this post was submitted on 12 Jun 2026
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I just finished this game after 120~ hours. I didn't know you couldn't post reviews of Steam games you are playing through a Steam Family but don't own yourself. So I'm posting this here because I don't want my words to go to waste.


Pathfinder: Kingmaker is a mixed bag. While I enjoyed it enough to play it for all 120 hours it took to finish the main campaign, it has many peaks and valleys and never quite stays consistent.

The character and combat systems and rules are deep and complex, which is great for minmaxxers, but can be overwhelming for those not familiar with the Pathfinder tabletop rules. Most "optimal" decisions are not necessarily intuitive to those unfamiliar, and the game doesn't spend a lot of time trying to teach you how everything fits together. It's up to you to figure it out over the course of the campaign. For example, some meta builds have you grabbing 1 level in as many as 3 different classes for the significant benefits that 1 level gets you over going deeper into your main class. But, if this is too much, you can also just play a Fighter to max level and pick whatever feats sound best. As long as you don't plan to play on higher difficulties. The choices available, while overwhelming and easy to choose wrong, are one of the biggest strengths.

The kingdom management is less so. Once you understand two keys things - spending money on building points and prioritizing Problems instead of Opportunities - it is more a matter of flavor as you watch your decisions unfold based on the advisors you choose to assist you. Optimal town management is not necessary or particularly interesting, as you can't interact with any of the buildings other than those of the craftspeople who flock to your kingdom. They don't change the layout of your city on the actual map, and you at most get a few bonus NPCs wandering around your cities with a few sentences of unique dialogue. Very few quests are affected by the decisions you make in the kingdom management, and you will run into many repeat cards through the campaign.

This is where the first valley shows itself. The game keeps a general flow of doing some quests in your kingdom, then returning to manage your affairs before venturing out again. This would be fine, except that at many points in the game, there is nothing for you to do except to assign advisors to cards, do a project that requires your presence and passes the time, then do it again. Over and over, with very little interesting happening until the next big story beat occurs on a set schedule and calls you away. In other words, the balance is too heavy in the direction of spending hours questing with little kingdom interaction, or spending 30 minutes watching kingdom cards fly by and reading flavor text.

As for the story, it also has its ups and downs. You have a strong cast of companion characters (mostly) to choose from, and even your non-playable kingdom advisors have full and interesting backstories. They interject in conversations and many have unique dialogue with certain NPCs or change quest outcomes/options entirely if they are present. But parts of the main story, partly due to the pacing issues I described above, are a let down. They are either too short to really care about the people involved, like Chapter 6. Or they are a little too long and overstay their welcome, like Chapter 5. The first few chapters are some of the better paced and more interesting, before the mysteries of the plot are fully revealed. And probably due to undergoing more extensive testing and feedback. They are a slow burn though, so some people will likely quit before getting to the payoff.

The combat is where you will spend the bulk of the game. If you are getting the hang of things, or already know Pathfinder rules, this will be a strength. You will either beat encounters with reasonable effort, or even breeze through them with your superior game knowledge, exploiting it to its fullest. If you are not understanding how things connect, it can be very frustrating and you are likely to be staring at a battle log full of Misses because you can not overcome the enemy's AC, or having your entire party crowd controlled to uselessness because you didn't learn a certain buff on your Cleric. This is especially true near the end of the game, where the final two dungeons test how closely you've been paying attention and throw every effect under the sun at you to a frankly obnoxious degree. If you have not selected the proper spells while leveling and kept your secondary companions equipped, this last chapter is miserable and I expect another point where many will choose not to continue. There are similar, but smaller, difficult encounters sprinkled throughout the game that will either equally challenge or frustrate players. Whether you play primarily in turn-based or real-time mode, or a mixture of the two, will also make a big difference in the ease and difficulty of some encounters.

While I did not run into any game breaking bugs, even playing on Linux, I did have an entire companion disappear from my game in the last chapter. They were suddenly no longer there, were never mentioned again even in my ending slides, and I suspect there was an issue with the cutscene that was supposed to return them to my party where it just never triggered. There are reportedly amny smaller bugs throughout with feats and items not having their intended effect, but either I did not encounter them or was unaware they were happening.

