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DARK SOULS™ III on Steam

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Dark Souls continues to push the boundaries with the latest, ambitious chapter in the critically-acclaimed and genre-defining series. Prepare yourself and Embrace The Darkness!

DARK SOULS™ III is a souls-like, dark fantasy and difficult game developed by FromSoftware and Inc. and published by FromSoftware, Inc. and Bandai Namco Entertainment.
Released on April 11th 2016 is available on Windows, Steam Deck and Steam Machine in 12 languages: English, French, Italian, German, Spanish - Spain, Polish, Russian, Portuguese - Brazil, Simplified Chinese, Traditional Chinese, Japanese and Korean.

It has received 278,432 reviews of which 261,726 were positive and 16,706 were negative resulting in an impressive rating of 9.3 out of 10. 😍

The game is currently priced at 59.99€ on Steam, but you can find it for 23.99€ on K4G.


The Steam community has classified DARK SOULS™ III into these genres:


Here is the detailed breakdown of supported languages for DARK SOULS™ III:

UI Subtitle Audio
English
German
French
Italian
Korean
Spanish - Spain
Simplified Chinese
Traditional Chinese
Russian
Japanese
Polish
Portuguese - Brazil

Media & Screenshots

Get an in-depth look at DARK SOULS™ III through various videos and screenshots.

System requirements

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

Windows
  • OS *: Windows 7 SP1 64bit, Windows 8.1 64bit Windows 10 64bit
  • Processor: Intel Core i3-2100 / AMD® FX-6300
  • Memory: 4 GB RAM
  • Graphics: NVIDIA® GeForce GTX 750 Ti / ATI Radeon HD 7950
  • DirectX: Version 11
  • Network: Broadband Internet connection
  • Storage: 25 GB available space
  • Sound Card: DirectX 11 sound device
  • Additional Notes: Internet connection required for online play and product activation

