
Darkest Dungeon II is a roguelike road trip of the damned. Form a party, equip your stagecoach, and set off across the decaying landscape on a last gasp quest to avert the apocalypse. The greatest dangers you face, however, may come from within...
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Latest in each market: best RU #91, worst PL #100 · 2 markets collected
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 7.71/day in the week to Aug 19 → 13.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Darkest Dungeon II is a roguelike road trip of the damned. Form a party, equip your stagecoach, and set off across the decaying landscape on a last gasp quest to avert the apocalypse. The greatest dangers you face, however, may come from within...

New Game Mode - Kingdoms - Now Playable!
“This squalid Kingdom, these corrupted lands, they are yours now, and you are bound to them.”
Kingdoms is an entirely new stand-alone strategic campaign game mode available to play now in Darkest Dungeon II.

Featuring a completely reimagined game structure, Kingdoms is a parallel game experience to the Confessions core game mode. You will be challenged to defend a crumbling realm against incursion from all new enemy factions.
Manage a persistent roster of heroes, gather resources, and pursue an epic questline in order to track down and defeat the source of evil before all is lost.

Progress in each game mode is tracked separately, and you can freely switch back and forth between active sessions of either.
Kingdoms is being released in thematic modules, each focusing on a different enemy threat. All three adventure modules - “Hunger of the Beast Clan”, “Secrets of the Coven”, and “Curse of the Court”- are available now!

Gather your courage and ride out into the chaos of a world undone.
Four heroes and a stagecoach are all that stand between darkness and salvation.

Tried and True Turn-based Combat, Improved
The ground-breaking genre-defining combat from Darkest Dungeon returns, but everything from stats to rules has been refined and improved. The all new Token System helps make your decisions impactful while adding even more depth of play.

Unforgettable Heroes
Uncover and experience the tragic origin stories of each hero. Unlock their full potential via new skills, paths, items, and more.

Roguelike Runs, Each With Its Own Emerging Story
Each expedition lasts from 30 minutes to several hours. Even an untimely end will arm you with resources that can be spent to improve your next journey.
The Altar of Hope
Engage with a massive system of upgrades and boons that opens up new strategies for each expedition. Choose what’s important to you as you formulate your assaults on the Mountain.

The Affinity System
As travels progress, heroes bond with each other or grate on each others’ nerves, leading to desperately needed combat synergies or journey-ending dysfunction. Manage their stress and interaction to keep the team together until the bitter end.

Nightmarish Environs
From the burning Sprawl to the diseased Foetor, the long road to the Mountain will challenge your strategies and your endurance.
Explore five distinct regions, each with their own unique creatures and challenges.

A Moment’s Peace
Rest your weary, shell-shocked heroes at the Inn, where you can relieve their stress and try to improve their relationships with a variety of diversions and delights.

Face Your Failures
Journey to the Mountain and face down five terrifying manifestations of your weaknesses.

Signature Art Style, Evolved
Darkest Dungeon’s genre-defining art now improved with no expense spared on 3D visuals, animation, and visual FX.

A Feast for the Ears
The audio team from Darkest Dungeon is back. Revel in an all new narration performance by voice actor Wayne June, a brand new expansive score by Stuart Chatwood, and bone-crunching sound effects from Power Up Audio.

