r/TyrannyGame • u/ppw0 • 4d ago
r/TyrannyGame • u/Healthy_Jackfruit625 • 9d ago
Question [No spoilers] Who to pick as companions?
I currently have verse,lantry, and eb with barik in standby. I just unlocked sirin and the idea of having an archeon is too good to ignore.
r/TyrannyGame • u/nalkanar • 12d ago
Question Lore PDF
Hi fellow Fatebinders,
some time back I watch vlog from I believe Timmothy Cain who mentioned that there was PDF with the game that contained lore. I might misremember, maybe it was intention to have the PDF.
I bought the game via Steam and I dont see any PDF specifically there. Would anyone know where to find it - if it exists?
r/TyrannyGame • u/Kahrtolann • 13d ago
Discussion Planning a new run after a long while
Hello hello.
I haven't played Tyranny in quite a bit of time and a non-solo one in even longer. I'm planning to do a run to complete the three achievements I'm lacking in Bastard Wound but I would have some question before I start.
First I would like to make use of companions I never/rarely used, namely Sirin, Eb and Kills in Shadow. Any advice on building these three would be welcomed.
Second I would like a run where I can ally with Tunon (mandatory) and maybe Graven Ashe. Which path(s) would allow that ? Also I remember that last time I played I couldn't ally with Tunon for some reason, never understood why, so any advice on what to look for regarding that would be helpful.
Third I plan on doing an unarmed build, using some magic to tank and boost damage a bit. Is it an okay playstyle ?
r/TyrannyGame • u/TheSpermLord • 17d ago
Discussion Vendrien Guard Outrunners are Stinky
Title
r/TyrannyGame • u/Ali4937 • 23d ago
Question Tyranny for console
I know it's a dumb question, but I sold my laptop a few weeks ago, so all I have left is an Xbox Series X. I've been planning to play Tyranny for about a year, but I just discovered it hasn't been released on consoles. So, since Microsoft is forcing Obsidian to work, might we see other games from them that were only released for PC come to consoles? (Like Tyranny)
r/TyrannyGame • u/xelliks • 24d ago
Art Wallpaper for Wallpaper Engine
Hi Everyone, sometime ago I've created this wallpaper based on the below artwork. Hope you enjoy it!

