Compare Pentiment prices across trusted key stores and find the best deal. Developed by Obsidian Entertainment. Published by Xbox Game Studios. Released on 11/14/2022. Available on PC, Xbox. Genres: Adventure, Casual. Metacritic score: 88/100.

If reading a beautifully illustrated murder mystery set in a 16th-century Bavarian monastery sounds like your idea of a good time, Pentiment is one of the most quietly confident games Obsidian has ever shipped.

I went into Pentiment expecting a curiosity, a small Obsidian side-project that might be clever but thin. What I got instead was something that stuck around in my head long after the credits rolled, which almost never happens with games that have no combat, no loot, and no XP bar. This is Josh Sawyer's decades-old personal project finally made real, and the conviction behind it shows in every line of dialogue. You play as Andreas Maler, a journeyman painter completing an apprenticeship at Kiersau Abbey in the fictional Alpine town of Tassing, Bavaria, circa 1518. The story spans 25 years across three acts, and the central hook is a series of murders that you are asked to investigate with imperfect information and an actual time limit. The critical mechanic here is that you cannot follow every lead. Andreas has a finite number of hours in each day, and committing to one line of inquiry closes off another. When you eventually have to stand before the archdeacon and make an accusation, you do it with whatever incomplete picture you have assembled. The game never tells you whether you got it right. That moral weight, the fact that an innocent person may die because of a choice you made on limited evidence, is what separates Pentiment from every other narrative adventure on the market right now. Character building works through backstory selection rather than stat allocation. You pick Andreas's university specialization, choosing from theology, law, or medicine, and then select skills from a list that includes latinist, logician, orator, astronomer, occultist, and naturalist. His travel history and hobbies open additional dialogue paths. Study law and you can handle a land dispute; spend time in Italy and you can hold a conversation in Italian rather than hunting down a translator. None of these traits are overtly flagged as better or worse, which means a second playthrough with a different build genuinely opens up different routes through the mystery. The writing is strong enough to make that replay feel like a different experience, not a scavenger hunt for locked content. The presentation is unlike anything else in the medium. The art draws from illuminated manuscripts and early printed woodcuts, and the game renders every scene as a living page from a hand-lettered book. Character fonts signal personality, monks speak in Gothic lettering, educated characters in italic, rough peasants in something more like chalk. Dialogue animates as if being written on the page in real time, which one common criticism notes can feel slightly slow even at the fastest setting, though an in-game accessibility option offers a voice-assist mode that reads all text aloud. The absence of voice acting is a genuine artistic choice rather than a budget shortcut, and a foreign language morphing visually into English as Andreas mentally translates it is the kind of detail that only works in a text-based medium. Minigames, things like breaking firewood, adjusting frames for an elderly widow, and deciding in what order to eat food at a shared table, are light and largely undemanding. They exist to texture daily life in Tassing, not to challenge your reflexes. Who will not enjoy this? Anyone who needs mechanical forward momentum, progression systems, or a payoff screen confirming they solved the puzzle correctly. The opening act is deliberately slow-paced, and backtracking through the monastery and village to find the right conversation can feel repetitive if you miss an objective flag. Navigation using a controller is occasionally clunky on diagonal paths. These are real friction points. But the audience for whom this was made, readers, history enthusiasts, fans of games like Night in the Woods or Oxenfree who want something with genuine historical weight behind it, will find a focused, beautifully made experience that respects their intelligence and holds its consequences long after the final act resolves. Alex, Scout Team

Pentiment

Pentiment

Nov 14, 2022Obsidian EntertainmentXbox Game Studios
GamerScout Says

If reading a beautifully illustrated murder mystery set in a 16th-century Bavarian monastery sounds like your idea of a good time, Pentiment is one of the most quietly confident games Obsidian has ever shipped.

