would have a 45% to hit that target; challenging but reasonable. Now put that same situation in "dim light" as per the solasta rules (which is nearly everywhere other than directly adjacent to a torch), and you fall to a 25% chance. In this example, this is equivalent to the monster adding 5 to their AC (or automatically casting shield every turn). I don't think I need to explain why that's a bad idea and distorts combat, especially when the primary enemies in the game have the ability to climb and sometimes fly, along with darkvision. Oh and then there is that tedious and unfun encounter that had a flying enemy with complete immunity to magic missile, my only friend against stupid lighting rules. It was not difficult per se, not one member of my party died, but the task of firing projectiles into the air every turn with disadvantage against a foe that had more than 15 AC was a complete and utter chore. There is good news however, I think this can be easily ironed out and change if they decide to. This would honestly fix the only real problem I have with combat. 2: Characters and Story To start, the voice acting is passable, some of the the voices were a bit grating, but I expect something like this and cannot fault the game for it. What I can't easily overlook are the choices you have over your character; which is to say none after character creation, and the railroading of the story. Let's start first with the characters, You have no real choices about who your characters are beyond character creation; and those are illusory choices. The game seems to randomly assign personalities to your characters, seemingly based on what order you placed them in your initial campaign setup. Basic things like intelligence, or even the formality of their language has absolutely no effect on who say unfunny and cringe worthy jokes. These would be bad enough on their own, but when they come from the noble paladin you made to be the party leader and have certain preconceptions about, it really harms the believability of the characters and agency you have. This did however let me discover that the Fighter in my party with low wisdom and int was infact a genius of common sense and reasonability, none of which you could expect of the trite and inane spewings of my paladin, cleric or wizard apparently. I really hope they put more work into this, but I don't expect them to re-record all these voice lines and accommodate this, their writers already thought this was a good idea and it's fairly difficult to change. Speaking of things unlikely to change, the entire story of the game. I should mention that there are things that I found interesting and good, and I'll start with that first. I really enjoy the brand new setting and even the modifications to the core classes in terms of domains and gods, that was a really interesting thing to learn about and play with. I like having original monsters and such, because it keeps experienced players on their toes with regards to things like resistances, damage and so on, which means there is much more to be learned and discovered. All of this said however, I believe it has flaws that cripple it in this area, potentially beyond repair. In short, this game suffers from an extreme lack of choice, even superficial. As a DM, and someone who has spent a lot of time talking and thinking about this topic, I don't level the accusation of railroading lightly, but this has to fit the bill. Cutscenes in which characters make crucial decisions occur regularly, and some choice panels all have the same choice listed. This is unacceptable and is a very simple writing mistake to be honest. The force the plot by "narrating" how the characters you are playing take actions you have no input in, while normally delegating this decision make to you. Now, the decisions that you let the players make could be ultimately relatively inconsequential, but the key difference in the type of freedom you restrict is crucial to a game like this being in the spirit of a tabletop roleplaying game. Restricting player choice by making many if not all of the choices eventually lead to the same point is also a restriction of player freedom, but it is felt and perceived very differently. As a DM, you have to do this, and same with a video game, since there must be boundaries for what is reasonable and what can be reasonably planned/implemented. But the way to do this is not to force the players hand to make a decision you would actively resist. For me this was the final nail in the coffin, and it ruined my enjoyment of the game up to that moment, and leaves a bad taste in my mouth as a player. I want to like this game, I think the premise is good, and there are a lot of ideas executed good or decent manner. However as it currently stands, and unless this is overhauled before the game releases, I don't think I will be able to play through the entire game or recommend it to others. If you are looking for a more tactical experience and don't pay much heed to the story or the roleplaying aspect, then I think you should try it out. But if you are looking for an RPG that evokes something similar to a tabletop experience, then unless you want to play with a bad DM, I suggest you look elsewhere.Show moreShow less
Poor man's baldur's gate 3Show moreShow less
The game is fun, but even though it is out of early access it is still not finished. Once you get to the Laval Forest you will see what I mean - that entire area is a disconjointed mess that obviously was meant to be 3 different areas but they got lazy (or rushed) and released an unfinished project. If you like these types of games give it a shot - you will probably enjoy it, but I can't recommend a game that was not finished.Show moreShow less