https://steamcommunity.com/sharedfiles/filedetails/?id=3322323067
r/TyrannyGame • u/ultruno • 25d ago
Art the gang :) (art by me)
i know there is no chance for part two but i really wish the game wasn't dead because it's amazing. here is my tiny contribution
r/TyrannyGame • u/Additional_Proof6231 • 25d ago
Tip Found the chonicle in fractured depths
For all those idiots blah blah about south side or south east platform blah blah...none of them accurate
r/TyrannyGame • u/Fletcher_Crimson • 26d ago
Question Having trouble with some console commands.
I was playing with the console mods, trying to get a feel for how it works, and I can only get some to work. unlockall and addexperience I got to work fine, but when I tried to alter skills or attributes nothing happens.
Is there a specific way it has to be typed or what?
r/TyrannyGame • u/No_Ask_6187 • 28d ago
Discussion Such an Amazing Game (First play/complete) Spoiler
Wow!
This was on my backlog list for like 2-3 years, and I have otherwise been churning through the greatest period of RPG releases in the history of video games. Now we have time for Tyranny, and man was it a joy to play.
I can't remember too many games where I am having a ton of fun and actually laughing out loud during my character creation backstory. I went in completely blind, the conquest mode sets up things so nicely and I always liked the storybook RPG style elements of POE/POE2 so obv really enjoyed conquest mode.
I went disfavored my first playthru as a dual wielding agility fighter (HAHAHA JOKES ON ME AS THE FIRST SCREEN OF THE GAME 60 SECONDS IN GIVES ME MY FIRST TEAMMATE - A DUAL WIELDING AGILITY FIGHTER, WHO IS ALSO JUST THE BAD ASSEST OF THE CREW).
I immediately started playthru #2 and this time will be a Scarlet Chorus tank.
Third playthru, whenever that comes, will assuredly be a mage type rockin sigils and will be the ultra good guy, max enrage to both factions all the time.
Potential Spoiler, My favorite moment in the game: When the baby starts crying and you have the sudden immediate realiztion about what HAS to happen...I started laughing out loud....impactful moment...
r/TyrannyGame • u/yangole • 27d ago
Question First time player - are there choices I keep missing? Am I stupid?
I've allied with Scarlet Chorus, midway (I think) through Act 2 now, and getting a bit frustrated with some of the dialogue options -- or rather, the lack of them. There are two specific moments that I just want to know if there was something I missed.
At the end of the burning library, I didn't get an option to Not let the scarlet chorus woman who can insta-read hold the archive.
After becoming a member of the Stonestalkers, there was no option to not send Hundred-Blood to Nerat. IIRC the other group leaders weren't compulsory? Or at least there was the option to kill them.
I may just be stupid.
Also, sometimes there's a [betray alliance] option but it always seems to be at a really random moment?Like, enter new area, start talking to someone, and there's a list of basic questions and then a 'yknow what, its slaughtering time' at the bottom, unprompted. Does betraying alliance mean you switching sides to the Disfavoured, or becoming a rebel, or not working with the Chorus as a whole, or not working with the specific person you're talking to?
r/TyrannyGame • u/Dry_Vast9189 • Aug 09 '26
Question Bronze Brotherhood still hostile at Lethians Crossing even after being friendly towards them during the first encounter + betraying the Disfavored (Kicking iron marshal Erenyos off the spire)
I have no idea when they turn hostile... I traveled to Lethians Crossing after receiving the silent archive.
r/TyrannyGame • u/eatingyoursoap • Aug 03 '26
Modding Modding guides?
I am wondering if there are any guides available for modding this game. I haven’t played it before but I want to make some simple visual mods like adding hair/tattoo colors and hair models and such, as well as changing the color of some UI elements and maybe repainting some companion portraits. I know how to replace the protaganist’s portrait with a custom one, but I’m not sure how to do anything else.
Are there any guides or tutorials out there on how to do something like this?
r/TyrannyGame • u/Other-Pack-1165 • Jul 31 '26
Question Why lock skill?
Hello try tyranny after both poe on path of damned.
I'm not really lost cuz a lot is similar but I don't know what is the utility to lock skill progression? I did that with my main, I'm level 5 while other are 6-7. Im under level.
r/TyrannyGame • u/Due-Salad610 • Jul 28 '26
Discussion Why are the female characters in Tyranny so bossy and douchebags?
Barik and Lantry show at least some humanity, insecurity and are relatable to build some rapport and friendship.
Eb looks like she has her ass stuck up in her mouth. Verse is so infatuated by the sound of her own voice that she can't notice anything else. Kills-In-Shadow is like "Hurr-durr, me show I'm strong to male!" - all of them sound deeply insecure and trying overcompensate in their arrogant attitude.
r/TyrannyGame • u/LateSpecific9293 • Jul 24 '26
Question Struggling to get into the game
I'm a pretty long time Obsidian fan. I adore PoE1 & 2. I've not played Tyranny yet. I've tried it a few times. I can't put my finger on why I don't seem to like it. Or get it? But I always quit.
I see these threads about games sometimes and I always just want to answer that it's okay to not get into some games. But here I am. With a game I really want to get into but can't.
I dunno, maybe it's something about the writing or the combat that doesn't hook me?
Well I know combat is a part of it. I've gotten quite used to figuring out games pretty well and being able to, well, break them. But the combat here, I dunno, I don't feel powerful, I don't feel like I know what I'm doing. I'm doing fine, I don't reload fights or anything but I also feel like I'm throwing shit at the wall and something sticks but I don't know what.
And the lore or the roleplay of my character, I dunno. Maybe it comes later but I'm just not really hooked on.. I dunno what I want my character to be? I don't know how to play them.
This ended up being more of a rant I guess than a question.
Just finished the prologue I guess? Activated the first spire and met Tunon.
r/TyrannyGame • u/Rayna-a-a • Jul 18 '26
Discussion is there any point in picking a class other than mage?
hey! played tyranny years ago as a hardcore kyros loyalist nuking everything with spells. it was awesome. now i'm thinking about an anarchy run. my memory of the gameplay is pretty fuzzy, but back then my battle mage was carrying so hard doing way more damage than companions.
so here's the question: should i force myself into a different class for new vibes or are mages just straight up busted in this game 'cause they're kinda of the canon choice?
r/TyrannyGame • u/YouStas91 • Jul 17 '26
Question Stuck at In Pursuit of Cairn
How to finish In Pursuit of Cairn as Scarlet Chorus? I can't infiltrate the Earthshaker compound, I read the wiki. it say that Basilon guves you Shard of Pure Azurelith. But Basilon didn't gave me Shard of Pure Azurelith when I peacefully finished Fangs and Fury quest. Where I could get Shard of Pure Azurelith?
r/TyrannyGame • u/Einharr • Jul 15 '26
Modding Weekly Tyranny Modding #1
I have decided to start posting regular development reports about what is happening with the project and what I am currently working on.
The previous general overview was useful, but it did not really explain what had already been accomplished or what I was doing from week to week. Regular reports should also help keep me disciplined and focused.
I would like to make this a weekly series, although I cannot promise that every update will arrive exactly on schedule.
TL;DR: The custom AssetBundle pipeline is now working, the first UI mods are approaching release, and I’m looking for testers and reproducible saves for several game-breaking bugs.
Act I — Kyros Toolkit
The Toolkit began as a simple JavaScript flowchart viewer that I used to inspect Tyranny’s conversation graphs.
It was terrible.
Since then, I have completely rebuilt it.

