
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 2,419 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 1235 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
not as good as the first but a game that is good regardless
los personajes extras estaria bueno que no sean de pago
The game fundamentally fails at core decision making logic when it comes to permanent or additive bonuses that are outside the grindy core gameplay loop. Hero memories unlock skills that you barely use or just wont be able to use properly at all in a run, and if you clear a stage and your party wipes (as is intended in this game), you lose ALL the bonuses you put into that party. Cannot recommend unless you actually want to waste hours at a time just buffing the bonuses of just quality of life instead of the ACTUAL PARTY and combat.
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
/
L'evoluzione perfetta per chi ha amato il combat system del primo capitolo Scrivo questa recensione dal punto di vista di un giocatore con oltre 160 ore sul primo Darkest Dungeon. Ho adorato il primo capitolo: il suo sistema di combattimento a turni è fantastico, ogni eroe vanta un'identità unica e la difficoltà, per quanto ardua, risulta sempre ben calibrata e "giusta". Tuttavia, durante le ultime ore di gioco della mia prima run e durante le run successive, sono emerse alcune meccaniche che finiscono per rendere l'esperienza più tediosa e frustrante del dovuto. Parlo soprattutto di: - Permadeath punitivo: La morte permanente degli eroi costringe a un grinding di diverse ore per livellare i rimpiazzi da zero. - Aspetti gestionali: Migliorare l'Hamlet, e la gestione dell'oro e delle varie risorse, per quanto gratificante a lungo termine e tematicamente azzeccato, è un vero grind. - Preparazione logorante: Organizzare ogni spedizione comprando risorse dal Caretaker spezza il ritmo. Obbliga, di fatto, a imparare a memoria le quantità ottimali di oggetti per ogni specifica regione. - RNG frustrante: Gli attributi di accuratezza e schivata sono gestiti a percentuali, risultando poco controllabili dal giocatore e troppo affidati al caso. Ci tengo a fare una precisazione doverosa: queste caratteristiche (in particolar modo la morte permanente e gli aspetti gestionali) non sono dei veri e propri difetti, bensì scelte stilistiche e autoriali precise da parte degli sviluppatori. Sono meccaniche perfette per veicolare il messaggio del gioco e sono perfettamente godibili durante la prima partita, perché contribuiscono a costruire l'atmosfera ansiogena e disperata che caratterizza il gioco. Il problema è che, già verso le ultime ore nella prima campagna e soprattutto nelle campagne successive, quella tensione iniziale svanisce, lasciando spazio a una crescente sensazione di ripetitività e tedio. Una volta finito il primo gioco avevo una gran voglia di continuare a godermi quel combat system, ma queste caratteristiche mi hanno spesso fatto desistere dal rigiocarmi il gioco. Darkest Dungeon II rimuove tutti questi freni tramite un nuovo impianto molto più rouge-like. Questo sequel è il modo perfetto per vivere il combattimento del predecessore (qui ulteriormente affinato) senza perdite di tempo e inutili fronzoli. È innegabile che la rimozione di quelle dinamiche punitive detragga qualcosa dalle tematiche trattate, facendo risultare il secondo gioco leggermente meno opprimente e ispirato a livello di atmosfera. Tuttavia, si tratta di un compromesso inevitabile: il nuovo impianto di gameplay compensa ampiamente questa mancanza, scambiando il peso narrativo con un'esperienza di gioco molto più fluida. Ecco i miglioramenti chiave di questo secondo capitolo: - Addio al grinding degli eroi: Ogni run permette di attingere liberamente agli eroi, che non richiedono più di essere livellati. Se un personaggio muore o la spedizione fallisce, potrai riutilizzarlo nella partita successiva come se nulla fosse. La base di partenza è sempre la stessa: questo azzera l'ansia da permadeath e incentiva la sperimentazione di nuovi team. - Partenze immediate: Ogni viaggio inizia senza oggetti e trinket nell'inventario; tutto l'equipaggiamento si ottiene esclusivamente durante la run. Questo elimina del tutto la noiosa fase preparativa pre-spedizione. - Il sistema a Token: Accuratezza e schivata ora sono gestite tramite token. Sono più leggibili, più facili da manipolare per il giocatore e rendono la componente tattica molto meno frustrante. - Partite più corte: Ogni run è più corta e indipendente dalle altre. Questo rende molto meno frustrante perdere rispetto al primo gioco. Aggiungo, per concludere, che: - il comparto grafico è una gioia per gli occhi. - la colonna sonora è ispirata quanto quella del primo capitolo. - Il doppiatore del narratore è sempre Wayne June, che anche qui fa un lavoro eccelso. Complessivamente, penso che Darkest Dungeon 2 sia un'esperienza imperdibile.
恶心人的低能游戏
I don't really like the direction the new game took. But then again i didn't really finish the first game. Probably not going to finish this one either
Played this game first, then tried the DD1 and kinda can't understand the hate about this part. If you really like pain and suffering, then just go DD1, otherwise if you want to be satisfied and get relief sometimes, this part is awesome.
This game is pretty great when you don't have people in your ear telling that it's not.
Considerably less enjoyable than the first game. *Very* different experience that feels unnecessarily difficult to get into. It's less approachable than DD1 immediately, with me spending a *lot* of my measly 5 hours of play time asking "What am I even supposed to be doing?" and "What is that? What does that even mean?" and the tutorials doing almost nothing to answer the questions. Despite the large amount of tutorials they throw at you, you'll stay lost. And to top that off, they tried to quintuple the amount of game mechanics to artificially increase game difficulty. Despite (or maybe because of) the ridiculous number of things you have to keep track of, the game is off-putting... whatever the opposite of engaging is. Playing it makes me want to *not* be playing it. So I won't be anymore.
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 |