Tales of Maj'Eyal on Steam - User reviews, Price & Information

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Tales of Maj’Eyal is a roguelike RPG, featuring tactical turn-based combat and advanced character building. Play as one of many unique races and classes in the lore-filled world of Eyal, exploring random dungeons, facing challenging battles, and developing characters with your own tailored mix of abilities and powers.

Tales of Maj'Eyal is a traditional roguelike, rogue-like and turn-based game developed and published by Netcore Games.
Released on December 12th 2013 is available on Windows, MacOS and Linux in 5 languages: English, Simplified Chinese, Traditional Chinese, Korean and Japanese.

It has received 6,712 reviews of which 6,381 were positive and 331 were negative resulting in an impressive rating of 9.2 out of 10. 😍

The game is currently priced at 6.99€ on Steam.


The Steam community has classified Tales of Maj'Eyal into these genres:

Media & Screenshots

Get an in-depth look at Tales of Maj'Eyal 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 Vista
  • Memory: 512 MB RAM
  • Graphics: OpenGL 2.1+
  • Storage: 512 MB available space
MacOS
  • OS: OSX 10.9
  • Memory: 512 MB RAM
  • Graphics: OpenGL 2.1+
  • Storage: 512 MB available space
Linux
  • Memory: 512 MB RAM
  • Graphics: OpenGL 2.1+
  • Storage: 512 MB available space

