
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...
Most likely between $15.1M and $42.8M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $39.99 | 75% | approximately $25.2M |
| GOG | $12.39 | 82% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $4.65 on GOG · Russia (−88%). Compare 30 prices in 15 markets →
Reviews
Themes across 1283 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
认真讲来说DD2就是差一口气才能达到前作的水平,至少需要一个大型dlc或者大更新把现有散碎的罪状和王国模式整合起来才能说是个正常游戏,整体美术很优秀但是玩法感觉就是差点意思。 目前两个模式过于割裂导致游戏缺少一个核心玩法,罪状早期过于模仿爬塔,而后为了做出区别导致好几年反复不停的道途平衡,一直到王国模式出现才稳定下来,然而王国模式的制作也是非常虎头蛇尾,完全没有新地图的情况下只能用漫长的任务拉长游玩时间,经营模式也比较简陋,就是旅馆之间跑来跑去,每个旅馆也是完全一样没做出区别(罪状至少把旅馆设计出不同效果了),高难度下英雄还会遗忘道途更是难绷,约等于否认了罪状模式的队伍搭配玩法,纯粹没活了为难而难。主要卖点剧情在老祖配音走后也是逐渐拉跨,没有配音代入感都下降一级。 即使抛开前作的优秀设计,二代也只能拿个及格分,建议把二代当作一代的新手教程熟悉下战斗玩法后再去玩一代。二代如果能有一个彻底改变玩法节奏的更新也许能让它评分往上涨点,比如把王国设计成罪状的后续模式(类比一代打完极暗地牢后的哈姆雷特),让两个模式产生联系,再把三个王国战役合并一下,增加更多英雄/建筑养成才算一个完整的游戏。红勾刚出王国模式的时候也有说过要往这个方向更新,可惜老祖配音走后直接不了了之了。
The mechanics are really ♥♥♥♥ IMO. Stress and healing are balanced so bad in this game. Healing is gated behind your character being at a certain HP BEFORE they can get healed. Like why? The relation system feels way to forced, and if you don't have good relations you get ♥♥♥♥♥♥ really hard from the debuffs put on your moves. I also hate that you are forced to fight a lair boss to challenge the mountain because one of your characters will always die to one unless you have a very specific team made, and you will always have a character have a meltdown from stress which then make EVERYONE on your team hate them. Like you already lose all that characters health when they have a meltdown and on top of that they get -2 relation with everyone which in turn makes all your moves worse. Horrendous balancing decision. I get the game is suppose to be hard, but like when this happens it's an instant abandon run. It's not just that either. Getting certain diseases in this game can also be instant abandon runs as well. Their is a disease that gives your character -15% max health. If you get this on your tank the run is not worth continuing, and this applies in every bad way you can think of for other roles as well. In the first game, yea there are bad things that can happen, but runs would be like 15-20 min max. This is a full on slay the spire type game. Runs take like 40-60 min each and it feels gigga ♥♥♥♥ when something like this happens, because it doesn't feel like I did something wrong in most cases. I just get ♥♥♥♥♥♥ by RNG and am expected to say "unlucky" and go to the next run. If that happened like 1 of 5 runs sure. But it happens like 4 of 5 runs. There is to much RNG in this game for healing to be limited, and stress to be egregiously punishing.
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.
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 :)
Disappointing
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.
No... just no
神人游戏,给我玩出一种宫崎英高的儿子宫崎高玩制作出来的阴间rpg游戏,说真的没有玩过魂游锻炼心态的不要尝试,纯纯折磨,打一个10分钟就能杀死boss要先打完1小时的垃圾小怪,给我的感觉就像王城和米塔恩的金粪宫殿,前期就是要浪费时间去刷蜡烛和过圣地,但其实你好不容易到了中期也不一定打的过 ,好不容易快到boss房门口了结果你的角色被一刀砍死都给我玩吐了(已经重复10086次了)。后期也不让你爽,时不时改下角色数据加强下小怪,没打差评的原因就只是我挺喜欢坐牢(我是m) 我用最直接,最直白,最真实,最扎心的一句话总结:坐牢来
如果你没玩过地牢一,那他是个很有意思的游戏,如果你玩过地牢一,那这作显然并不多好玩,但就是很帅,是的,我就是因为很帅所以买了