The plot centers on a demonic invasion and depicts slavery, kidnapping, and cruelty, with textual references to child abuse, cannibalism, and miscarriage.
Demon summoning and dark rituals appear in the story, including Areelu Vorlesh's sacrificial experiments that opened the Worldwound.
Companion romances can lead to sexual encounters that are implied or fade to black rather than shown directly.
Party-based combat against demons and humanoid foes shows blood on characters and the ground, viewed from a distant isometric angle rather than in close detail.
Some scenes and character art include partial nudity, obscured by the isometric distance and framing.
Alcohol is present in taverns and consumed by characters in the world.
Slavery and kidnapping occur in the world, and villainous story choices let the player commit murder and cruelty.
Torture is depicted on screen as part of the story's cruelty.
Suicide and self-harm are referenced, and a central character attempts to take their own life during the story's climax.
Dismembered and mutilated bodies appear as subject matter beyond ordinary combat damage.
Dialogue includes moderate profanity.
Grotesque demonic imagery and grim, unsettling settings appear, without jump scares or a pursuing threat.
Beasts and monstrous creatures can be fought and killed as ordinary combat.
Sexual abuse and assault are referenced in text and dialogue and are not shown.
Pathfinder: Wrath of the Righteous is an isometric, party-based role-playing game set in a fantasy world where a chasm called the Worldwound pours demons into the mortal realm. The player leads a crusade against them, recruits companions, manages armies, and grows into a Mythic Hero whose chosen path can range from angelic to demonic or undead. Combat shows blood from a distant top-down view, and the story deals heavily in war, slavery, kidnapping, torture, and other cruelty, with intimate companion romances implied through fade-outs. It is a single-player game with no online interaction and no in-app purchases.
The game presents good and evil as a spine of player choice, letting the Commander respond to atrocity with mercy or with cruelty and offering mythic paths from the angelic to the demonic. Disturbing subject matter is delivered episodically and at an isometric remove, and the developers flag it up front; darker choices, including harming the defenceless, are framed as consequential decisions the player weighs rather than as incidental filler.
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