Seven: Enhanced Edition artwork$29.9976%

Seven: Enhanced Edition Steal Your Way Across a Prison Island

Play a master thief loose on an open-world island, sneaking, climbing and fighting through a dark post-apocalyptic empire.

Is Seven: Enhanced Edition worth it?

Seven: Enhanced Edition is worth it if…

  • you want a stealth game where the whole world is open and the route in is up to you
  • you like stories of deceit and treachery in a dark, post-apocalyptic world
  • you enjoy climbing, ziplines and thinking about a level in three dimensions
  • you prefer swapping ability chips and gear over grinding for experience points
  • you don't mind a game that asks for patience when its vertical map gets confusing

Screenshots

A thief's freedom, from above

Peh is open from the moment you land, and the isometric view turns the whole island into a board you can move across in any direction. Sneak, run, climb and fight your way through its environments; only checkpoints, monster-infested zones and hostile factions stand between you and wherever you please. The world is built vertically: you scale walls, take rooftops and ride ziplines over enemy territory to a safe perch, which makes every infiltration a three-dimensional puzzle. One wrong step on a high ledge and the fall can finish what the guards started, so the parkour is as tense as any fight. It is a rare stealth game where the route itself is the fun part.

Stealth first, swords second

Teriel is a master thief, and the game rewards acting like one. Get the jump on enemies from behind or above, slip past patrols using smoke and foliage, or keep out of sight entirely by using the environment. Disguises open another door: steal a guard's uniform and you can walk into restricted areas in plain view, past cameras and patrols, to pick locks and empty safes. There are no experience levels here; your power comes from ability chips you swap in and out, upgraded gear and a stash of traps, grenades and gadgets. And when a plan falls apart, nothing stops you from drawing a weapon and unleashing deadly skills, though the game makes clear that going loud is rarely the wise option.

An island where everyone wants something

Peh is a prison island in a post-apocalyptic empire, and its people run the full range: despondent slaves and prisoners at the bottom, rich socialites far above them. Two factions, the Biomancers and the Technomagi, hold the real power, and everyone on the island has an agenda that is rarely what it seems. You work with the daemon that has possessed you on a mission the fate of the Vetrall Empire hangs on, and along the way you decide whether to help Peh's desperate inhabitants or exploit them. The choices carry consequences, the story is dark and full of deceit, and the world's lore runs deep, from conversations to codex entries worth reading.

What should you know before playing?

What is included in the Enhanced Edition?

The base game, in which master thief Teriel is sent to the prison island of Peh on a mission that will shake the Vetrall Empire, plus the Drowned Past expansion. The expansion adds about seven hours of new gameplay, and things that are buried turn out to be buried for good reason.

Can you play it as an action game instead of sneaking?

Yes, though the game leans the other way. But combat is deliberately not the easy road: the game rewards the thief's toolkit of stealth, disguises and clever routes, and going loud is rarely the smart play. Treat combat as your backup plan rather than your default.

How does character progression work?

There are no experience points and no levels. Your strength comes from what you carry and what you plug in: ability chips you find scattered across the world and swap in and out as needed, plus upgraded weapons and armour. That means you can reshape Teriel for the job at hand, trading lockpicking for carrying capacity, for example, but it also means you cannot plan a build far ahead, since skills unlock as you discover them in the world.

What does the world look and sound like?

Peh has a stylised, colourful look rather than a realistic one, with districts stacked and jumbled under harsh light, and vistas that mix cyberpunk technology with post-apocalyptic ruin. Cutscenes and illustrated loading screens carry the story's cinematic side, and the music, with western-sounding guitar among it, does a lot of work for the atmosphere. The tone is dark and grim, but the writing finds room for humour in item descriptions and dialogue.

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