User reviews & Ratings

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

2 hours played
Sept. 2026
A very relaxing and calm game if you just want to chill and play.
102 hours played
Sept. 2026
The penultimate action RPG. Only for the daring and courageous of heart. You may loose many battles in this game, but you only loose the war when you quit.
274 hours played
Aug. 2026
In 2017, a stranger on Twitch bought me this game saying it might help me get through one of the bleaker moments of my life. That gift was perhaps one of the wiser things I've ever been given, because it taught me the meaning of the phrase "Don't You Dare Go Hollow". As someone who battles suicidal ideations on a day to day, I really can relate far too much to those wayward souls who rock back and forth in despair clawing at their head hoping for it to end. But I can also relate to the main character who you can choose to fight against seemingly impossible odds or have them fall one last time to never rise again. The choice is yours and if you're unwell like me, that choice is a bit like life: some days you want to give up, other days you want to fight. Some days you cradle your head and weep, other days you pick up your proverbial sword and fight. Because when nothing is going right in your life, when all around you is in ruins, when you've stared into abyssal eyes and felt them thrash you, when you've cried out 'I give up!' only to crawl back and say 'One last try!', when you’ve made progress and then seen the damnable boss has a second phase reducing your herculean attempts to naught, it's at this moment you realise you really can't give up… You have to push forwards. You have to fight. You have to find hope. But you’ll suffer even more than before. And you'll struggle. But when you do, when you feel yourself getting stronger, when one by one each accursed foe begins to fall - be it the fiends in your mind, or the monsters on the screen – those latent embers of progress in at least ONE area of your life will begin to glow. And that's the moment it all begins to make sense, because then, and only then, when you start to realise you're not yet spent ash in a shambling urn of a body, will you truly know what it means when people say: "Don't You Dare Go Hollow".
115 hours played
June 2026
Masterpiece. Even after 10 years, I came back to it, and it’s still my favorite Souls game. DS3🔝👑🤍
166 hours played
May 2026
Why Do We Still Reach for the Fire When It Is Dying? I did not truly understand Dark Souls when I defeated a difficult boss. That understanding arrived slowly, like cold rain sinking into old stone. At first it only felt lonely. Later I realized the loneliness had already settled somewhere much deeper. I completed Dark Souls in October 2025, and Dark Souls II a month later. Two months is not long in ordinary life, yet in the world of Souls it felt enough to watch entire kingdoms fade away. When I first entered Lordran, I believed in the fire almost instinctively. Fire meant roads, cities, memory. It meant human beings could still recognize one another in the dark. Lordran was already ruined, yet there was still dignity inside its ruin. Anor Londo stood beneath its golden illusion like the memory of a civilization that refused to admit it had already died. And Gwyn— The first time I faced him, I expected majesty. Instead I found an exhausted old king beneath mournful piano notes. He no longer felt divine. He felt tired. Like the final person remaining after the end of a long age. That was why I linked the fire in Dark Souls. Not because I trusted the gods, but because the flame still seemed capable of giving meaning to suffering. A bonfire was never merely a checkpoint. It felt human. Temporary. Fragile. Like light seen through snow from the window of a distant house. Then came Dark Souls II. Drangleic did not feel like myth. It felt like erosion. Kingdoms rose and vanished so many times that history itself seemed worn thin. What stayed with me most was not despair, but exhaustion. People no longer asked whether the fire should continue. They asked how many times the same tragedy had already repeated. Lucatiel haunted me more than any king. Her tragedy was painfully small. She did not die gloriously. She forgot herself piece by piece. Her name, her face, the reason she fought—all of it slowly disappeared beneath the curse. That was the first time I began to suspect the fire might not only preserve civilization. Perhaps it also preserved suffering. Even then, I could not fully reject it. Perhaps because I remembered the warmth of bonfires. Perhaps because I had seen Gwyn. Then I entered Dark Souls III. The Cemetery of Ash did not feel like a beginning. It felt like arriving too late. Grey sky, half-open coffins, wind moving through gravestones. The player was no longer the Chosen Undead. The player was ash: something left behind after the burning had already failed. That single idea changes the entire mood of the game. Lothric does not resemble a kingdom waiting to be saved. It resembles the last dust of many dead ages piled together. Dragon corpses hang above the High Wall. Pilgrims crawl toward the castle with bent backs. Knights continue their patrols through empty halls long after the world they protected has vanished. The game quietly tells you: the fire has burned too long. And nowhere is that sadness sharper than in the moments when the past returns. Not triumphantly. Not beautifully. As ruins. The Smouldering Lake is filled with the remains of Izalith. Quelana. The Fair Lady. Names once hidden deep beneath Dark Souls now survive only through corpses and abandoned relics. No cutscene explains their fate. You simply walk into the ruins and understand, all at once, that certain stories ended long before you arrived. That is why it hurts. The Fair Lady was never heroic in the usual sense. She was blind, ill, gentle. She endured pain quietly while others worshipped her without understanding her suffering. In Dark Souls III, she and Quelana seem finally reunited, but only after death. No farewell. No reunion. Only silence. That silence is the soul of Dark Souls III. When I returned to Anor Londo, I stopped moving for a long time. The city was still beautiful beneath Irithyll’s moonlight, but the warmth had disappeared from it. The great stairways remained. The silver knights remained. Yet it felt less like returning home than walking through the preserved body of something ancient. And then there was the Giant Blacksmith. No grand speech. No dramatic ending. Only a corpse where the sound of hammering once echoed through empty halls. That moment hurt more than many boss fights. Perhaps because bosses are meant to die. The blacksmith was not. He belonged to the ordinary rhythm of the journey. You visited him, repaired your weapon, listened to the steady sound of metal striking metal, and left again. In a world full of lies and fading gods, he felt strangely dependable. Returning years later and finding only silence there felt almost unbearable. That is what Dark Souls III understands better than most games: nostalgia is not the return of the past. It is realizing the past continued disappearing without you. The Soul of Cinder carries the same sorrow. It is not a person, but the remains of everyone who once linked the fire. And when Gwyn’s melody returns during the second phase, the entire trilogy suddenly feels impossibly distant. Gwyn is gone. Lordran is gone. The fire itself is fading. Yet something still refuses to let go. After I defeated the Soul of Cinder, I sat in silence for a very long time. The room was dark except for the monitor. The flame still flickered weakly on the screen. I did not feel triumph. I felt as though I had closed the final page of an old book and realized the people inside it were truly gone. That is why the endings matter so much. Linking the fire no longer feels glorious. The flame crawls weakly across the Ashen One’s body like the last light of a dying lamp. The ending of fire is quieter, almost merciful, yet letting the flame die carries its own grief. Even the usurpation ending cannot escape sadness. Every choice feels stained by time. And then there is Gael. At the end of the world, after kingdoms, gods, and histories have all collapsed into ash, one old knight still wanders onward searching for pigment for a painted world. Not glory. Not salvation. Only color for something that does not yet exist. There is something unbearably gentle in that. Looking back now, the trilogy feels less like three games than three stages of farewell. In Dark Souls, I believed in the fire. In Dark Souls II, I began to doubt it. In Dark Souls III, I stood before its dying light and realized doubt had not erased tenderness. For the bonfires. For ruined kingdoms. For Lucatiel slowly forgetting her own name. For the Giant Blacksmith’s hammer falling silent. For the Fair Lady waiting alone beneath the earth. For every small light that tried to survive in a world growing steadily darker. When the fire is about to fade, why do we still reach for it? Perhaps because even after everything else is gone, the hand still remembers warmth.

