Obsidian Entertainment adds turn-based combat to original Pillars of Eternity

Players can soon trade real-time chaos for chess-like strategy in the classic RPG.
Fantasy game turn-based combat with characters and spells.
(Image via obsidian.net‬ on Bluesky)
TL;DR
  • Obsidian is adding turn-based combat to the original Pillars of Eternity.
  • The update follows the successful turn-based feature in Pillars of Eternity II.
  • The new combat option will be available later this year alongside the real-time with pause system.

Obsidian Entertainment has announced that the original Pillars of Eternity will receive a turn-based combat mode later this year. This big update will let players choose between the game’s traditional real-time with pause (RTwP) system and a more methodical turn-based approach.

In addition, a new Turn-Based Combat mode is in development for Pillars of Eternity coming later this year. More details on how to participate will be shared once it's available, so keep an eye on our socials and the Obsidian Discord server!discord.gg/obsidian

Obsidian (@obsidian.net) 2025-03-26T17:45:08.029Z

Released in 2015, Pillars of Eternity revitalized the classic CRPG genre with its deep narrative and strategic combat. Until now, players could only dive into the game through its RTwP system, which requires quick thinking and on-the-fly tactical decisions.

The upcoming turn-based option will allow for a more deliberate pace, giving players all the time they need to consider their next move. This addition mirrors what Obsidian already rolled out in Pillars of Eternity II: Deadfire after its initial release.

The sequel’s turn-based mode turned out to be popular enough that the developers have decided to bring the feature back to the original game, even though it’s been several years since it launched.

Turn-based combat has become quite popular lately, largely thanks to the success of games like Divinity: Original Sin and Baldur’s Gate 3. These titles showed that methodical, chess-like combat can win over modern audiences, encouraging other developers to rethink their approach to RPG battles.

Switching things up won’t be simple from a design perspective. RTwP and turn-based systems value different character traits and abilities. For instance, speed and reaction-based skills work differently when time isn’t constantly moving. Obsidian will need to tweak encounters and maybe adjust how certain character builds work in the new system.

Community reactions have been mixed but mostly positive. Some players are excited about having extra flexibility, while others wonder if the original game’s encounters will work well in a turn-based format. Many appreciate being able to switch between styles based on how tough different battles are.

Implementing this feature in an older game shows Obsidian’s dedication to their catalog and willingness to mix things up with established titles. It’s pretty rare for developers to add such major gameplay changes to games years after release, especially changes that fundamentally switch up how combat works.

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