
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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 1215 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
DD2 is a game in a bit of a catch 22 situation imo. Its connection to the first game serves it plot-wise, but as a game to be played, expectations set by its predecessor have severely harmed it, and the ways in which it diverges are not easy to portray in trailers and screenshots. I would *highly* recommend watching a proper, updated review video so you can determine for yourself if this is your kind of game, regardless of your opinion on DD1. In fact, at least for me, it's hard to define much as objectively better or worse between either game, so I'm going to list off differences instead of pros and cons. 1. Like DD1, the atmosphere and aesthetic is phenomenal, and its transition to mostly 3d is remarkably seamless, the animations for which are all truly superb and incredibly satisfying. It's much more cinematic than its predecessor, with a heavier focus on story both in its main plot and for its characters, which are less like dd1's template-people and more like characters with classes, each of which has their own little story you get to play through, and can play very differently depending on which class you choose for them. Personally, I struggled to attach myself to the more player-made characters of the first game, so I very much enjoyed these more fleshed out personalities and found it easier to get sucked into the game's world. If this game's vibe seems like your thing, I cannot stress enough how well done it is. 2. Whether or not DD2 is more or less replayable than dd1 for you depends on taste. I got far more hours out of DD2's heavier rng and secondary mode, Kingdoms, but if you're not a fan of Kingdom's-type gameplay, or enjoy less randomness, you may have the opposite opinion. Likewise, though DD2 has less characters than DD1, each one has five different classes, some of which wildly alter their playstyles. Whether that's a worthwhile trade is up to you. 3. Speaking of RNG, that's probably the biggest point of contention for this game. In DD1, I felt that not looking things up enriched the experience, however punishing, but DD2 reaaally doesn't support that kind of behavior unless you're a glutton for starting over. There are main bosses that can and will wipe the floor with parties that aren't ready for their mechanics, and getting to them takes much, much longer than in DD1, as DD2 focuses more on richer—but far longer—campaigns instead of quicker treks into a myriad of levels, which can potentially feel very rewarding, but going through a 40+ minute campaign just to get demolished because of a streak of unpreventable bad RNG or a boss mechanic you hadn't googled prior simply feels bad for most, not challenging. Once you get familiar with things, properly accounting for the game's challenges and curveballs can be super rewarding, but even then and with lessened difficulty options ticked, you can still get wiped for reasons completely outside your control or foresight. If you think you'd enjoy the game if only the RNG was less punishing, mods are natively supported and as easy as clicking the ones you want. 4. Enemies. Overall, though variety can lack a bit, their individuals abilities are much more unique than in DD1 and often play off each other, demanding you adapt to different encounters. Unfortunately, not unlike the Warrens of DD1, encountering these synergistic enemies with the wrong party (which is very likely if you're new) can be incredibly punishing. I personally found quite a few more DD2 enemies to be outright annoying than in DD1, but at least their smackdown is more entertaining to watch with their great animations. A lot this probably comes off as negative, but I only say as much as a warning because most of the bad reviews seem to come from (understandably) misplaced expectations, so I must sign this off with another recommendation to watch a video review and come to your own conclusion. I adore this game, but it definitely wasn't meant to appeal to everyone.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Latest in each market: best RU #91, worst PL #100 · 5 markets collected
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
It lacks the charm of the first one with its persistent home base aspect, while solving the first one's problem with a party wipe of your best characters snowballing into the run being a lost cause. I want the charm and continuity of the first one back and hope they try other ideas for how to solve the maintainability problem. But this has been a worthwhile sequel in terms of pure gameplay, even if I'm not a fan of the meta structure.
If Darkest Dungeon 1 is C&B torture, Darkest Dungeon 2 is C&B torture but the Mistress doesn't even pretend to like you.