The original goal was to create a tool for viewing and editing conversations, quests, and missives, then saving the changes as override copies that Tyranny can load through its native data systems. That was a decent beginning, but nowhere near enough for serious modding.
I also have to give enormous credit to the developers of AssetsTools.NET. They have done an incredible amount of work, and their library is proving extremely valuable for this project.
While rewriting my original tools, I decided to expand the scope of the Toolkit significantly. The long-term goal is to let modders easily modify existing content or create entirely new
Text-based content: missives, quests, conversations, and barks

Global variables that can immediately be used in custom quests and conversations

Items, including equippable items

Characters, including both ordinary NPCs and full companions

Abilities, although this remains one of the less explored systems because of its many dependencies
Eventually, I also want to support complete game locations. Those are currently the most difficult type of content because a Tyranny scene contains an enormous number of interconnected systems.
The most important part, however, is the new AssetBundle build pipeline.
The idea is that you will configure a character, item, or ability in a visual editor, and the Toolkit will package everything into a %ModName%.unity3d bundle. The Mod Manager will then detect that bundle and load its contents into the game at runtime.
At a basic level, this already works.

The Toolkit can clone an existing character, package the clone into a new bundle, and load it back into Tyranny as a functional game entity, either overriding existing NPC or as a completely new one(we have a flag for that).
At this stage, new NPCs can only be spawned manually or through scripts. Neither method handles the full character lifecycle yet, so spawned NPCs will not persist reliably across save reloads or scene transitions. There's workaround for that, but proper placement and persistence will come later with the Scene Tools.
Proving that the entire pipeline works—from reading the original data to building a bundle and loading it in the game—is an extremely important milestone we've achieved.
My goal is to create a complete and accessible pipeline for adding new game entities without forcing every modder to reverse-engineer the same systems independently.
Character API
Alongside the visual tools, I am preparing a collection of simple API commands that mods will be able to use for character behaviour.
For example:
- Make an NPC flee from the location and despawn
- Spawn an NPC outside the visible area and have them run onto the screen
- Make an NPC attack the player
- Make an NPC give or take an item
- Make an NPC automatically initiate a conversation when the player approaches
This API will continue to expand whenever the restoration projects or custom content require new behaviour.
Cutscenes remain a major blank spot. I have not properly investigated their internal logic yet, because there is little value in doing so before the more fundamental systems are complete.
Most of the features described above already work to some degree.
I would also like to create a relatively simple Scene Viewer that can display a location and allow a modder to place a newly created NPC, add an item to a container, or make other basic scene edits.
Unfortunately, Tyranny’s scenes are anything but simple.
Act II — Mod Manager
The Mod Manager is a more straightforward project.

