
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.
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
unfortunatley just not at all up to par with the original game
a great sequel to a great game
Окей, наигравшись и пройдя игру по крайней мере по разу в разных конфигурациях, я всё равно не могу нормально устаканить свою позицию по тому, чем DD2 стала по итогу. То, чем игра была в раннем доступе - тотальный и непроглядный кошмар, который хочется забыть как страшный сон. Не получается только из-за того, насколько хорошо он отложился в памяти. То, что спустя несколько лет и множество итераций баланса игру сделали более-менее играбельной, значит, что теперь её можно рекомендовать? Вряд ли. Начну с минусов, раз отзыв всё же негативный. Основная моя проблема со всей сутью DD2 - гринд. Абсолютно идиотский и беспощадный. Я клянусь, не помню, чтобы у меня такое возмущение вызывало развитие посёлка городского типа в DD1. Возможно, потому что в первой части НЕ ЗАКРЫВАЛИ ОГРОМНЫЙ КУСОК МЕХАНИК И БИЛДОВ ЗА ФАРМОМ??? Я краснею и пускаю пар из ушей от мысли о том, что кто-то в уже опытной студии решил: "А давайте спрячем 70% контента из начала игры и заставим открывать его десятки часов". Причём Working Fields ещё и рандомит порядок открытия предметов внутри тиров. У меня даже осталось сохранение из дропнутого раннего доступа с примерно 20 часами, но и там оказалось, что свечки тотально связывают руки и ноги, если хочется что-нибудь попробовать. Что может быть хуже свечек? Наверное, ЗАКРЫВАНИЕ БУКВАЛЬНО СКИЛОВ ПЕРСОНАЖЕЙ ЗА ФЛЕШБЕКАМИ? И ладно бы это, но ты попробуй флешбек словить на карте и оказаться на маршруте, который ты можешь себе позволить и не всрать забег на час времени. Это отдельная проблема, хотя ИМХО менее важная, чем всё остальное - длительность игры от старта до босса скорее вкусовщина, но недовольство я ограниченно поддерживаю. То есть игра закрывает от тебя триньки, расходники, повозочные приколы, архетипы и героев за системой фарма свечек, а остальные скиллы - за отдельными рандомными флешбеками. И предлагает просто поджать 04е40 и потратить пару десятков часов, играя тем, что тебе, возможно, вообще не нравится. В DD1 развитие домиков тоже было фармом, но из ограничейний там в основном мощность уже открытого и экономика; здесь же за метапрогрессией лежит сама вариативность билдов. Тут каждый забег начинается с новой пачки, свечки как прогрессия для меня просто бредятина. Я в итоге забил, через сейв накрутил свечки и открыл недостающие абилки. И рекомендую сделать то же самое всем, кто хочет попробовать именно игру, а не фарминг-симулятор. НИЧЕГО не потерялось в геймплее. Абсолютно. Наоборот, ровно в этот момент игра РАСЦВЕЛА. Также я бы отметил сам дилижанс как тотальную трату времени. Между точками А и Б почти ничего содержательного не происходит. Да, есть отмеченные на дороге драки, повреждения колёс/брони и редкие вынужденные засады, но в том и дело - они почти всегда ОТМЕЧЕНЫ. На тебя никто не выскочит в неожиданный момент, а команда не захочет есть. Сама ручная езда большую часть времени ничего к этому не добавляет. Это буквально нескипабельная катсцена, в которой ты иногда рулишь в дорожные каки ради трёх монеток. I N N O V A T I O N. Убрать ручное управление дилижансом, оставить выбор маршрута и сделать мгновенное node-перемещение от точки до точки - вау, у вас игра становится лучше если из нее УДАЛЯТЬ, а не добавлять. Гуд джоб! Из более мелких бесячих вещей я бы закинул систему отношений, которая живёт в каком-то своём мирке. Задумка классная, исполнение где-то на 5–6 из 10. Но раньше было ещё хуже, малята. Заканчивая с минусами, отмечу Kingdoms. Хотя тут даже не уверен, насколько это минус. Попытка заполнить дыру после отказа от долгосрочной кампании хорошая, но сам режим довольно поверхностный, хотя очень старается выглядеть глубоким. В более спорное я бы отнёс всё ещё остающийся RNG. Многие проблемы DD1 действительно залатали системой токенов, которая пусть и не идеальна, но достаточно интересна и в целом работает. Рандом всё ещё способен вызывать припекания, но