Solasta Review, 2 days after Full Release Errata I'm starting this review on May 29, 2021 noon EST, which is two days after the game released out of Early Access. I just completed the main story arc and watched the ending credits roll. It took me 37 hours in-game. I did not complete all side quests, nor did I go out of my way to skip any side quests. I played Early Access, but only got 5 hours in before the official launch patch. I completed the play-through on 'authentic'-level difficulty, and I decided to turn off encumbrance rules and somatic casting rules at around hour 20 (for quality of life reasons). Overall Impressions C for lore and plot. By dev's design choice, the main arc is railroaded and few player choices occur in the game. Story arc is standard RPG fare. I did not remember any particularly bad writing that took me out of the game world's narrative. I did remember some punchy lines that made me grin, and some surprising bits of interesting dialogue. Because there are no pre-made companions with story, I didn't find myself caring too deeply about my characters. There were a few interesting NPCs for personality and backstory but that was the exception, not the rule. A for game-play mechanics. This is the bread and butter of the game. I was pleasantly surprised with how much this game was able to accomplish with the bare-bones license off core DnD 5e rules. You will be in combat a lot, and it will be difficult, both tactically and for reasons of randomness. There were times for me when bad luck streaks forced a reload, but for me it eventually led to greater satisfaction. I had to walk away from the game a few moments to reset my frustration, but I always came back. A for music. Special kudos for the epic music during final story sequence and boss fights. Punched way above its level for setting the atmosphere and tone of the game. C- for voice acting. I didn't mind this, as I knew going into the play-through that this is a small company running off Kickstarter. Voice acting is expensive, and I am glad the company put their limited resources towards gameplay instead. What I Wish I Knew Light and illumination is very important in this game. These types of cantrips and spells can save loads of frustration. Concentration is the bottleneck resource for spelling classes. Plan for a go-to concentration spells and many one-shot damage, healing, or utility spells. For me, it was greater invisibility to let my rogue go to town with sneak attacks. Starting off with a surprise round against the enemy is almost required on the difficult encounters. The standard fireball from stealth is extremely satisfying and never gets old. The food rations mechanic is easier to manage if you have someone able to cast Goodberry or Conjure Food. I eventually decided that it didn't add value to my experience and this was a primary reason I turned off encumbrance rules, so I could purchase 200 rations. Your experience may vary, and I was glad the devs allowed the toggle in the difficulty settings. TL;DR You will like this game if you like games like XCOM, Baldur's Gate type CRPGs, and tactical grid combat focused-games like Fire Emblem. Don't play this game for its RPG or story, play it for its faithful adaptation of 5e DnD rules and to support an indie developer who pulled off a herculean effort that many AAA studios fail at. Money, and more importantly, time, well-spent for this old-school gamer.Show moreShow less
This game is a labor of love that many people will enjoy. (Edit:Playing the game in coop makes the game far more tolerable. The lost valley DLC is not linear and has some choices. ) However, I can't give this game a thumbs up based on basic design decisions that are annoying to me. This game has many conventions that were tired 20 years ago. Deliberate Design Decisions -Despite having the trappings of a more open game, this game is a one-way railroad. -This game has annoying mazes. -You will level up in the game and be unable to actually level up because you have to find a camp. No, I don't want to wait an hour or more to level up from level 2. No, you can't leave an area and camp in the woods to level up; Remember there is only one uni-directional path. Once you enter an area from the wilderness, you can't go back to the wilderness by back tracking because reasons. -Despite giving the player many spells and abilities that appear to be tools, you are limited in how you approach puzzles. No, you can't use your jump spell to jump somewhere the game doesn't want you to. This isn't fallout 1 or 2 (20 year old games), you can't solve problems in different ways. Remember, this game is a railroad. This isn't reminiscent of balder's gate. This is older than old school.Show moreShow less
Was worried this would pale in comparison to BG3, but I think it holds up nicely despite obviously being at a disadvantage in team size/budget. First, from a 5e system perspective, it's just as full featured. 2nd, it just feels more D&D-y. Very happy to have backed the Kickstarter and looking forward to full release.Show moreShow less
