Compara los precios de The Thaumaturge en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Fool's Theory. Publicado por 11 bit studios. Lanzado el 4/3/2024. Disponible en PC, Xbox. Géneros: Adventure, RPG.

Warsaw, 1905, a revolution simmering, and you can literally read the sins off a stranger's pocket watch. If that pitch doesn't hook you, nothing will.

I've spent enough time with narrative RPGs to know when a setting is doing genuine heavy lifting versus just providing window dressing, and The Thaumaturge's 1905 Warsaw is the real thing. Fool's Theory built a city under Russian imperial occupation where Polish workers, Jewish merchants, and aristocrats rub against each other in ways that feel historically grounded rather than decorative. The multicultural tension of the Praga district and the high-society salons aren't backdrop filler; they're the friction your protagonist Wiktor Szulski exploits every time he opens his mouth. Wiktor is a thaumaturge, which means he can bond with and command folklore-rooted demons called salutors. The core hook is that each salutor represents a human flaw, and Wiktor's own inborn flaw is Pride. You can actively feed that Pride through dialogue choices and watch certain doors close while others open, which is the kind of character-building I genuinely care about. You start the game with Upyr, a Heart-Dimension salutor that has been Wiktor's silent shadow since childhood, and expand your roster to up to eight total by hunting down the flawed people they've latched onto across Warsaw's districts. Bukavac, Veles, Lelek, Morana, the Djinn, the Golem, Krampus - each one tied to a side quest or a moral fork in the road. Miss a side quest and you can lock yourself out of a salutor permanently, so do your homework before hitting the point of no return in Act 2. The turn-based combat uses a timeline queue system where every attack, yours and the enemy's, slots into a visible sequence that you can manipulate by choosing faster or slower actions. Each salutor brings a distinct toolkit: Bukavac stacks a Suffering damage-over-time that synergizes with upgraded attacks, while Lelek specializes in draining enemy Focus, and depleting all Focus unlocks a high-damage super attack for both Wiktor and the active salutor. Enemy Traits add a second layer - some opponents are flat-out invulnerable until you hit them with the correct Dimension's salutor to strip the Trait. It's a satisfying system on paper, and it genuinely is in the first half of the game. The criticism worth repeating is that regular encounters don't demand much creativity, with real strategic weight showing up mainly in boss fights. If you come in expecting XCOM-style tension every round, calibrate that expectation downward. The investigation loop is where the game breathes. Wiktor's perception ability, activated by snapping his fingers against his grimoire, scatters red particles across the environment to surface readable objects and emotional imprints. It works as both a clue-hunting tool and a waypoint system, though the particle trail fades quickly enough to become a minor annoyance over a long session. The writing around these investigations is sharp, the dialogue rewards attention, and historical figures like Rasputin are rendered with enough ambiguity to stay interesting well past their introduction. Rasputin in particular is written as a confounding presence whose motives stay opaque until late in the game, which is exactly how a character like that should function. The main knock against the exploration is that the chapter structure doesn't support fast travel within areas early on, turning some quest loops into repetitive back-and-forth runs through the same streets. The game clocks in at roughly 25 to 30 hours, and those traversal stretches do contribute to a mid-game pace that drags slightly compared to the propulsive opening. For narrative-RPG fans who prioritize writing over combat depth, The Thaumaturge lands closer to Disco Elysium on the spectrum than to something mechanically demanding. The choices carry real weight, multiple endings exist, and Wiktor is one of the more genuinely interesting protagonists in recent RPG memory, a man whose greatest enemy is his own reflected image. Just go into it knowing it leans hard on its story and setting, and that the combat is a supporting act rather than the main event. Monika, Scout Team

The Thaumaturge

The Thaumaturge

4 mar 2024Fool's Theory11 bit studios
GamerScout opina

Warsaw, 1905, a revolution simmering, and you can literally read the sins off a stranger's pocket watch. If that pitch doesn't hook you, nothing will.