User reviews & Ratings

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

June 2025
The game is free by downloading from the official te4.org page. If you like the game you can support it either by donating there or by getting it here on steam, and you can retroactively push achievements to steam so no loss there either. It's a roguelike, but it has the option to play with multiple deaths, which makes it very friendly to a roguelike newb before jumping into the full single life roguelike experience. There are lots of classes, if you want magic there's magic, if you want no magic there's that too. There is lot's of combat, plenty of interesting items (in particular I enjoy all the unique items), and little to no management of other stuff getting in the way of the dungeon crawl. That said, there is a quite a bit of lore, and the main campaign has a nice variety of dungeons and enemies. Each class has a bunch of skills, gradually unlocking more as you progress, and each class feels distinct in a way that makes playing the class feel like the description. The graphics are old, but I find them quite charming. It's good.
Expand the review
June 2025
If my play time doesn't make it obvious, this is one of my favorite video games of all time. Tales of Maj'Eyal takes the traditional roguelike structure to its very limits, and the result is nigh-infinitely replayable. On the surface, ToME may seem unassuming. It's a top-down turn-based RPG where death is (usually) permanent. But ToME is focused on creating a character build, managing skill cooldowns, and the chaos of leaving most everything else up to procedural generation. There are a great many character classes to choose from, many of which have to be unlocked. Most of the starting classes are fairly easy to understand, standard Berserkers and Archers and such, but ideas quickly become utterly buckwild, like the Oozemancer or the Solipsist. Many come with different resources to manage, such as the Cursed's Hate (spent like a casting cost to their skills, but many of their skills and also all healing they receive are more effective with more Hate saved up) or the Paradox Mage's, well, Paradox (the more you use it, the higher it gets, the stronger your spells get--but the higher the chances of causing anomalies in spacetime). Each class has several skill trees and each skill can have up to five points put in it. Some trees are locked and require "category points" to unlock them and use the skills within, but category points are very few and far between. There are many ways to build and play each class, but it's not just the class itself. Each race gets its own exclusive skill tree (except the Cornac, the "versatile human" archetype, which gains a free category point instead). Dwarves gain resilience against enemy melee attacks and debuffs, Shaloren elves can hasten themselves and their skill cooldowns, Ogres are so huge that they can wield 2-handed weapons in one hand, the list goes on. There are no healing potions or other such consumables in ToME; instead, there are "inscriptions", sort of tattoos imbued with power. These are often simple but very useful skills, like heals over time, instant heals, or debuff cleanses. Characters start with 3 slots for these inscriptions, and you can unlock extra slots with category points instead of unlocking skill trees if you like. Using the additional choices conferred by race and inscriptions allows you to tweak a character class even more. If you're a mage and often find your spells sealed by the Silence debuff, you can choose the Yeek race for passive silence immunity, or carry a "wild infusion", a debuff cleansing inscription powered by nature and thus still usable while silenced. The majority of the Anorithil's spells are centered on the caster themself, so you may want the additional mobility a Shaloren or Doomelf character gets to more easily plant yourself in ideal epicenters--but Anorithil also want to land lots of critical hits, and Halflings can boost their crit rate and shake off debuffs that would impair their movement. The interplay of all of these choices allows you to tackle the game in just about any way you like. ToME is a very easy game to learn, plan, and play. When investing skill points in the level-up menu, you're shown exactly what will and won't change. Skills and weapons will tell you what stats you need to invest in to make them more effective. You can pull up any character's info sheet just as easily as you can your own, and see all their talents and what they do. Tooltips will even update the projected damage output of a spell while under a buff that would increase it (or a debuff that would decrease it). I mentioned how consumables are supplanted here by infinite-use skills gained from inscriptions, but two items you get very early on are the Rod of Recall and the Chest of Transmogrification. The Rod takes you out of the dungeon you're in and right back to the world map, great for exiting a completed dungeon or escaping the most dire of straits. The Chest transforms unwanted items into gold, effectively the same as selling them, but without having to go to a merchant in a town every time, so you can pick up everything you see and quickly mulch whatever you don't want. The UI can be arranged and zoomed however you like, and every single key can be remapped. Hell, ToME's info says controllers aren't supported, but if you wanted to use a Steam controller profile to map keyboard keys to a Shiren the Wanderer-esque setup, it's certainly possible. ToME is a standout in the genre for just how snappy, informative, and accommodating it is. And you'll need it. ToME's campaign is long. Not permadying is not a question of managing hunger or some such thing, but of being Put In Situations and finding ways out of them. No matter how tanky your build is, you will need an escape plan at some point to kite dangerous foes into bottlenecks and ambushes, or flee them altogether. Is that a movement infusion to boost your speed? (Hope you don't get surrounded!) Or is it a blink rune to teleport precisely? (Hope you don't get silenced!) The myriad combinations of class, race, and inscription skills the player can set up are insane enough, but then enemies can get them too. The higher the difficulty you select, the more "rare" enemies you'll find, which grants them the same classes and skill trees the player can choose from. Movement infusions are great and all, but Cursed and Wyrmic enemies can boost their own move speeds too. This adds yet another level of interplay, of complexity, of either learning the ins and outs of all the classes or getting in the habit of inspecting enemies closely before you make your move. Finding a rare enemy can change your gameplan drastically--much less finding two, or three, or more bunched up near one another. The story of ToME and its world is mostly told in pieces. One of the categories of random loot is "lore", which are big text files. Most dungeons have a sequence of lore that follows a previous adventurer through that dungeon--often directly into the maw of the boss at the end. Some lore adds flavor to the wider world--granting a glimpse into its storied past, illustrating the depths the anti-magic hit squads of the Ziguranth will stoop to, and so on. There isn't really an overarching plot you're a part of; more often than not, you're told your character merely seeks treasure and glory--that is, until the loot you happen to purloin at the end of the Dreadfell catacombs just so happens to be terribly important. You can choose to join the Ziguranth yourself, but while this gives your character even more skill trees (in exchange for swearing off all magical powers and items forever), it doesn't open an alternate plotline or anything of that sort. There are definitely a lot of interesting events and characters, but these are spread out over ages of history, and you the character see almost none of them. All story information is depicted via text, which can be skipped through easily, and the lore notes can be set to, like, not pop up its text onscreen if you've already seen it in another run. The story is the least involved aspect of ToME, but then that makes this the one piece of roguelike convention ToME follows most closely--the plot is an excuse to get you to kill things. Tales of Maj'Eyal is fantastic. It's hard to convey with words alone just how wondrous the process is, of finding a class you like, choosing a race and inscriptions and gear to complement its strengths or shore up its weaknesses, and seeing that click in the form of beating down all who would oppose you (even if they're rare monsters who have the same class as you). It's fun to experiment, and share your results with the ingame chat or the online character sheets. I've already won once with each class and with each race--but what about each class as each race, know what I mean? I plan on trying just about every permutation of race and class ToME has, because I like the game that much.
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April 2025
While there is no mistaking this game for anything other than a traditional roguelike, the best comparison I can think for it is Diablo 2. You will live and die by your cooldowns, and optimizing your best and most useful skills is the key to advance in this game. It's my belief that this is the best traditional roguelike made. There are so many classes, so many build options in each of the classes, and an insane amount of lore in the game. Despite being turnbased, it holds fast paced adrenaline. I appreciate the quality of life features such as the auto-explore and auto-sell. The inventory space is generous and is never cluttered beyond what you deem necessary. The game does a phenomenal job exxplaining what items, powers, and weapon features do/are. I also really love that there are no consumables. Less to manage, and we don't need em. The only area I can be critical is that the early levels can feel extremely repetitive because you will be seeing them quite a bit. There is a figurative wall around levels 15-20. Once you hit these levels, which takes a good bit of time, you will be checked. You better hope you built your character right and found good enough equipment. Deaths are almost never seen coming; you will be stomping the floor with everything until you come up to a boss that just absolutely mangles you. I would say 70% of my runs end around this time. It's about half build-based and half skill-based; everything being easy up to this point can let your guard down. Anyway, if you're looking at this game, you see the pictures or gameplay, and say to yourself, "I'm interested", this is absolutely the game for you. I'm not sure if I'd recommend it as somebody's first roguelike - Dungeons of Dredmor or Tangledeep may be better for that, or playing some roguelites like Into the Breach or Peglin. However, I do think this is more accessible than other traditional roguelikes, like Caves of Qud or Dwarf Fortress Adventure. If this is something you'd think you'd enjoy, I guarantee it will not be a waste of money.
Expand the review
Oct. 2024
This is, easily, one of the best roguelikes ever created! Tons to do, tons of mods, endless scenarios and quests, multiple paths and narratives to follow... Just absolutely mindblowing!
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Sept. 2024
I'm gonna be blunt here; As someone who has played over 600 hours I have never beaten the game. I play only on roguelike-nightmare difficulty. I am slaughtered hundreds of times, and it just doesn't matter; For years I've kept crawling back to the game. It's not even masochism, the game just has so much mechanical depth that I can't NOT play it. It however is VERY IMPORTANT to state that a free version of the game exists on the TOME4 website where you can try before you buy. I say this because if you try the game I bet my life you'll keep playing it. Unlocks are executed perfectly IMO, with me still chasing new class and race unlocks hundreds of hours into the game. Unlocking new classes is really hard, but each proposes a challenge to overcome and the feeling of accomplishment this game gives is rivaled only by Fromsoft games. The most engaging part of the game is that everyone and everything works off the same set of rules. If you fight a pyromancer, every single one of their abilities and playstyles can be played by the character; A npc necromancer is no different than a player necromancer. This means the game is brutally tactical. A lot of casual or low-skill players will complain about mowing down enemies when suddenly they are two shot by a strong mob: You are bad at the game. That mob was your class's hard counter and arrogance made you think you could wipe the floor with fodder enemies. This aspect is what actively engages me the most, and the player is rewarded tremendously for knowledge about the game's various mechanics. If you got killed by BS, nothing is stopping you from adopting that strategy next run. (Except unlocks early game) The prodigy system and skill trees for each character are extremely fleshed out; Each class has a plethora of potential playstyles. Loot system is leagues more engaging than Diablo's system, with the stat varieties and random uniques making every piece of loot worth looking at. Of course, this means the game involves a lot of micro-managing, but less than you'd assume. All of the game's UI and mechanics are modular and can easily be rearranged without delving into tutorials. The most common complaint I see is the visual elements of the game, which is something that actively kept me away from the game for a while aswell. To that I will say that the screnshots absolutely do not do it justice. Cutscenes and other visuals really tie the game's aesthetic down, and in terms of how traditional roguelikes are developed I don't think the graphical fidelity could really increase. It should also be noted that the screenshots misrepresent the current UI; They are outdated and visually the UI is much more crisp now. If you still hate the visuals, the workshop has a lot of interesting visual mods and the game supports custom character models. Often times I think to myself: What IS my favorite game? And I think this game deserves that crown more than any other. I just cannot emphasize enough how engaging the game is to me. The gameplay hooked me pretty quickly, but the small details (Quests, escorts, artifact crafting, lore, unique mobs, plethora of optional achievement challenges, difficulty settings, dlc additions) have kept me playing for hundreds of hours. If you're put off by the game, no matter how much, I'd still recommend picking it up on sale. I waited years to finally give it a try and it's genuinely one of my biggest regrets. Even if permadeath isn't your thing, there are a LOT of other gamemodes that allow you to experience the game at the level of difficulty you prefer. I could easily beat the game if I wasn't such a stubborn ***** and played on adventure-normal difficulty.
Expand the review