Overall, it was a good experience, but I don't necessarily recommend it for someone interested in the CRPG genre who wants an especially polished game. The indirect sequel, Wrath of the Righteous, fixed a lot of issues people had with Kingmaker as the developers learned from and responded to feedback. They are unfortunately unable to port these fixes back to Kingmaker due to rights issues and have since moved on. But it has a better and more usable UI, fewer bugs, a more active modding community, and so on. There are also many other great games out there in the genre, including Owlcat's other games, and many of them do not take near as long to complete. But if the idea of building a kingdom from scratch over 100~ hours appeals to you or if you'd prefer to start with a less polished game before playing smoother ones (to truly appreciate what was changed), then Kingmaker is worth a look and can be frequently found on sale for as little as 5 dollars.

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[–] robotElder2@hexbear.net 14 points 2 weeks ago (1 children)

Wrath of the righteous expands on the strengths you described but doesn't really address the weaknesses. If you feel like you would enjoy figuring out how to build a pathfinder character again, but this time with another set of bonus abilities that frequently break the normal rules, I recommend it.

[–] 9to5@hexbear.net 6 points 2 weeks ago (1 children)

Yeah I played both games. And Wrath is basically a straight upgrade so props to the devs but it still feels very convoluted and not very beginner friendly. Mind you there are tons of difficulty options so I feel like its easy to make progress even if you suck ...so again props to the devs I just feel they could handle some aspects better.

[–] Inui@hexbear.net 2 points 2 weeks ago

I didn't mention it in my review, but I haven't played Wrath of the Righteous yet. I just know that every single thing I read online is like you said, where they improved the UX and overall polish of their rules implementation between games. I do think that playing Kingmaker prepared me a lot better to understand what is happening in the next game, which is kind of neat. I did custom difficulty in Kingmaker tweaking more toward the difficult end with full crit damage, but leaving things like death's door on, etc. I'll probably do something similar in WoT, but think I could move the dial up just a little more if I felt like it.

[–] chgxvjh@hexbear.net 13 points 2 weeks ago (1 children)

The character and combat systems and rules are deep and complex, which is great for minmaxxers, but can be overwhelming for those not familiar with the Pathfinder tabletop rules.

It's a headache in tabletop too.

[–] LaGG_3@hexbear.net 4 points 2 weeks ago (2 children)

My introduction to TTRPGs was DnD 3rd Ed lol yea

[–] Simon_Shitewood@lemmy.ml 3 points 2 weeks ago (1 children)

Same, I really liked how streamlined PF felt in comparison when it came out.

[–] LaGG_3@hexbear.net 2 points 2 weeks ago

It was nice compared to 4e and super bloated 3.5e lol

[–] chgxvjh@hexbear.net 3 points 2 weeks ago (1 children)

I've started with pathfinder and since mostly switched to 5e. I'm pretty hesitant of trying other rules because I already get those two confused all the time.

[–] LaGG_3@hexbear.net 3 points 2 weeks ago (1 children)

If I had TTRPG nerd friends, I'd be desperately trying to get them to play something other than DnD or Pathfinder (probably wouldn't have many TTRPG friends for long in that case lol)

[–] chgxvjh@hexbear.net 1 points 2 weeks ago

It's sort of like asking everyone to learn Esperanto because it's the superior language.

[–] jackmaoist@hexbear.net 8 points 2 weeks ago (2 children)

Never finished kingmaker after I got locked out of the quest after 20 hours.

[–] Inui@hexbear.net 6 points 2 weeks ago* (last edited 2 weeks ago)

I almost quit the game 110~ hours in during the second to last dungeon because I am the player I am describing. I don't play tabletop games, only have a basic understanding of D&D 3.5 from a decade ago, and found myself in crowd control hell for the entire thing because the game took my best buffer companion away from me. I never once used or needed Freedom of Movement until then.

[–] LaGG_3@hexbear.net 4 points 2 weeks ago (1 children)

I got locked out of the quest after 20 hours

Average Owlcat experience. Reminder to only play this big ass CRPGs like 5+ years after launch lol. I had similar happen in Kingmaker, Pillars of Eternity, Rogue Trader, and probably a few others I wasn't as salty about lol

[–] jackmaoist@hexbear.net 3 points 2 weeks ago

I played Kingmaker years after launch. It's just uniquely bad. I don't think you can get locked out of the main quest in Wrath or Rogue Trader.