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 27Kreviews | 75% | — | $25.2M |
| $12.39−69% | 96ratings | 82% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1225 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Unfortunately, nowhere near as good as the first Darkest Dungeon. Which is really unfortunate, because the animations and atmosphere are improvements. But that's really where it ends. I put hundreds of hours into the first game and yet can't bring myself to play this one. It's just a slog, unintuitive, and lacks the feeling of progression that you got from building you Hamlet in DD1.
This game is entirely enshrouded by cryptic mechanics. I've deciphered the hieroglyphics needed to play this game. But I shouldn't have had to. To explain further, here is a short list of my complaints: -it seems that every enemy can hit every position, so there are no tanks/glass cannons, etc. All of them can do everything; -my heroes seem to take stress from everything, from getting hit by fire, to simply passing their turn (I'm not joking about this last one; some developer somewhere approved this); -there are a myriad of icons that are not explained, and there was apparently a desperate attempt to remedy this by Red Hook with a legend of sorts, but it covers about 25% of the icons in the game; -unless you enjoy spending hundreds of hours to get to them, dying, and trying again, bosses are impossible to figure out; -you cannot sell items (in the main game mode), leading you to feel like you're tossing away most of what you get; -the vast majority of mechanics are not explained whatsoever, leaving the player to flounder in the dark just like the unfortunate characters in the game; -you cannot heal with most abilities until you are almost dead; -no matter what I do, it seems like my heroes are constantly bickering and at each others' throats from random events that apparently happened in the stagecoach and/or from unavoidable choices I have to make as I go along the trail; -unless you're prepared for a giant amount of grinding, heroes stay useless; -hero improvements are tiny and incremental; -your heroes will randomly miss, even when attacking enemies with zero stacks of dodge and no special properties; -the constant yammering of the narrator ("what can we learn upon closer inspection?" [spoiler: NOTHING]) for every basic function in the game without the option to turn them off outside of turning Narrator volume to zero (what if I want to hear the important stuff, like character exposition, but not for every other thing I have to do in the game?); -attaining negative traits is the only thing my heroes seem to do, and I've never seen them gain a positive trait. All of this led to me minimizing the game every two minutes to Google basic mechanics, enemy strategy, and what I was doing wrong. To me, this is not the mark of a fun game. I don't want to be constantly having to jump out of it just in order to be able to play it. This is a massive, atmosphere-destroying failure by Red Hook. So many times I heard myself say, "WHAT DOES THIS MEAN?" To quote AVGN: "What's the most important aspect about any game? Being able to play it." Pros: The game is pretty in a "grimdark" way.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Czech, Polish, Portuguese - Brazil, Russian, Spanish - Latin America, Japanese, Korean, Simplified Chinese +3 more
Hours played at review time, across 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The antithesis of fun
nmlb,我这辈子最后悔的就是以为1好玩买了2,什么jb玩意儿,除了美术就是一坨。
有点恶心人了
The game is super long in terms of everything. It feels like a waste of time. I love darkest dungeon, but the design direction this game took is simply not appealing to spend time on.
This game is really really repetitive and not in a good way. The runs are too long and once you've played through an area a few times it all starts to blend together. There's no real variety. You fight the same fights over and over again.
I was enjoying it at first, but after the first area the game becomes a slog. I'm glad I got it on sale, because this ain't it, chief. Furthermore, the crusader is locked behind a paywall. You have to buy add-ons to get the full experience, which is never cool. It's a shame that Red Hook decided to go the route of EA.
It plays different to the first one. This is both good and bad Combat in this one is more honest, I feel. Easier too. You definitely don't get ♥♥♥♥♥♥ by rng as hard, which is nice. If you throw an attack it's 100% guaranteed to land and the game makes EXTREMELY clear the instances in which it is not. Which brings me to the token system. Lotta people hate on it, not really sure why tbh. It's intimidating for like, 0.2 seconds until you realize that it's a system that very clearly signposts itself. I genuinely have no idea how it could possibly explain itself more clearly than it already is. I promise it's not as hard to grasp as it looks as long as you like. use more than 2% of your brain lol A lotta people hate the horse and carriage too, I guess I kinda understand but It's like. mildly inoffensive at worst, but idk man people like to talk about it as if it dragged their balls through broken glass for some reason I think one of the big things is that there aren't really any dungeons in this one though, save for the catacombs and maybe the sluice. Whether that's strictly speaking BAD or not idrk. I do kinda miss the dungeons and navigating them, but the roadtrip style fits more with this game's vibe, both literally and very much thematically, so I'm not really broken up about it tbh The third Big Change is that they got rid of the affliction system in exchange for a relationship system. Meaning like, the game mechanically prioritizes the relationships each character has with each other, rather than each character's individual mental state. I like this new system tbh, humans are a communal species and I think it's nice that the game rewards forming bonds. Also I think this is one of the only times the Power of Friendship has been a game mechanic and it didn't come off as cheesy lol Going hand in hand with that, the characters feel like less blank slates now, they're more like. Themselves, I guess. You can still rename them and customize their color palettes (and weapons now!), but they've got like, more effort put into their lore, backstories, and characterization rather than just a little comic you can find on their website that isn't even in the game. Whether you like these guys fully-fledged characters or prefer the more blank-slate approach of dd1, that's just personal preference, I think. Nothing wrong with either choice, I'd say I think the biggest change really is just The Vibe. It's simultaneously more and less hopeless than the first one. Like, DD1 had a sense that all the horror stuff was kinda localized, mild breakouts of eldritch spookiness, but the rest of the world seemed largely alright, which was somewhat reassuring despite the more miserable atmosphere in the spots The Horror took place DD2 is DEFINITELY not the same in that sense. It's very explicitly bigger in scale, which feels all the more hopeless to me as you see all the different flavors of societal destruction that your 4 guys couldn't possibly solve on their own. The grander scale feels more helpless to me despite the game's generally more optimistic tone. Wayne June is a bit nicer in this one I feel, less "Callous ghost that laughs at you" and more "Encouraging mentor placing a hand on your back (though still a ghost)" It's also blue now. idk it's blue now whereas the first game was red I hope that made sense Overall, It's bigger, scarier, and the characters are more realistically proportioned this time around, (which I personally am a huge fan of) and the Kingdoms things are some really fun postgame content! (My favourite is the witches one) I do wish they'd bring back Arbalest though, she was cool. She has a nifty sorta shoutout in Kingdoms but I wish she came back as her own character. I miss my cool mercenary lady tbh TL:DR this game is cool! Easier in some ways, harder in others, and above all else, it's Trying Something New. As long as you keep in mind that it's setting out to shake up the formula and that "different" doesn't automatically equal "bad", you should have a pretty good time with it, I think I know I did :)
unfortunatley just not at all up to par with the original game
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $40.5K | 148 | 79% | $8.99 | |
| $278 | 6 | 17% | $1.49 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $81.3M | 162.6K | 92% | $24.99 | |
| $1.6M | 3K | 86% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $25.2M | 312.5K | 90% | $4.99 | |
| $25.1M | 20.1K | 79% | $21.99 | |
| $25.4M | 128.3K | 97% | $9.99 | |
| $25.4M | 36.5K | 92% | $23.99 | |
| $25M | 12K | 86% | $49.99 | |
| $25.4M | 42.9K | 47% | $29.99 |