уже в меньшей степени, чем в DD1. Хотя и там проблемы с ним были сильно преувеличены. Так сказать, git gud. Туда же баланс, который с такой вариативностью, вероятно, действительно сложно нормально тюнить. В целом триньки норм, но большая их часть малозаметна или малополезна на фоне нескольких явно выбивающихся. С расходниками похожая история. Герои сбалансированы более-менее, но отдельные вскоки замечаешь довольно быстро даже вслепую, просто перебирая пачки. Откладывая на вкусное флагеллянта, я был (мягко говоря) в шоке, когда впервые его попробовал. Теперь плюсы. Боевая система, когда ты наконец её открыл, просто великолепная. Скиллы, билды, комбинации и всевозможные вариации почти неисчислимы, а сами бои приятные и динамичные. Пути, навыки, перки и всё прочее создают отличную механическую подложку под эксперименты. Да, что-то не работает, что-то затмевается имбой, но это уже вопрос баланса, а не самой системы. Звук, музыка и озвучка отличные. Тут даже добавить нечего, sound-команда постаралась на славу. Условная сюжетка мне тоже понравилась, расширение лора хорошее, и всю описательно-рассказческую часть игры я изучал с интересом. Во время раннего доступа визуальный дизайн мне почему-то не слишком нравился. То ли со временем перерос, то ли просто привык, но сейчас и анимации, и рисовка кажутся мне вполне on par с первой частью. Это полу-3D здесь реально на своём месте, особенно в боевых анимациях. Даже мод на ускорение ставить не пришлось. В целом я не ждал повторения DD1, поэтому отказ от Hamlet принял спокойно и не собираюсь ворчать в духе "а вот раньше было лучше". Концепция другая. Попытка вышла не очень, но хотя бы за смелость сделать полноценный сиквел иначе, а не просто DD1.5, студию я бы похвалил. Если подытожить, игра-то неплохая по сути. Но если для того, чтобы игра раскрылась, мне пришлось залезть в сейв и удалить из неё основную систему прогрессии, положительный отзыв тут, всё же, ставить нельзя.
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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
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 :)
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.
Disappointing
Tf are dev taking recently? They nerf a character in a single player game for absolute no reason at all. These character not even broken.
Hero and enemy balance is bad
30 часов, а я так и не понял, понравилась мне игра или нет, но знаю одно ненависти или раздражения я от неё не получаю. С визуальной стороны игра стала красивей за счет перехода в 3D НО чем больше я играл, тем чаще ловил себя на мысли, что за красивой картинкой скрывается не так уж много нового контента. Игра вроде Darkest Dungeon, а Darkest Dungeon'ов то нет, обидно, разнообразие ощущается примерно на том же уровне. Взаимодействие героев между собой, ну оно сделано криво, пей алкашку играй в карты. В целом интересно до момента пока не начнешь углубляться в механ, но проблема в том что она однобокая, если отношения плохие то вот держи дебафф, если хорошие лови бафф и доп.атаку от твоего "кореша" Однако именно здесь начинается главная претензия к игре. Очень часто создаётся ощущение, что результат твоего рана определяется не твоими решениями а тем что игра решила заранее. Если рандом тебе нарандомил что в этом забеге ты не убьёшь босса региона, то в 99% случаев так и будет. Проверка решимости у моих героев в 9 из 10 случаях уходили в отрицательную сторону. Старые персы за пэйволом это вообще прикол конечно. Музыка тоже не зацепила. Уже через пару часов я выключил музыку и поставил собственный dark ambient из spotify и атмосферы от этого стало только больше В итоге это не развитие первой части, а чисто эксперимент на её основе. Неплохой, местами очень интересный, но спорный. По хорошей скидке если брать в 75% или 90%. А ещё если собираетесь проходить её то лучше в дискорде с кентами и вместе наблюдать, как твои болванчики с именами твоих кентов пытаются в очередной перспективный забег а он оборачивается в сантабарбару с предательством ненавистью и завистью а в конце вообще в.....