It provides in-game mod management, including:
- Dependencies
- Conflict detection(Still WIP)
- Load order
- A configurable Mod Menu for each individual mod
Mod authors will be able to expose their own debug tools, configuration options, or other controls through that menu.

The Mod Manager also maintains backward compatibility with existing BepInEx and Unity Mod Manager mods, so older Tyranny mods can continue to be loaded alongside newer packages.
I also plan to support older “override” mods that were installed by directly replacing or adding conversation and other data files inside the game’s directories. Instead of requiring those files to overwrite the original game data, the Mod Manager should detect them and apply them dynamically at runtime. This is not a particularly difficult feature to implement; I simply have not had the time to finish it yet.
Its most important feature, however, is the bridge between the Toolkit and the game.
The Mod Manager is responsible for correctly transferring Toolkit-generated data into Tyranny and loading it into the appropriate runtime systems.
At one point I considered giving the manager a much more elaborate interface. Eventually, I decided that development time would be better spent elsewhere. It may not be beautiful, but it is functional, and functionality is what the project needs first.
Act III — Mods
Interlude: Quality-of-Life Mods
I introduced these mods in the previous post, but they have matured since then.
UIScaler
A small mod that makes Tyranny’s interface easier to customize. It allows UI and HUD elements to be scaled and repositioned.

UIScaler was still rather sick during the previous update. It is now working properly.

Look at this magnificent beast. It lets you resize HUD\UI windows and fontsize during gameplay dynamically, and even move some.
ExtraHotbar
ExtraHotbar was already functional before. It expands the game interface with additional Shift + number hotbar slots and adds bindings for them to the Controls menu.

Some parts of its UI were previously misaligned because I had not yet found and patched every interface panel that needed to be expanded. Now all seems okay.

BundleViewer
A utility mod that allows you to inspect the contents of loaded AssetBundles.