As a big Darkest Dungeon fan (over 350+ hrs played), I've tried several times over a few years to get into this sequel and enjoy it for what it was. This sequel made several choices to evolve & differrentiate this from the original game. Nearly all of those choices not only fell flat but actually detracted from what fans loved about the original. What I miss the most is progressively building a town and crawling through actual dungeons. Instead, this sequel abandoned those aspects to emulate Slay the Spire's roguelite gameplay. Don't get it twisted: I love Slay the Spire. But it doesn't work here. And forcing the most infuriating vehicle driving controls I've ever personally experienced in a video game? Disastrous. Every time I return to this game hoping that I've not given it a real chance, I get bored after several hours. And I realize after nearly a dozen attempts to give this sequel a chance across 150 hours, that I only ever returned because of appreciation & nostalgia for the original. This sequel stands uniquely as the only game that's actually wasted my time. A true disappointment. And an abject failure.
This game should be called as Darkest Road or samething. In this game you play as a horse(s) - who are dragging the stagecoach through the doomed road. From time to time you get random passengers who try to save the world and at the end - even if they save the world. You - the horse(s) are still doomed to repeat this damn thing... Atleast you get same cosmetic upgrades for you stagecoach, but no upgrades for horses who are most important thing in this whole game. Because: no horses > no horse power > no traveling stagecoach for passengers who want to try save the world. Horses needs more love.
真的不能给推荐,太TM气人了,开始看评论,觉得能有多恶心呢?一玩确实恶心....打俩小时然后被山上大眼球直接干回来白打... 一路碾压觉得大局在握,万事俱备,结果BOSS一回合攻击好几次我都没明白什么机制,+75%生命90血的老兵,70血66%伤害的麻风...3回合都扛不住,玩卵啊....而且能不能给个重新战斗啊?你要知道这小怪要打2个小时啊........你把挑战难度放在通关后好不好,还没通关就劝退多少人啊,2小时白打谁能有心情玩。恶意与玩家为敌还想要好评????
most negative reviews come from people expecting the original game. This game is drastically different from the original, so be aware before buy. it changes and reworks a ton of mechanics from the original creating a completely new flavor of darkest dungeon. I personally found this one to be not as good as the original, but still very fun.
Во всех отношениях уступает первой части. Никакого ощущения безысходности, опустошённости и предзнаменований таящегося в темноте ужаса. DD2 неспособна (за редким исключением) вызвать эмоции, но и на статус убивалки времени тоже не тянет, поскольку требует завидного терпения и минимум пол-литра на столе (чтобы поддерживать себя в тонусе и освоить трансцендентальные способы восприятия информации). [i]— Как в тебя играть? Как в тебя играть?!! — НЕ НАДО В МЕНЯ ИГРАТЬ!!1[/i] Это явное инди, не сумевшее оторваться от земли, в отличие от своей предшественницы. Но если отойти от сравнений, это попросту неграмотно склеенная игра. ⚜️ крайне недружелюбный интерфейс — боль не только для игрока, но и для дизайнеров с профдеформацией. Чтобы жизнь мёдом не казалась, видимо. Ну или чтобы превратить игровой процесс в симулятор энциклопедиста, который водит пальцем по очередному всплывающему окошку в попытках запомнить значение каждого символа ⚜️ изменения в визуальном стиле — не думала, что глаза способны болеть от статичной картинки, но вот такой эффект на себе наблюдаю. Отдельные элементы нарисованы симпатично, а всё вкупе смотрится перегруженно ⚜️ тягомотина с загрузками экранов везде и всюду; и сто лет в обед никому не упёршаяся карета. Я хочу как можно скорее переходить от битвы к битве, для чего игре такого жанра перебивки на неспешную ездовую прогулку? Как это обогащает геймплей? Каким образом позволяет глубже проникнуться происходящим? Многозначительное многоточие… ⚜️ помните, как вы глубоко дышали и медленно смыкали веки, восстанавливая внутренние ритмы, чтобы смириться с потерей весталки, которую старались оберегать, как хрустальную вазу, и аккуратно вели до 6 уровня? Вот и я помню. Но как что-то призрачное и далёкое, будто из прошлой жизни ⚜️ отсутствие строительного менеджмента — как следствие, игра лишилась созерцательных перекуров, во время которых можно было перевести дух, остудить разум, отойти от последствий своих ошибок и, пусть и минималистично, «побродить» по нашему временному пристанищу ⚜️ персонажи, которые дуются друг на друга по любому поводу. Интересная механика, но никаких параллелей с реальной жизнью, в связи с чем я, как игрок, просто не верю и переполняюсь раздражением ⚜️ музыка и воспоминания героев — то немногое хорошее, что игра в себе содержит. И эта галочка легко закрывается скоростным прохождением на Ютубе Рекомендую тем нетребовательным, кто влюблен в стилистику DD и готов её поглощать под любым соусом. Остальным советую лечь на обратный курс, благо первая часть до поры до времени очень даже реиграбельна.
