Pillars of Eternity II: Deadfire

Patch 5.0 - Turn-based mode and The Ultimate challenge out now! Pursue a rogue god over land and sea in the sequel to the multi-award-winning RPG Pillars of Eternity. Captain your ship on a dangerous voyage of discovery across the vast unexplored archipelago region of the Deadfire.

Pillars of Eternity II: Deadfire is a rpg, party-based rpg and isometric game developed by Obsidian Entertainment and published by Obsidian Entertainment and Versus Evil .
Released on May 08th 2018 is available on Windows, MacOS and Linux in 9 languages: English, French, Italian, German, Spanish - Spain, Polish, Russian, Simplified Chinese and Portuguese - Brazil.

It has received 18,325 reviews of which 16,123 were positive and 2,202 were negative resulting in a rating of 8.6 out of 10. šŸ˜Ž

The game is currently priced at 9.99ā‚¬ on Steam and has a 75% discount.


The Steam community has classified Pillars of Eternity II: Deadfire into these genres:

Media & Screenshots

Get an in-depth look at Pillars of Eternity II: Deadfire through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS *: Windows Vista 64-bit or newer
  • Processor: Intel Core i3-2100T @ 2.50 GHz / AMD Phenom II X3 B73
  • Memory: 4 GB RAM
  • Graphics: DirectX 11 Compatible
  • Storage: 45 GB available space
  • Sound Card: DirectX Compatible Sound Card
MacOS
  • OS: OS X 10.12.6 Sierra 64-bit (or newer)
  • Processor: Intel Core i5-4570S @ 2.9GHz
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce GT750M
  • Storage: 45 GB available space
Linux
  • OS: Ubuntu 14.04 LTS 64-bit or newer
  • Processor: Intel Core i3-2100T @ 2.50 GHz / AMD Phenom II X3 B73
  • Memory: 8 GB RAM
  • Graphics: ATI Radeon HD 4850 or NVIDIA GeForce 9600 GT
  • Storage: 45 GB available space