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Screenshots & Media

About Pentiment

I went into Pentiment expecting a curiosity, a small Obsidian side-project that might be clever but thin. What I got instead was something that stuck around in my head long after the credits rolled, which almost never happens with games that have no combat, no loot, and no XP bar. This is Josh Sawyer's decades-old personal project finally made real, and the conviction behind it shows in every line of dialogue. You play as Andreas Maler, a journeyman painter completing an apprenticeship at Kiersau Abbey in the fictional Alpine town of Tassing, Bavaria, circa 1518. The story spans 25 years across three acts, and the central hook is a series of murders that you are asked to investigate with imperfect information and an actual time limit. The critical mechanic here is that you cannot follow every lead. Andreas has a finite number of hours in each day, and committing to one line of inquiry closes off another. When you eventually have to stand before the archdeacon and make an accusation, you do it with whatever incomplete picture you have assembled. The game never tells you whether you got it right. That moral weight, the fact that an innocent person may die because of a choice you made on limited evidence, is what separates Pentiment from every other narrative adventure on the market right now. Character building works through backstory selection rather than stat allocation. You pick Andreas's university specialization, choosing from theology, law, or medicine, and then select skills from a list that includes latinist, logician, orator, astronomer, occultist, and naturalist. His travel history and hobbies open additional dialogue paths. Study law and you can handle a land dispute; spend time in Italy and you can hold a conversation in Italian rather than hunting down a translator. None of these traits are overtly flagged as better or worse, which means a second playthrough with a different build genuinely opens up different routes through the mystery. The writing is strong enough to make that replay feel like a different experience, not a scavenger hunt for locked content. The presentation is unlike anything else in the medium. The art draws from illuminated manuscripts and early printed woodcuts, and the game renders every scene as a living page from a hand-lettered book. Character fonts signal personality, monks speak in Gothic lettering, educated characters in italic, rough peasants in something more like chalk. Dialogue animates as if being written on the page in real time, which one common criticism notes can feel slightly slow even at the fastest setting, though an in-game accessibility option offers a voice-assist mode that reads all text aloud. The absence of voice acting is a genuine artistic choice rather than a budget shortcut, and a foreign language morphing visually into English as Andreas mentally translates it is the kind of detail that only works in a text-based medium. Minigames, things like breaking firewood, adjusting frames for an elderly widow, and deciding in what order to eat food at a shared table, are light and largely undemanding. They exist to texture daily life in Tassing, not to challenge your reflexes. Who will not enjoy this? Anyone who needs mechanical forward momentum, progression systems, or a payoff screen confirming they solved the puzzle correctly. The opening act is deliberately slow-paced, and backtracking through the monastery and village to find the right conversation can feel repetitive if you miss an objective flag. Navigation using a controller is occasionally clunky on diagonal paths. These are real friction points. But the audience for whom this was made, readers, history enthusiasts, fans of games like Night in the Woods or Oxenfree who want something with genuine historical weight behind it, will find a focused, beautifully made experience that respects their intelligence and holds its consequences long after the final act resolves.

Alex
Alex · Scout Team

Catch-all

Tags

singleplayerachievementscontroller-supportNarrative AdventureHistorical FictionMysteryPoint-and-ClickBranching DialogueIlluminated Art StyleNo CombatReplay ValueJosh Sawyer

System Requirements

Minimum

OS
Windows 7 (SP1) 64bit
Processor
Intel Core i3-3225
Memory
4 GB RAM
Graphics
Nvidia GTX 650 Ti
Storage
12 GB available space

Recommended

Requires a 64-bit processor and operating system

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Reviews & Ratings

Metacritic
88

Game Info

Developer
Obsidian Entertainment
Publisher
Xbox Game Studios
Release Date
Nov 14, 2022
Age Rating
PEGI 16

Game Modes

singleplayer

Languages

Subtitles (11)
EnglishFrenchItalianGermanSpanish - SpainPolish+5 more

Features

AchievementsController Support

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Frequently asked questions about Pentiment

How much does Pentiment cost?

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What platforms is Pentiment available on?

Pentiment is available on PC, Xbox.

When was Pentiment released?

Pentiment was released on 14 November 2022.

Who developed Pentiment?

Pentiment was developed by Obsidian Entertainment and published by Xbox Game Studios.

Is Pentiment worth buying?

Pentiment holds a Metacritic score of 88/100, making it one of the standout Adventure titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.