Даже незнаю что сказать, после первой части которая мне понравилось, но в которую интерес играть у меня почему то пропал, я думал что дд2 это продолжения где все тоже самое, но банально лучше. Облом! Начнем с того что в игре полностью отсутствует мененджет чего ли бо! Нельзя продавать, можно только покупать предметы сомнительного назначения, нельзя улучшать героев в привычном понимании, то есть через ап лвл и подъем базовых статистик как например урон, здоровье и прочее, теперь герой с которым ты прошел огонь и воду практически нечем не будет отличаться от того же героя которого ты только что нанял. Дратьса перестало быть интересным, потому что за это не дают опыта, а дают предметы и деньги, первое практически всегда кал, а если и не кал то, нужны исключительно для ультра потных людей которые высчитывают каждый процент в надежде собрать чуть ли не камни бесконечности и стать Таносом, а второе нужно для покупки предметов, предметы ничего из себя полезного не представляют, на что то полезное тратиться другая валюта, и другая валюта редкая и ее чуть ли не постоянно не хватает. Вообще начать мне стоило с того что это уже рогалик, и называть игру таким же названием как и предыдущую часть мне кажется подставой. Вместо исследования данжов, ты едешь на карете и на пути у тебя встают всякие преграды, ничего общего с разветвленными данжами из дд1 нет, ДА ТУТ КАРТА ИЗ SLAY THE SPIRE БУКВАЛЬНО! Ваши ожидания, ваши проблемы. (с) Аршавин
I cannot in good faith recommend this game, even if you somehow manage to forget that the first one exists. *The (little) good* - Art-wise, character design is excellent. It's good to see the familiar characters brought to life in 3D *The (sorta) mixed* - Soundtrack is good, but very sparse, repeating a lot between locations. You'll become sick and tired of hearing the same combat music - The narrator is still excellent as a VA, but his lines are much, much weaker than the ones from DD1 - Story starts ok, but loses steam fast due to... - The repetitive nature of doing runs over and over again. You'll have a brief, unsatisfying blurb at the start of the run that doesn't advance the story until you actually complete your "level" - The huge focus on combat. You either like it or don't play the game (will be expanded further ahead). - True to a rogue-lite design, you have permanent unlocks with candles, which you collect by doing run milestones and side-objectives, but what you can unlock is a mixed bag. *The (whole lotta) bad* - The combat feels less random at first, with unmodified hit chances starting at 100%. But you'll soon realize that crits are still king (and still RNG) and that the ridiculous overabundance of tokens means that the combat will still feel RNG despite what I previously wrote - Enemies are stacked to gills with random effects, especially DOTs. Almost every single enemy move has a DOT, gives them a positive token or gives your guys a negative token. And if they don't, they only just cause a huge amount of damage. - Tokens are basically buffs or debuffs that alter damage dealt/taken, give guaranteed crit or reduce chance to hit via blind/dodge (sounding a lot more RNG now, uh?). There's so many, that they literally had to put a cheat sheet for you to consult at anytime. They "reduced" RNG only to slap it back with a bunch of icons under the characters - You sometimes get battle modifiers. Just 'cause. With no warning or way to prevent them other than literally turning them off pre-run. They can range from benign (rarely), to ♥♥♥♥ that just exists to be annoying (like giving a guaranteed crit to the last character acting in a turn, and making you face two of the slowest enemies in the game, who can act twice) trending towards the latter. - The relationship system is a mess. The positives will rarely be useful (when character A uses this useless ability, backliner character B will be healed of DOTs, which they are rarely targeted as) but the negatives will guarantee you a restart from how punishing they are (like giving dangerous debuff tokens on abilities you use a lot or even backstabbing eachother mid-attack). And once a relationship is negative, the game is pretty much designed to keep it that way, encouraging a restart. - You can't have duplicates in a party, and if a character dies, they're gone for the rest of the run. Meaning that well-designed, maybe niche or experimental parties are usually a detriment when compared to tried and tested parties. 