
Obsidian just did something most studios would never sign off on: it went back to a decade-old RPG and effectively rebuilt the combat system. Pillars of Eternity now has a full turn-based mode, and you can flip between it and the original real-time-with-pause (RTwP) whenever you want – no new save, no console commands. That one detail alone makes this less a “mode” and more a soft combat remaster.
The headline feature is simple – “turn-based mode is officially live” — but under the hood Obsidian has done far more than bolt Deadfire’s 2019 experiments onto the first game.
Classic Pillars revolved around RTwP recovery times: swing your sword, cast a spell, then wait out your recovery bar before acting again. The new turn-based mode converts that recovery into initiative. Characters with high Dexterity and light armor act sooner and more often, while plate-wearing tortoises might only act every other round.
That single change does two important things:
To stop combat from turning into a slog once you’re not focus-firing in real time, Obsidian has also raised overall damage by roughly a third in turn-based. Enemies die faster than you remember, which is exactly what needed to happen once every hit roll is now a deliberate choice instead of background noise.
A lot of fiddly actions — chugging potions, swapping weapons, some utility abilities — have been shifted toward “free” or low-cost actions within a turn, capped per round so you can’t spam them. That’s the designer admitting something players knew in 2015: if you make every little thing consume a full “turn”, nobody uses anything but pure damage. The new system gently nudges you into actually using your toolkit.
Behind the scenes there are stat and class tweaks to make this all hang together. Recovery-focused classes like Ciphers, which always felt a bit off in RTwP unless you micromanaged them, benefit from the clearer pacing. Interrupts — long a source of stun-lock frustration — have been rebalanced so they still matter without locking the board down. Chanters and other “build up then explode” classes also get saner timing in a world of discrete turns.

If you played at launch and bounced off the chaos of clustered melee blobs and overlapping spell effects, this isn’t just a new speed setting. It’s a second pass on what Pillars’ combat is actually trying to be.
Mechanically, RTwP is still here and still fully supported. You boot into it by default, you can swap back to it mid-dungeon, and nothing about the story or progression has been carved up to force you into turns.
But look at the direction of travel. The big systemic changes — damage tuning, recovery-to-initiative, “free” actions — are there to make turn-based feel great. RTwP mostly benefits incidentally from the bug fixes and UI tweaks bundled into the patch.

PC Gamer straight up called the new mode “the way it’s meant to be played,” and that’s not an outlier take. In 2015, PoE was part of a mini-renaissance of RTwP CRPGs, positioned as the spiritual Baldur’s Gate 2 successor. In 2026, the gravity has flipped: Baldur’s Gate 3 has reset expectations around party-based RPG combat to be cleanly turn-based, readable, and systemic.
Obsidian isn’t saying it out loud, but the design work screams it: if you’re coming in fresh, they expect you to at least try turns first. And for once they’ve removed the usual penalty for doing that. If a fight feels too slow? Tap back to RTwP. Hit a brick wall in real time? Drop into turns, dissect the encounter, then swap back once you’re through. Deadfire forced you to pick a lane at character creation; Pillars 1 now treats combat mode as a camera option.
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This update lands as part of Pillars’ tenth-anniversary stretch, but nostalgia alone doesn’t justify months of systems work on a finished game. There are a few more grounded reasons to do this now.
The patch also does some quieter housekeeping: additional localisation support (including Korean in some regions), bug fixes, UI quality-of-life, and the removal of what Rock Paper Shotgun dubbed “invisible treadmills” — long-standing quirks that made movement feel off in subtle, annoying ways. It’s the kind of stuff you don’t patch unless you actually care that new players are still judging you on this game.

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All of this inevitably loops back to Pillars of Eternity II: Deadfire, which has had its own turn-based option since 2019. The difference is that Deadfire’s implementation feels like exactly what it was: a big post-launch experiment bolted onto a live game. You picked RTwP or turn-based at the start, and if you wanted to swap later you were diving into console commands or starting over.
By contrast, Pillars 1 has now been refit with a system that was designed from the ground up with flexibility in mind. Recovery feeds initiative, actions are tiered per turn, and the UI clearly expects you to hop modes when it suits you.
Obsidian hasn’t promised anything similar for Deadfire, and people who live in this genre — including creators like Mortismal Gaming — are openly unsure if that work will ever happen. If it does, this Pillars 1 update is the blueprint. If it doesn’t, the original game may quietly become the better way to experience the setting for anyone who lives and dies by turn-based tactics.
Pillars of Eternity just got a full, official turn-based mode 11 years after launch, and you can swap between it and RTwP at any time. Under the surface, Obsidian has reworked recovery into initiative, bumped damage, and tweaked actions and stats so turn-based feels like a proper, modern tactics ruleset. If you bounced off Pillars’ messy real-time fights back in 2015, this is effectively a new, better way to play the same great RPG.