[–] Simon_Shitewood@lemmy.ml 5 points 2 weeks ago (1 children)

Personally I really enjoyed the character building, combat, and decisions, but it's highlights the fundamental flaw of TTRPG-based CRPGs - they either make them as close to the ttrpg as possible to draw in the ttrpg players, or they simplify and streamline things to make it more accessible for people who haven't played the ttrpg, and either way leave one group dissatisfied.
You're spot on with the kingdom building though, it sucked in the original AP, it sucks in every homebrew I've tried to wrestle with, and it sucks in the CRPG. I just don't think you can properly engage at that kind of scale when you're meant to be playing a single individual.

[–] Inui@hexbear.net 4 points 2 weeks ago (2 children)

I personally think that straight adapting the tabletop makes for a worse game. Part of the reason Baldur's Gate 3 was so much better systems wise is because it used what worked and got rid of or entirely changed what didn't instead of trying to fit a square peg into a round hole. Some actions and spells do entirely different things between the two. The best CRPGs I have played systems wise invented their own, like Tyranny. Others tried. and introduced their own issues, like the strange ways you want to prioritize stats in Pillars of Eternity. Baldur's Gate 1 and 2 are frankly awful using AD&D 2nd edition rules when compared to more modern games.

I get using Pathfinder rules for this because they are Pathfinder games based on Pathfinder modules. But I am glad they moved to a heavier custom implementation of tabletop rules for Rogue Trader.

[–] Frivolous_Beatnik@hexbear.net 5 points 2 weeks ago (1 children)

I have almost the opposite opinion on Baldur's Gate 3. I played Divinity: Original Sin 2 and I didn't like the "surfaces" mechanic in the system built for it, I hated it in BG3. Cantrips dropping ice, acid, fire, electric surfaces ends up making certain encounters a slog to get through.

Other seemingly arbitrary calls Larian made on mechanics like skill check crit failures, mage hand's once-per-rest cooldown, literally every enemy having at-will truesight if they think an invisible PC is around, etc. are implemented in really bizarre ways. That said, many changes in BG3 really do work well: movement, jumping, throwing, and pushing I quite like.

I still really liked the game but in general I think accuracy to the tabletop origin is value-neutral. Tyranny is great though, no argument there

[–] Inui@hexbear.net 4 points 2 weeks ago (1 children)

I can see that. I think some of those changes, like Mage Hand, were done to address potential imbalances from things that are just too good normally. There's plenty of other ways to break the game though. I don't really like rest systems either, which is why I liked Tyranny a lot with abilities being based primarily on cooldowns.

[–] Frivolous_Beatnik@hexbear.net 3 points 2 weeks ago

Mage Hand does have its exploits but they're minor in the context of all the other exploits in the game - it's just a weird and restrictive decision that doesn't really line up with how the other spells are balanced. That's really getting into the weeds though.

I actually did like the supply based long rest system for what it was, but rests as a mechanic in general I could take or leave. I suppose they needed a way to force plot progression and passage of time and long rests are a decent way to do it.

Camp events and character chats are fun and I always looked forward to companion stories unfolding (when the scripting didn't break angery )

[–] Simon_Shitewood@lemmy.ml 4 points 1 week ago

Honestly I hated BG3 and PoE - I think the 5e base is just terrible, so any changes are just a bandaid to an already bad system, even when it's PoE's rolemaster-like damage. I'd hold up D:OS and to a lesser extent 2 as CRPGs that showed what can be done with a system designed for the computer game rather than using premade ones, and RT as an example on how you can expand on existing systems while keeping the core mechanics.

[–] FourteenEyes@hexbear.net 4 points 2 weeks ago

Sounds like Owlcat has smoothed a lot of rough edges off their game design since then. Rogue Trader has been pretty fantastic in every aspect (having the Toybox mod for respecs helps a lot there) but the DLCs have been kinda mixed. Void War adds a great character and archetype but also has some of the most bullshit combat encounters I've seen in the game. Or in an RPG for some time. Invincible bolter bunkers and spawning new enemies at the top of the combat round type shit.

Luckily the Infinite Museion DLC has been fantastic so far. Loving Eogunn, best 40k character I've seen in a very long time.