4 Crusaders? 4 Lepers? Actually good in DD1, an impossibility here. - The candle system sounds like a staple for a rogue-lite game, right? Until you realize that they've locked actual stats behind candles. The difference in the resistances of characters in a new save and a complete one is gigantic. You aren't improving, you're un-gimping yourself to the point where characters have roughly their DD1 resistances at full power. - But that's not all, characters have to be unlocked with candles (meh, that's quick enough) and then you have to bring them in runs to unlock SKILLS. In DD1, you simply chose what skills you wanted in a brand new character, here you have to basically do suicide runs, rushing shrines at the detriment of everything else, just to unlock SKILLS, some of them VITAL. The Flagellant (who got reskinned into Blight, for some unexplained reason - Bleed is actually very rare for your characters to inflict now) is barely functional with his locked skills ("More, More!" and "Sepsis") The Man-At-Arms literally doesn't start with his iconic Riposte ability. Occultist can barely use his empowered abilities without a locked skill that gives him special tokens per turn. - Stress is still punishing but has been simplified to only 10 "Stress Points", while stress healing is much harder to come by. If things go your way, good relationships and fruits will reduce them, but if you have bad relationships and were stupid enough to not bring one of the few stress relievers, that's basically a restart. Why? Because hitting the max stress threshold doesn't cause a random affliction like in DD1, it's a tossup between a random Virtue (rare as usual) or a Meltdown, which causes a huge relationship loss, gives debuffs and deals a chunk of damage - basically a DD1 affliction + Heart Attack baked together. Flagellant gets Toxic instead (God, even the name is lame when compared to DD1's "Rapturous") which buffs him but still causes the relationship breakdown (starting the domino effect of a lost run) - Enemies are overloaded with DOT abilities, even if some of them don't even make sense (Cardinal creates a "black hole" that inflicts Bleed, Blight and Burn at the same time. Why? Dunno, because ♥♥♥♥ you, here's artificial difficulty) - Trinkets need to be unlocked with candles before they start to actually show up for buying. But Trinkets have tiers now, with early ones either being pure RNG trash (15% chance to blind the enemy or 15% chance to give them a guaranteed crit token) or boring but important resistances with downsides (+20% Bleed Resist with -10% Burn Resist), with the top tier ones basically conferring bonus with no downsides (+66% Bleed Resistance). But here's the catch: the more Trinkets you unlock, the more you dilute the Trinket table with ♥♥♥♥♥♥ ones, becoming harder to find the worthwhile ones. And unlocking Trinkets is purely random. - Another candle mechanic, the memory system, is completely useless. Basically, if a character survives a run, you may spend candles to keep their Quirks and other bonus for subsequent runs, but if they die, everything is gone. In a game specifically designed around repetition via loss, surely I don't have to explain why this system is not well thought out. At this point I'm just ranting. Look, I didn't expect DD1 verbatim, but this game feels packed with mechanisms and artificial difficulty designed to keep players playing in a repetitive cycle, at least until they finally unlock everything and are in an equal playing field. And they locked the Crusader, literally one of the two characters you start the previous game with, behind a paywall. I just can't endorse a game like that.
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.
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