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Oct. 2024
I absolutely adored Pillars of Eternity 1 because I found the story to be exceptional and the gameplay to be solid. Pillars of Eternity 2, in my opinion, offers an upgrade on gameplay in exchange for a weaker plot. I had a lot more fun building characters and engaging in combat this time around, and even though I didn't find the story to be as riveting as the prequel, I still thoroughly enjoyed it!
Read more
Aug. 2024
The best written story I have seen in any game. You have to make choices, and there is no clear good option. By helping someone and trying to do what is right, you will always hurt someone else.
Read more
June 2024
This game is fantastic. At the time of this review i'm only 27 hours in, and it's everything I want in an RPG. Great characters, interesting side quests, imaginative world, and engaging combat. I get that we're getting Avowed later this year, but please just make Pillars 3 already. We don't need it to be the next Baldur's Gate. We just need it to be the next Pillars of Eternity.
Read more
June 2024
The next game in the Pillars of Eternity series is an interesting specimen. Overall it is a great improvement over the first game. Thereā€™s full voice acting, graphics are improved (marginally from what I can tell), combat is ā€œimprovedā€ (We will get to that), and they added sailing and ship battles, cool! However there are some issues that I have with this game that need to be discussed. In this review I will break down the game and discuss various categories including: Factions, plot, combat, ships and sailing mechanics. Factions: The faction system has been greatly expanded over the first game. You now have primary factions that branch off into several different secondary factions that are roughly related to the primary factions in some way. Four of these primary factions can be joined and have their own quests to complete. You have the Principi, the pirate faction (you can guess what they are about). The Vallian Trading Company, they are about making as much money as possible through mostly legal means. The Royal Deadfire Company, they try to maintain order and law around the Deadfire. And finally the Huana, who are the natural inhabitants of the Deadfire and try to keep their culture alive and in power. Each of the factions is shown as being ā€œmorally grayā€ with no clear good or evil option. They all have their own agendas and sometimes use shady tactics to get what they want. The player technically doesnā€™t have to side with any of the factions if they donā€™t want to. The ending when you have to reach Ukaizo will be a bit more difficult but the game lets you not pick sides if you donā€™t want to. Based on your actions you can lose or gain reputation with a faction. Having high or low reputation does have an effect on gameplay whether it's through dialogue or affecting whether certain guards are hostile or not. In the end I think the faction system is well done. Each one is unique and has its advantages and disadvantages. This was one of the exceptionally designed aspects of the game in my opinion. Plot: The main plot is pretty simple but it works. Eothas ( the god of light, renewal, redemption, rebirth), has somehow materialized himself into the giant adra statue underneath Caed Nua and digs himself out. This destroys your fortress from the first game and ends up killing you. Eothas then starts treading far across the land destroying and killing everyone and everything in his path as he makes his way to Ukaizo so he can break the wheel, stopping the process of reincarnation and trapping all the souls in the in-between. Your character is then brought back to life by the god Berath with the catch of being her servant and tasked with stopping Eothas. So, throughout the main story you are following Eothasā€™s footsteps to find where he is and try to talk him down of what he's doing. However, along the way as you progress your quest, you will be forced into councils with the various gods who debate and argue on what to do with Eothas and Kith, with the option to chime in once in a while to voice your opinion. You will eventually have to make a choice if you agree with what Eothas is trying to do or not, however I donā€™t think there is much of a difference. I might be wrong but I donā€™t think you can actually stop Eothas from breaking the wheel, but you can tell him how you feel and tell him how to ā€œinspireā€ Kith to move on after the wheel is destroyed. I think the main plot and villain was more nuanced in the first game. Thaos, while he had his problems with how they incorporated him in the story, was still a much more interesting character and ā€œvillainā€ than Eothas in my opinion. I hesitate to even call Eothas a villain since while yes he is murdering a lot of people just to get to Ukaizo, couldnā€™t he have at least tried to be a bit more careful not to step on people along the way? But his end goal wasnā€™t really malicious and he is viewed as more of a ā€œmorally grayā€ character. Of which is a recurring theme with all the characters in this game, there really are no ā€œvillainsā€ except maybe the Crookspur slavers or the vampire lord in Splintered Reef but they are such a small part of the game. Overall I think the plot is one of the weakest aspects of the game, being so simple and lacking much real choice in the end. Combat: The combat is mostly the same from the first game. One big change is that now each spell and ability are all per encounter instead of per rest. This lessens the amount of down time between encounters. Since spells and abilities are all per encounter, there is almost no need to rest. You can go through one tough encounter to the next without having to manage your spells or needing to stop and heal. Another big change was how the health system works. In the first game characters had health and endurance. When they took damage, their endurance would lower along with a small amount of health. When their endurance reaches zero, they would be knocked out and would re awaken after the battle is over or by being revived from a spell or scroll. After a battle endurance would regenerate, but health did not. To regain health, you had to rest. Now in Pillars 2, you no longer have endurance, instead itā€™s just health and ā€œinjuriesā€. Your health works the same way endurance works in Pillars 1. Injuries would occur if a character takes damage in some special way like through failing a skill check, or sometimes, but rarely, in combat. Once a character becomes injured 3 times, they die. I actually donā€™t really know what happens at that point because that never happened to me, but I am assuming they have to be revived in some special way. To recover from injuries, you have to rest. There are also special bonuses that can be gained from resting, like in Pillars 1. These are gained by resting at an inn, or by resting with certain types of food that you have on you when out in the field. So, you no longer need to rest to regain your spells, abilities, or heal. Now the only reasons to rest are to recover from injuries or to gain some bonuses to your stats. Honestly itā€™s hard to say which system is better for combat and resting mechanics. The original focused on resource management and made each fight feel like there is more on the line. You canā€™t just throw all of your spells and abilities at the enemies constantly and have to decide which is necessary to use depending on the situation. While in Pillars 2, being able to use your full arsenal in every fight does allow you to utilize and experiment more spells and abilities than you otherwise would if you were limited. This does also have the consequence of making each spell and ability feel less special and makes each fight feel more homogeneous. Ultimately I think I prefer the system in Pillars 1 which takes its inspiration from D&D and the infinity engine games. One last important thing to note about the combat is that there is an option now to pick either real time with pause or turn-based. I actually picked turned-based for my playthrough. Even though the first game was RTWP, I wanted to try something new this time around. Well lets just say I ended up regretting that choice about half way through the game. The game was originally designed as RTWP, like Pillars 1. However turn-based was added later as an update, and it shows. The turn-based mode functions fine and actually feels pretty good for the most part. The problem however is that many encounters were not designed with turn-based in mind and also the dexterity stat becomes pretty much useless. Some combat encounters start really far away from enemies, so you have to sit through turn after turn to slowly get your characters over to the enemies in order to actually attack them or do something. Luckily this is pretty rare and I can only think of a couple instances when this happened, but it was rather annoying and concerning. Review continued in the comments.