Genuinely the worst sequel I have ever played. It's like going from a PC game to its mobile game spinoff. Gameplay is full of weird friction and poor UI decisions. Informational icons are constantly being displayed without being defined; battle's the only place where you can mouse over them to see what they are, anywhere else they are completely without explanation, though sometimes you can back all the way out of the current interface into the Esc menu to go to an icon glossary... instead of just letting you mouse over the damn icon. Early on, starting a run entails pressing a forward button for twenty seconds, selecting the only available option from a list, then pressing the forward button for another twenty seconds as the execrable stagecoach rolls on through the emptiness, then pressing another button to be allowed to go through another interface, and so on; I can't overstate how much time you spend just staring at this stagecoach waiting for it to reach the next of what should just be back-to-back encounters. I don't think I've encountered a single intuitive menu interface in the whole game; sometimes navigation buttons are down left along the bottom, sometimes they're greyed out along the right, sometimes you have to click something in the middle. Want to look up a piece of information about your party members, like what their individual "hero goal" was again? There's a couple places to find it, but they're both buried in submenus. There's no consistency or predictability. Narrative cohesion is nonexistent. The game starts by throwing you into an expedition for unknown reasons, with an artifact of unknown significance, in a world experiencing an apocalypse of unknown nature, with people who have apparently joined you by unknown means, on a quest with unknown goals; some of that is probably eventually addressed but I'm sure that some of it never is. Once everyone dies, you're back at the start doing it again without explanation or justification of any kind as to why it's possible for you to be back on the same mission with the same people who just died. Maybe they explain it eventually, but for hours there's just no hook to get the player interested in the world or motivated to do whatever it is that game wants you to be trying to do. The narrator was one of the cool things about the first game, but now he's a world champion vagueposter who exists only to make you sit and wait through extra dialogue between sessions while the stagecoach non-interactively rolls along. Player agency is down the toilet. Instead of slowly strategizing how to carve out little avenues of advantage and advancement like in DD1, it's just an endless series of interchangeable consequence-free 'runs' full of "?" rooms. Initially there are exactly 4 characters unlocked for your 4 character slots, and they have exactly as many skills as they can equip, so there are no meaningful choices available. Character skill customizability is unlocked in infinitesimal trickles without a preview of what can be unlocked, so it takes many, many runs before you even have the tools to start making strategic choices about what you will predictably face. Abilities are full of restrictions like healing moves with "can only be used if target hp is below 33%", so you can't act proactively to address future problems, and even those abilities often have limited uses per combat; being able to act strategically in a game about strategic combat is apparently not part of the design. As if that wasn't enough, characters also have relationship-standing with each other that frequently degrades due to factors outside your control, so whether you end up in a viable situation or not feels like it came down to a crapshoot rather than tradeoffs you made. Between those factors, trinkets that do nothing at all unless you have other enabling items unlocked and available, random road encounters that you frequently have no means to scout beforehand, and so on, DD has evolved from a game about meticulous preparedness and risk assessment to a game where you might as well just throw up your hands and go next because the knowledge and tools to make meaningful decisions have been willfully withheld. Probably the most meaningful choice is how to spend the upgrade currency between runs and what characters to unlock new skills for, but you can't do those things strategically either because the details can't be previewed before being bought, so you're just guessing and hoping that _this_ hero path will be useful based on its description-- nope, better luck next time, have fun grinding out more upgrade currency to pull the slot machine lever again. Finally, I haven't played DD1 in a while, but this combat feels very RNG-oriented whereas I remember DD1 being more tactics focused. For me, in DD2, the outcome of most boss fights just comes down to whether the enemy gets a bunch of lucky successes on resisting ailments compared to their declared resistance percentage. If they don't, the fight goes easily. If they do, there's simply nothing to be done. A lot of this feels like DD2 cribbed features from other successful games without even thinking about why they worked in their games of origin. It borrows the one-way-branching-dungeon format typical of games like Slay the Spire, but Slay the Spire's runs are made interesting by the way your loadout changes with every card you pick up; DD2 just has you using the same pathetic skill-kits through the same boring trash-mob fights every time, with the loadout only varying insofar as you get different trinkets. As for those trinkets, +20% bleed resistance isn't going to make yet another tedious run feel distinct, so the end result is that there's no enthusiasm to go through the same boring zone fighting the same boring enemies yet another time to grind candles and character unlocks in the hope of assembling a team with a functional strategy at some point. Similarly, in most such games, trivial encounters can be resolved quickly, but DD2 loves slow gritty grindy combat, so even when you're dramatically stronger than the current encounter it's a lengthy slog, punctuated by pointless 30-second stagecoach-navigation segments in which you clumsily swerve left and right to check for random items, a feature included just to make sure you can't look away and pay attention to something else during pointless stagecoach navigation segment #46. The 'give you a little more lore every time you lose' feature feels lifted from Hades, but Hades built its entire narrative structure around that conceit rather than just throwing it into a game in which, nominally, the characters die and the quest is a failure. The art and animation styles are still on point but otherwise I genuinely have nothing good to say about this game. I had to check the developer page to make sure they don't have any other upcoming games that I should be aware to avoid.
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 | |
| $231 | 5 | 0% | $1.49 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $81.3M | 162.6K | 92% | $24.99 | |
| $1.6M | 3.3K | 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 | 13.1K | 86% | $49.99 | |
| $25.4M | 42.9K | 47% | $29.99 |