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Frequently Asked Questions

DARK SOULS™ III is currently priced at 59.99€ on Steam.

No, DARK SOULS™ III is currently not on sale. You can purchase it for 59.99€ on Steam.

Yes, DARK SOULS™ III received 261,726 positive votes out of a total of 278,432 achieving an impressive rating of 9.30.
😍

DARK SOULS™ III was developed by FromSoftware and Inc. and published by FromSoftware, Inc. and Bandai Namco Entertainment.

Yes, DARK SOULS™ III is playable and fully supported on Windows.

No, DARK SOULS™ III is not playable on MacOS.

No, DARK SOULS™ III is not playable on Linux.

Yes, DARK SOULS™ III is playable and fully supported on Steam Deck.

Yes, DARK SOULS™ III is playable and fully supported on Steam Machine.

No, DARK SOULS™ III does not support VR.

DARK SOULS™ III offers both single-player and multi-player modes.

DARK SOULS™ III includes Co-op mode where you can team up with friends.

Yes, there are 3 DLCs available for DARK SOULS™ III. Explore additional content available for DARK SOULS™ III on Steam.

No, DARK SOULS™ III does not support mods via Steam Workshop.

Yes, DARK SOULS™ III supports Remote Play on Phone, Remote Play on Tablet and Remote Play on TV. Discover more about Steam Remote Play.

Yes, DARK SOULS™ III is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for DARK SOULS™ III.

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 01 October 2026 13:24 UTC
SteamSpy data 15 October 2026 15:44 UTC
Steam price 28 October 2026 04:06 UTC
Steam reviews 22 October 2026 08:10 UTC

If you'd like to dive deeper into the details about DARK SOULS™ III, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about DARK SOULS™ III
  • SteamCharts - Analysis of DARK SOULS™ III concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck DARK SOULS™ III compatibility
DARK SOULS™ III PEGI 16
Rating
9.3
261,726
16,706
Game modes
Multiplayer
Features
Online players
3,624
Developer
FromSoftware, Inc.
Publisher
FromSoftware, Inc., Bandai Namco Entertainment
Release 11 Apr 2016
Platforms
Remote Play
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