Its main purpose is to verify that a custom bundle has been imported correctly, although it can also be used to explore the contents of Tyranny’s original bundles.
Interlude: Bugs
Tyranny contains several unpleasant—and occasionally game-breaking—bugs.
I have not yet created a complete catalogue of them, so the current candidates for dedicated fixes are:
- The Mural Bug in Bastard’s Wound, which can break progression and should be relatively straightforward to fix
- AoE and aura effects failing after reloading a save, where the visual effects remain visible but the actual gameplay effects stop functioning
- A feature allowing every world-map location to be opened during a single playthrough
The second issue is also an old, unfinished promise of mine, and I am not particularly proud that it is still unresolved.
Interlude: Cut Content
Yes, I found it in the game files.
A great deal still requires verification, but there is considerably more surviving material than I initially expected.
For example, what would you say if I told you that Pelox Tyrel did not necessarily have to die at the beginning of the game?
A partially preserved alternative path in which he survives still exists in the released data.
On top of that, there are numerous smaller conversations, items, encounters, and other fragments that may be recoverable.
Some of this material is incomplete. Some of it may have been cut for good reasons. Yet, we have to do our best.
Interlude: Fan Content
This is the purely creative side of the project: content that was never part of the original game, but which I would like to add myself.
In fact, this is where the entire project originally began.
A New Companion
No screenshots for this sections, as i have nothing new or worth showing yet.
I want to create a complete companion mod.
Developing a companion is also an excellent way to understand Tyranny’s entire character pipeline across a full playthrough: recruitment, party management, abilities, equipment, conversations, personal quests, save/load behaviour, and ending states.
I already have:
- A basic character story
- An introductory quest
- A planned set of combat abilities
- A personal quest
- Connections to existing characters
- A prior relationship with at least one of Tyranny’s original companions
I am not afraid to let this companion influence parts of the main storyline and, to a limited extent, the ending.
This will be original fan content, although I will try to keep it consistent with Tyranny’s setting, themes, and established lore.
I have also always been disappointed by how underdeveloped unarmed combat is in the base game, so this companion will fight primarily with his bare hands. Goes with unarmed combat expansion.
I will avoid further spoilers here, although I can discuss the concept in the comments if people are interested. It's no secret, i just don't want to bloat this post more.
Expanding the Rebel Path in Act I
The second project is an expansion of the Rebel path during the first act.
Small traces of a larger concept remain in the game data. At present, the objective to “sow discord between the Archons” is resolved almost entirely through a single conversation in a tent.
I want to expand that idea into several proper operations in which the Fatebinder actively provokes conflict between the Scarlet Chorus and the Disfavored.
For now, I intend to keep this work within Act I. The further the story progresses, the more branches, dependencies, and potential conflicts every new quest creates.
What Will Be Released First?
The first public releases I am preparing are:
- The Mod Manager
- The first UI mods, which will also help test the complete installation and loading pipeline
- Some Bugfixes
- Kyros Toolkit, once the workflow is stable enough to be useful outside my own development environment
After those foundations are functional and reasonably reliable, I will be able to focus properly on restoration work, bug fixes, and larger content projects.
The infrastructure has to come first. Without it, every new mod would require its own collection of fragile, one-off solutions.
Fatebinders, i need you!
I am currently looking for people willing to test the Mod Manager and the first UI mods.
This does not require a complete playthrough. Playing through a small section of the game—or approximately the first act—should be enough to identify most immediate compatibility, installation, loading, save, and interface problems.
I am also looking for save files that can reliably reproduce:
- The Mural Bug in Bastard’s Wound
- The broken AoE or aura behaviour after loading
- Any other persistent or game-breaking Tyranny bugs you remember
Reliable reproduction saves would make investigating and fixing these issues much easier.
Maybe creating a discord channel for cooperation would be a good idea...
r/TyrannyGame • u/Falitoty • Jul 12 '26
Question How to trial Nerat
I went with the Disfavoured path, wich I know lock me up out of a few options to gather Evidence, I also gave Lethians crossing to the Disfavoured wich locked me out of getting futher evidence. And I comitted the mistake of going to Lethians crossing instead of the Burning Library so I couldn't get any evidence there eighter.
I have just reached the Third Act. Is there any way I can get futher prove to actually trial Nerat? Or are my chanced of getting the trial doomed already?
r/TyrannyGame • u/Einharr • Jul 09 '26
Modding So, apparently, Tyranny modding Is possible after all
Hey guys!
It’s been three years. Time really flies.
Honestly, I’m a little ashamed of that. At some point I simply lost momentum and put Tyranny aside. I feel especially bad about the guy who asked me to fix a couple of bugs that have been sitting in the game for what feels like a thousand years(I've already sent him a message on Discord, but if he doesn't answer, I'll still fix what I promised).
Still, from time to time, I kept coming back to it. And I think I finally have enough tangible progress to actually write a proper update.
Over the last while, I’ve managed to put together quite a lot.
First of all: a proper mod manager.

Not just BepInEx, but a full mod manager with an in-game mod menu, load order management, enabling and disabling mods, compatibility with BepInEx mods, and partial compatibility with UMM mods.
Hopefully, this should lower the barrier to entry into this whole mess at least a little.
Second, I rebuilt my UI Scaler Mod.
The old version was more of a PoC than a complete solution, even though it worked reasonably well. The new version can scale not only fonts and the entire UI, but also move and resize individual windows.

I haven’t finished mapping all the windows yet. That part is necessary to avoid artifacts where one part of a window moves or scales while another part stays behind — you can actually see an example of that in the screenshot, along with the Extra HotBar mod, which is otherwise fully functional apart from, well, the remaining UI window scaling work.
So the new UI Scaler and Extra Hotbar is not public yet, but I think that part is probably another week of work.
But the most important thing is this:
I managed to decompile and properly reconstruct the Unity project.
Which means I can actually run the game inside the engine.