Oh boy, this is going to be a tough review. I am a fan of CRPGs and bought Solasta specifically to scratch that itch, since I had played basically every other noteworthy CRPG already and was not yet ready to dive back into one of them. Solasta is, for the most part, a very solid CRPG with good combat and a relatively weak story. I did finish the game, so it's not an uninteresting game at all -- many games in my library are unfinished, sadly -- but it is also not a game that I desire to start up again anytime soon. I wanted to power through Solasta because I did enjoy it for long stretches and so I did: 34 hours in eight days. However, the vibe at the end is more of a "thank god it's over" than a "damn it's over already?" mostly for the following reasons: a) Crown of the Magister campaign: Solasta is a D&D 5 CRPG maker sandbox, sort of. The tools are all there to make custom campaigns, and looking at the Steam workshop there are already many talented people hard at work creating those campaigns. And maybe some of those are really awesome, I don't know. I only played the main story campaign, and sadly, it is not that good. The potential is there, but there are no surprises, no risks taken, no bells and whistles, just a standard run-of-the-mill save-the-world plot that introduces as many characters and plot threads as it abandons and leaves unresolved in the end. It is good enough to drive motivation for a few hours, but if you have not taken an interest in the combat mechanics by then, you are not going to have fun until the end. Part of the problem is the next issue. b) Unbelievable character personas: The idea of creating your own characters and dispositions that influence how your characters express themselves is really great. There is so much potential. However, I must have made a mistake with my party because all four characters flip-flopped from scene to scene in regards to which one would play the clown, the tough guy, the goody-two-shoes, the daredevil, the thief, the hothead, the voice of reason, or any other role you can think of. I understand the game tries to pick the best person from the given party, but apparently it does so on a scene-by-scene basis, which resulted in completely random personas, causing me to tune out the dialogue and the story completely. This was exacerbated by the next issue. c) Atrocious dialogue: Possibly a result of the previous point and the game trying to craft a dialogue tree out of a set of variables and characters instead of having a human being proofread the dialogue for logical and human interaction. Seriously, at times I felt as if all characters were talking completely out-of-sync with each other, topics flip-flopping as much as personas, consecutive sentences not being connected to each other and many party replies to quest givers being so random and unspecific that I can only imagine the game picking them randomly from internal tables that are named "reply positively", "reply negatively", "reply snarky" and "reply (un)funny". d) The Ending: All of the above were issues for me as a fan of great stories and atmosphere in CRPGs, but I was willing to power through because I did have fun with the combat. Until the final mission. There were some really annoying aspects to those final levels: - In the lava area, which was bright yellow on my screen, the enemies made out of fire were apparently regarded as "unlit" by the game. Are you serious? - Two of those final levels were basically tetris puzzles, where you only push stone blocks or wood bridges and do nothing else. Oh sure, you can find loot that is completely useless at this point in the game, too. - No idea who was responsible for the idea that there should be no rest point before the final battle, which until then was commonplace for all other missions. There is a gauntlet of enemies and only at the end I realized that I would not be able to get any uses of my high-level spells or powers back. So the epic final battle relied on basic attacks. What an epic design failure. - The very final battle adds impenetrable walls on all four sides for no discernable reason. Worse, my paladin and main damage dealer was placed outside of those walls, so could only join the fight if enemies came to the very edge of the arena. At this point I was no longer sure if that was a bug or a feature, considering the design of the other levels in the mission. - 3 of 4 party members died and the final one was on the brink of death if not for the deus ex machina cutscene that signalled the end of the game. Oh yeah, that cutscene. Wow, such epic. 10 seconds long, any button press (even F12 for screenshots) ends it immediately and after it ends there is nothing left. Credits roll, back to the main menu. ♥♥♥♥ your party, ♥♥♥♥ open plot threads, ♥♥♥♥ the world I guess. Maybe that is a problem of the workshop nature of the game, but as the main campaign for a CRPG that I put 34 hours into I was really pissed off. I've seen NES games with longer endings. So, why did I play 34 hours? Yes, the combat is fun. The verticality is fun. The different spells and abilities can be fun, although there is a bit of feature creep as at least half of the spells and abilities have no real use in the game (at least not in the main campaign). But it is fun and can make even the most boring missions (volcano and the forest, awful) tolerable as you spend most of the time with tactical fighting anyway. Is this enough to recommend the game? For me, no, but I do concede that your mileage may vary. I care about story and atmosphere first and foremost. If you are more interested in the tabletop gameplay and the potential of the custom campaigns, then Solasta may be just the right game for you. Ultimately, while I enjoyed some aspects of the game, I am not particularly eager to play it again.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.