Read more
March 2024
It's taken me a long time to figure out what I feel about the Pillars Of Eternity games. The first one was rougher in so many ways, and I thought I hated it. The second one, this one, Deadfire, I thought I hated, too. But with both of them, I just kept playing for some reason. All the way to the end. Multiple times. And then I realized that really, it's not that I hated them, it's that I wasn't really seeing them. I was seeing what I was projecting onto them. Deadfire is the (slightly) larger of the two and most recent, so I'll put the review here, but the first one really is a masterpiece in its own right (ragged edges inherited from clumsy D&D paradigms and all). Both games benefit tremendously from a few judiciously chosen mods to either polish or expand or balance certain little things. Mechanically, if there were ever a spiritual successor of the famous Infinity Engine RPGs like Baldur's Gate and Icewind Dale or the Electron / Aurora Engine NWN, it must be Pillars Of Eternity. Which should surprise no one, given the lineage of the designers and direct references. Absolutely luscious, gorgeous environments, tactical combat with just enough complexity and depth to be tactical, and a good basketful of companions to take with you, both games are the perfect archetypes of classical western RPGs. No one could say they have a right to comment about the RPG genre without having played these two. And so now I'm gonna give critical comments about them. Although the companions are diverse and usually have compelling personal stories and interesting or attractive personalities, they (almost all) suffer from a crippling problem: they're extremely "safe". They tell boringly predictable stories about tediously superficial drama and your relationship with them resembles nothing quite so much as being their unpaid therapist. This is a problem born of the demands of corporate-governed game design, and it's just tragic. Thus, the companions come across as shallow Saturday morning cartoons for tweens. For one example, Tekehu is an obnoxiously blunt token hypersexual himbo whose story mostly revolves around his privileged immaturity... but his confrontation with the exhaustively-demonstrated injustices of his culture consists of approximately three lines of dialogue in which he mopes that he wants you to hug him. So brave. A man asking for a hug. Such radical progress. What an amazingly non-toxic masculine - NO, he actually is just a shallow slut dumping his insecurities onto you and requires you to tell him what to think about it all. After a short exchange of melodramatic navel gazing and clumsy, rushed pleas to be your lover. Eder's major foible is that he's supposed to be "racist". Not racist like ... *racist* though. No no no. That would be too much. He's "racist" with quotation marks because he wants to pet the Orlans like he pets literally anything smaller and hairier than he is, and sometimes he says so and ohhhh isn't that super awkward and racist you guys?! Woooooow... If he were allowed to be portrayed as unlikeable or hateful somehow, that would be a line too far for the game's main character. Yes, Eder is the main character. This pattern is one demonstrated through virtually every dialogue interaction. Your companions just can't help themselves but to constant provide vapid one-liners and trivial interjections begging for a giggle that's almost never deserved. Why? Because any sincere humor would be risky. The horror is mostly just a muddy old ruin where there's some stinky piles of poop laying around. There is one dungeon that attempts to really go all the way, showing how the lives of the underclass ~~slaves~~ workers rot in heaps where they were disposed in the dank bowels beneath the city. But this is not really a point ever remarked upon or brought up elsewhere. You see the environment, but it may as well just be a random undead-themed dungeon. Once you emerge from that place, none of your companions ever talk about it. There's a token throwaway comment about it in one dialogue when turning in the quest and that's about it. When you go to the island where the ~~slave~~trade is being conducted, this shrieking silence continues. The game obviously wanted to confront the ugliness and realities of colonial-era labor rights and industrialization, but absolutely and completely failed to do so. Except for the technicality that the plot designers took care to point out that no one in the Deadfire is actually "the good guys". But that was a perfunctory, bare minimum. The overall moral of this fable about the responsibility of divinity is handled in such abstract terms that it actually fails to have emotional impact because even the few moments during which the player is confronted by this plot point are presented in such a casual, nonchalant manner. If you are able to understand the constraints placed upon a work of art like this by the accountants and executives at Obsidian, you can probably forgive them for not really exploring these things in the depth they would need. For one thing, it'd be rather expensive. The plot could easily sprawl far beyond its scope just to discuss and illustrate those things (the Watcher is able to subvert and weaken certain factions in some ways, but leading a revolution to liberate the oppressed and exploited slave-caste of Neketaka, for example, is just not possible). Similarly, if you can overlook the now-well-examined frustrations of ancient D&D game design mechanics (Vancian spellcasting, I'm looking at you...), or if you can install a few mods to help alleviate the most egregious problems, you can fairly well enjoy the tactical combat while also having an immersive fantasy life experience. The multiple difficulty settings allow you a great deal of power to determine the degree and type of difficulties you face. Perhaps the only fault that truly is the responsibility of the game developers (rather than their managers, marketers and financiers) is that the character models are... ugly. Especially if you want to wear robes. Last notes: don't use the turn-based mode. It was added eventually just to satisfy some loud, toxic voices of their playerbase. Mechanically, it is absolutely not balanced (since the fundamental design of your action economy being affected by your choice of equipment just goes out the window), and is simply not necessary, either. And use a mod to get rid of the absolutely stupid non-party-friendly AoEs. Yes that will make you "more powerful", but in practice it's only a quality of life improvement. These many years later, the Pillars Of Eternity games are both masterpieces of their genre, only surpassed by the more modern Pathfinder games by Owlcat.
Read more