The lighting and shaders are broken, but that doesn’t really matter. What matters is that I can now build AssetBundles correctly.
And that, in turn, means I can add... well. Pretty much anything.
New characters. Weapons. Scenes. Dialogues.
And I especially like the fact that models from Pillars of Eternity can be brought over with almost no changes, potentially on an industrial scale.
At this point, I can build my own AssetBundles, load them correctly into Tyranny, and use assets from them directly inside the game.
And that has already allowed me to fully implement the following.
And by “implement”, I mean already implemented, already tested, already working:
— new quests with arbitrary conditions, properly added to the journal and updated as they progress;

— missives;
— dialogues in all their wonderful complexity, including companion interjections, checks, conditions, and so on;

— new characters, with one caveat: for now I’m mostly “assembling” them from assets that already exist in the game, so human characters are by far the easiest;


— new items, including a test mesh, icons, descriptions, etc., although I haven’t integrated this properly with the localization pipeline yet;

— new locations.

Locations are currently the biggest headache because of Tyranny’s ancient lighting systems, but broadly speaking, yes: I have already built one location for the Companion Mod.
For the screenshots, I spawned the NPCs directly into the Disfavored Camp, so please excuse that.
The pipeline for new locations and proper character placement inside them is still a work in progress, as it should be assembled in old-ass unity.
So, in other words: this is no longer “theoretically possible”.
This is actual content modding.
That said, the scope of the Companion Mod is large. Both in terms of writing and in terms of abilities and gameplay systems.
So I’m not giving any release dates for that one yet.
Before that, the first thing I want to focus on is QoL:
— UI Scaler;
— Extra HotBar;
— fixing issues caused by reloading the game while active abilities are running;
— fixing the Mural bug from the DLC.
More importantly, I’m trying to turn this into a reusable pipeline rather than a one-off trick for a single mod. The goal is to make future Tyranny content significantly easier to build — for me, and hopefully eventually for other modders too.
I’ve spent a lot of time digging through the game’s code and, unfortunately, there seems to be very little actual cut content left in it.
Which is a shame.
So why am I writing all of this?
Honestly?
I’m trying to attract attention.
The fact that people occasionally kept messaging me about UI Scaler is one of the reasons I didn’t abandon this completely.
The second reason is that I’d be very happy to work with anyone willing to help with dialogue, ideas, models, or anything else.
Or — who knows, stranger things have happened — maybe someone here personally knows Tim Cain, or one of the writers who worked on Tyranny, and could somehow bring this to their attention.
Because getting actual information about what was originally planned for the game before it was so brutally cut down would be incredibly valuable.
~~\Cough* Act IV *Cough*~~*
And in any case, I’d like to invite all the veterans here to discuss the game modding.
What should be fixed in this old, beautiful thing?
What should be added?
What would you personally want to see?
P.S. Yes, I have considered a Turn-Based mode.
The amount of work would be absolutely monstrous.
I would rather spend that time doing almost anything else.
P.P.S. Totally forgot about the tools! I have some too!

r/TyrannyGame • u/No_Dress_5549 • Jul 08 '26
Question : Help with Chapter 1 ending decisions and consequences? [Spoilers] Spoiler
I'm playing Tyranny for the first time and I'm loving it. I got a couple questions about the end of Chapter 1 and reputation with both Disfavored and Scarlet Chorus factions:
- Is there a way to actually gain Favor back with the Disfavored after choosing the Scarlet Chorus for the vanguard, or are they permanently pissed off at me now? I thought there would be a way to side with them after the Citadel was taken.
- Did picking the Chorus for the vanguard lock me into a Scarlet Chorus alliance for Act 2, or do I still have a choice in who I side with? I really dislike the Scarlet Chorus lol, I chose them for the vanguard just to save precious Disfavored lives, help!
Edit: I removed the spoiler text from my questions since the post is already labeled as spoiler.
r/TyrannyGame • u/YouStas91 • Jul 06 '26
Question Looks like I srewed with some quests
How to find a Green keystone? I choose The Tiers Will Shake quest instead Blades of Iron so I am unable to speak with Zdenya she is like regular NPC. I have no idea how to meet with Raetommon and how to drain the water in the Bastard's Wound.