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I've spent enough time with narrative RPGs to know when a setting is doing genuine heavy lifting versus just providing window dressing, and The Thaumaturge's 1905 Warsaw is the real thing. Fool's Theory built a city under Russian imperial occupation where Polish workers, Jewish merchants, and aristocrats rub against each other in ways that feel historically grounded rather than decorative. The multicultural tension of the Praga district and the high-society salons aren't backdrop filler; they're the friction your protagonist Wiktor Szulski exploits every time he opens his mouth. Wiktor is a thaumaturge, which means he can bond with and command folklore-rooted demons called salutors. The core hook is that each salutor represents a human flaw, and Wiktor's own inborn flaw is Pride. You can actively feed that Pride through dialogue choices and watch certain doors close while others open, which is the kind of character-building I genuinely care about. You start the game with Upyr, a Heart-Dimension salutor that has been Wiktor's silent shadow since childhood, and expand your roster to up to eight total by hunting down the flawed people they've latched onto across Warsaw's districts. Bukavac, Veles, Lelek, Morana, the Djinn, the Golem, Krampus - each one tied to a side quest or a moral fork in the road. Miss a side quest and you can lock yourself out of a salutor permanently, so do your homework before hitting the point of no return in Act 2. The turn-based combat uses a timeline queue system where every attack, yours and the enemy's, slots into a visible sequence that you can manipulate by choosing faster or slower actions. Each salutor brings a distinct toolkit: Bukavac stacks a Suffering damage-over-time that synergizes with upgraded attacks, while Lelek specializes in draining enemy Focus, and depleting all Focus unlocks a high-damage super attack for both Wiktor and the active salutor. Enemy Traits add a second layer - some opponents are flat-out invulnerable until you hit them with the correct Dimension's salutor to strip the Trait. It's a satisfying system on paper, and it genuinely is in the first half of the game. The criticism worth repeating is that regular encounters don't demand much creativity, with real strategic weight showing up mainly in boss fights. If you come in expecting XCOM-style tension every round, calibrate that expectation downward. The investigation loop is where the game breathes. Wiktor's perception ability, activated by snapping his fingers against his grimoire, scatters red particles across the environment to surface readable objects and emotional imprints. It works as both a clue-hunting tool and a waypoint system, though the particle trail fades quickly enough to become a minor annoyance over a long session. The writing around these investigations is sharp, the dialogue rewards attention, and historical figures like Rasputin are rendered with enough ambiguity to stay interesting well past their introduction. Rasputin in particular is written as a confounding presence whose motives stay opaque until late in the game, which is exactly how a character like that should function. The main knock against the exploration is that the chapter structure doesn't support fast travel within areas early on, turning some quest loops into repetitive back-and-forth runs through the same streets. The game clocks in at roughly 25 to 30 hours, and those traversal stretches do contribute to a mid-game pace that drags slightly compared to the propulsive opening. For narrative-RPG fans who prioritize writing over combat depth, The Thaumaturge lands closer to Disco Elysium on the spectrum than to something mechanically demanding. The choices carry real weight, multiple endings exist, and Wiktor is one of the more genuinely interesting protagonists in recent RPG memory, a man whose greatest enemy is his own reflected image. Just go into it knowing it leans hard on its story and setting, and that the combat is a supporting act rather than the main event.

Monika
Monika · Scout Team

RPGs

Etiquetas

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:aaaHistorical SettingSalutor CollectionMorality SystemInvestigation LoopTimeline-Based CombatSlavic FolklorePride MechanicMultiple EndingsMissable Content

Requisitos del sistema

Mínimos

OS
Windows 10 (64-bit)
Memory
16 GB RAM
DirectX
Version 12
Storage
25 GB available space
Graphics
Radeon RX580 (8GB) or Nvidia GTX 1050 Ti (4GB) or Intel Arc A750 8GB
Processor
AMD Ryzen 5 3600 (6 core with 3,5 Ghz) or Intel i5-10400F (6 core with 2,9 Ghz)

Recomendados

OS
Windows 10 (64-bit)
Memory
32 GB RAM
DirectX
Version 12
Storage
25 GB available space
Graphics
Radeon 6700xt (12GB) or Nvidia RTX 3060 TI (8GB) or Intel Arc A770 16GB
Processor
AMD Ryzen 5 3600 (6 core with 3,5 Ghz) or Intel i5-10400F (6 core with 2,9 Ghz)

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Información del juego

Desarrolladora
Fool's Theory
Distribuidora
11 bit studios
Fecha de lanzamiento
4 mar 2024

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¿En qué plataformas está disponible The Thaumaturge?

The Thaumaturge está disponible en PC, Xbox.

¿Cuándo se lanzó The Thaumaturge?

The Thaumaturge se lanzó el 4 de marzo de 2024.

¿Quién desarrolló The Thaumaturge?

The Thaumaturge fue desarrollado por Fool's Theory y publicado por 11 bit studios.