Similar games

View all
Similarity 89%
Price -83% 5.17ā‚¬
Rating 8.5
Release 10 Nov 2016
Similarity 87%
Price -85% 2.99ā‚¬
Rating 7.7
Release 25 Sep 2018
Similarity 82%
Price -75% 4.87ā‚¬
Rating 8.9
Release 15 Nov 2013
Similarity 82%
Price -80% 0.99ā‚¬
Rating 7.3
Release 26 Apr 2013
Similarity 81%
Price -60% 11.99ā‚¬
Rating 7.1
Release 17 Mar 2022
Similarity 81%
Price -75% 6.99ā‚¬
Rating 8.6
Release 26 Mar 2015
Similarity 80%
Price -75% 1.49ā‚¬
Rating 8.5
Release 29 Aug 2016
Similarity 78%
Price -90% 3.99ā‚¬
Rating 8.8
Release 27 Oct 2015
Similarity 76%
Price -93% 1.34ā‚¬
Rating 8.6
Release 30 Oct 2014
Similarity 74%
Price -60% 11.59ā‚¬
Rating 7.1
Release 24 Oct 2023
Similarity 73%
Price -80% 1.99ā‚¬
Rating 7.6
Release 09 Mar 2009
Similarity 72%
Price -86% 4.20ā‚¬
Rating 6.9
Release 27 Feb 2017

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates

Steam data 15 November 2024 21:12
SteamSpy data 17 December 2024 20:25
Steam price 23 December 2024 20:42
Steam reviews 22 December 2024 15:54
Pillars of Eternity II: Deadfire
8.6
16,123
2,202
Online players
546
Developer
Obsidian Entertainment
Publisher
Obsidian Entertainment, Versus Evil
Release 08 May 2018
Platforms