
Huge indie fantasy role-playing adventure in a massive, underground land. Packed with over 100 towns and dungeons and an epic story. Fight to complete up to three distinct game-winning quests. Master over 60 spells and abilities. Hunt for hundreds of magical artifacts. Over 50 hours of gameplay.


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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Lingua | Interfaccia | Audio | Sottotitoli |
|---|---|---|---|
| Inglese |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
TLDR version: If you like tactical fantasy RPGs and don't have to have tip-top graphics, this is an excellent game you should purchase whether you've played Escape from the Pit or not. Obviously this isn't a full review, but as somebody who's played every one of Jeff Vogel's games, including the prior remake Avernum: Escape from the Pit, I have a pretty good idea what I'm getting into and what you should be getting into. Vogel's had 2 decades to refine his skills, and while his budget isn't as big as pretty much any other studio out there, he puts a lot of heart and soul into his games. Especially with Crystal Souls, he's taken the best of fan mods to Escape from the Pit and put his own twist on them, bringing a hugely fun fantasy RPG adventure with very tactical turn based combat. The difficulty settings make it so that everyone can have the level of challenge they want, even switchin
Excellent old-school RPG with turn based combat. As the case with other Spiderweb Software games, it's slightly difficult to recommend though. The game delivers in terms of great world to explore, character development and interesting story as well. However, for people used to current generation of RPGs with full voice-over, character personality, choices, it may be difficult to get into this. It is really closer to Baldur's Gate/Icewind Dale type of experience. Coupled with the isometric 2D graphics entire dialogue and quest content is delivered through huge amount of text. Don't get me wrong - story is excellent, but from experience trying to share Avernum series with friends, it really isn't everyone's cup of tea. So, please take my (and others') recommendation with a grain of salt. The game is natural step forward from the previous remake (Avernum: Escape From The Pit) and while min
I'm a long time Spiderweb fan and, as such, I'll just start by getting the obvious out of the way: this is a massive game with tons to do that improves on "Escape from the Pit" in many aspects, not the least of which is storyline (which is much more sprawling and epic than EFTP's was). I enjoyed it immensely and if you at all like Spiderweb games or turn based RPGs in the tradition of Ultima, then you should buy this now. That said, it is slightly disappointing at times just how little is improved upon from EFTP to A2:CS and how, in other aspects, the game takes a few step backwards. A2:CS fixes none of the glaring interface issues from EFTP. While the terrible pathfinding can perhaps be given a pass (as it would most likely require significant rewriting of the engine), other minor problems are less excusable: the right mouse button still cannot be mapped to actions (no scroll wheel ei
This is the third time the same basic game is updated into a new engine, and as of 2015, the current engine looks very... 90's-ish. Not the fancy 90's, either, way behind BG1. Still, the lack of graphical fanciness, voice acting or physics does allow for a really huge gameworld, ♥♥♥♥♥♥♥♥♥ of towns, handcrafted dungeons and combat encounters. The Avernum games (or Avadon, or Nethergate or any of the latest Spiderweb games ported to the new engine) all look cleaner, more functional and less eye-rippingly ugly than (for instance) Wasteland 2. So far, I've played Avadon 1-2, Avernum: Escape from the Pit and this. This one is probably the best of the lot, insofar as the combat and dungeons both feel... inventive. Not quite as many "yet another dungeon, yet another bunch of ice/fire/giant/brain/plague/tomb/undead/ frenzied/rabid/guardian/ruby/flying/cheese rats" to be found. About half the d
TL;DR: The graphics are behind the curve, and the GUI is a little clunky, but indie RPGs don't get much better than this. The only slightly longer version: Spiderweb is a tiny studio that's been making great RPGs for decades, and this one is just as good, if not better, than their previous titles. The Avernum series, like all Spiderweb games, is focused on tactical combat and exploration. This is a game that rewards you for exploring every nook and cranny in towns, the wilderness and dungeons. There's almost no end to the secret passages to find, locks to pick, chests to loot, and lizardmen to skewer. I'm not kidding. If you aren't checking every dead end, or looking behind every wall, you're likely missing something. The dungeons are usually filled with a handful of interesting combat encounters, and the turn-based combat is solid. There's plenty of spells, martial abilites, lots
Short version: If you never played Exile II or the first Avernum II, play this version. If you have, I'd skip it. I really, really, really want to like this game. I've played every game that Spiderweb has put out since the mid-90s, from the first Exile game. But this one I really can't recommend. Short version: this game just feels kind of lazy. For me the biggest issue is that Spiderweb really doesn't try anything that new with this one. There are a few additional areas and big fights, but that's really it, which isn't really enough for a third incarnation of the same story; the game is, for the large part, mostly the same as it was in the previous incarnations. If you've played either Spiderweb's Avadon or Geneforge series (both totes recommended, especially Geneforge), then you known how many choices you face in those games and how intricate the outcomes can be. Nothing like this h
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