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Frequently Asked Questions

Tales of Maj'Eyal is currently priced at 6.99€ on Steam.

Tales of Maj'Eyal is currently not on sale. You can purchase it for 6.99€ on Steam.

Tales of Maj'Eyal received 6,381 positive votes out of a total of 6,712 achieving an impressive rating of 9.19.
😍

Tales of Maj'Eyal was developed and published by Netcore Games.

Tales of Maj'Eyal is playable and fully supported on Windows.

Tales of Maj'Eyal is playable and fully supported on MacOS.

Tales of Maj'Eyal is playable and fully supported on Linux.

Tales of Maj'Eyal is a single-player game.

There are 3 DLCs available for Tales of Maj'Eyal. Explore additional content available for Tales of Maj'Eyal on Steam.

Tales of Maj'Eyal is fully integrated with Steam Workshop. Visit Steam Workshop.

Tales of Maj'Eyal does not support Steam Remote Play.

Tales of Maj'Eyal 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 Tales of Maj'Eyal.

Data sources

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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 26 July 2025 04:13
SteamSpy data 30 July 2025 15:50
Steam price 30 July 2025 12:43
Steam reviews 28 July 2025 19:59

If you'd like to dive deeper into the details about Tales of Maj'Eyal, 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 Tales of Maj'Eyal
  • SteamCharts - Analysis of Tales of Maj'Eyal concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Tales of Maj'Eyal compatibility
Tales of Maj'Eyal
9.2
6,381
331
Game modes
Features
Online players
95
Developer
Netcore Games
Publisher
Netcore Games
Release 12 Dec 2013
Platforms