
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 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 1216 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
После великолепной первой части, где все понятно, математически четко и логично, новая игра, которая, казалось бы, должна стать только лучше, совершенно не понравилась. Фанаты получили какую-то тягучую и нудную ерунду в красивой обертке. Жаль, что не могу вернуть деньги... И очень жаль тех людей, которые начали знакомство с серией с этой части.
This is not as fun as the first game. Different scope with a similar feeling. They kept the enemies hard but removed reliable ways to mitigate (not eliminate!) the massive incoming damage and stress (because a small handful of people were min maxing specific setups to make infinite heal loops). Average players don't do that. I hate when devs overcorrect to punish a tiny minority. Let them break the game. They are only cheating themselves.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
游戏还是好玩的[spoiler]如果你是打折买的[/spoiler],就是前期开荒有点坐牢,一代偏更向养成运营,二代就是纯粹的肉鸽,还是更喜欢有养成元素的 [spoiler]比塔2好玩[/spoiler]
I've played both games and have 100% achievements in both games. Yea, they are different. But they are both good and challenging games. If you are expecting the same exact gameplay as DD1, then you might be a little disappointed. But I enjoyed the changes, and if if you are open to change, then you might too.
Почитал отзывы , много кому нравится 1 часть ,а 2 часть вообще не зашла. Но у меня с точностью ,но наоборот. В 1 часть я наиграл 20 часов и я задушился ,много раз пытался начинать играть , но мне не вкатывает , не то, 2 часть ЛИЧНО для меня лучше , лучше саунтрек, когда во время битвы начинает играть музыка которая нагнетает ,я каждый раз кайфую как первый , я его отдельно купил чтобы иногда слушать. Мелкие анимации , как ищет склянку в сумке , целится с пистолета , заносит меч над головой и тд добавляет шарма , анимации сделаны приятно. То что убрали подземелья и добавили дорогу , да в целом прикольно почему нет, правда название игры теперь не то чтобы смысл имеет. Гемлей с новыми боссами ,старыми и новыми противниками, мне нравится больше чем в 1 части ,хоть отличий в самом бою почти нету, но мелкие детали накидывают дополнительных очков 2 части. Решение добавить взаимоотношения между членами группы ,это просто лучшие решение, как они относятся к друг другу в бою , что если не помочь тому кому явно нужна помощь , подумает что его уже оставили, что герою могут помочь когда он бьет или когда на него нападают , могут поддержать словом, или наоборот при плохом отношение могут ударить в спину или наорать. И диалоги в целом , как персонажи отвечают на какие-то взаимодействия , мне до ужаса интересно читать че же там придумали и подходит ли строчка характеру персонажа . Начиная от врача , у которого уже явно профдеформация и он все пропускает через научную точку зрения и скептически относится к тому что не доказано , заканчивая разбойником который использует свои навыки разбоя с большой дороги чтобы убивать монстров и всегда ищет подвох и остается на стороже ,мне это очень нравится. Игру я вижу как улучшенную 1 часть , в которую мне приятно иногда возвращаться чтобы поубивать тварей и кайфануть от музыки и диалогов ) Кста насчет сложности, босс 3 локи у меня занял попыток 10 наверное ,каждый раз до него доходить и отлетать за 5 ходов))) а финального босса я прошел раз 5 с первой попытки...думайте! подписаться Моя субъективная оценка 7,5 из 10
Darkest Dungeon II is a game of pure, unbridled skill. "Git gud" has never applied more to any game ever. Everything can be overcome with enough understan--haha nah I'm just playin' with you. It's RNG all the way down, actually. Nothing matters. :) I'm gonna start off on a positive note and talk about what I like, before I get to the meat of the review. The artstyle and atmosphere is every bit as great as in the original. The 3D animations and improved character sprites really make the combat come alive, and it's difficult to go back to DD1 after seeing them. I think the combat is an improvement on the original. The combat itself is less RNG-based, largely due to the token system. You are much less likely to randomly get one-shot in DD2, thanks to the ability to generate defensive tokens or debuff and damage reducing tokens on enemies. Generally, I loved the combat. And that's pretty much where the positives end. Onto the negatives. I suppose we'll go in order of least annoying to the stuff that makes me pull my hair out. (I'm balding thanks to this game). While I won't spoil anything, I do want to touch on the horrendous boss design, and what complete letdowns they are. A good boss, in my opinion, should have something unique that you have to play around, but not something that is so unique as to be a gimmick that can only be overcome at the hero selection screen before you even know what the boss is. Enter: Darkest Dungeon II bosses. Every single one of these guys is nothing but a gimmick; not an encounter to be hard fought and overcome with skill, no, a puzzle to be solved before you've even started your run and you are selecting your team. The game gives you zero hints about what the boss' BS gimmick is. So if you've made a team that was capable enough to breeze through the enemies and get you to the boss, but you failed to account for the complete unknown puzzle mechanic of said boss, welp, your run ends. - Failed to bring a shuffle or pull? Nope. You lose! - Have no back row damage because you rely on shuffle to bring problematic enemies to the front? Haha--♥♥♥♥ you, moron. Not on this boss! - Only brought single target damage? Yikes, Reddit--assemble back at the start! - Didn't bring a way to clear tokens or DoTs? Oh, geez... that means you automatically lose, actually! Skill is simply NEVER ENOUGH if your party happens to be hard countered by the idiotic puzzle-like boss design that, again, was not revealed or even hinted at, before you encountered them for the first time. The relationship and affinity system. I honestly cannot even fathom what they were thinking with this. Relationships range from 0 - 20 points, with each pair of heroes starting at a 9 of 20--neutral--opinion of each other, and a 5% chance for a positive OR negative relationship to form. Dip ONE SINGLE point, to 8, and you hit the Unfriendly breakpoint, where those heroes now have a 33% chance to form a negative relationship and 0% chance for positive. The positive breakpoint, however, requires gaining FIVE points to reach 14. There are further breakpoints along the 20 point scale, obviously, but right from the start it is weighted against the player, as all things are in this game. The most common shift in affinity will come from decisions related to the route your stagecoach takes. When you get to a crossroads where the path splits or an event, your heroes will have opinions on the route to take or what choice to make. When two or more heroes disagree, they lose affinity. Likewise, they gain affinity when they agree. One of the myriad problems here is that the best tactical choice may be the one that causes the most conflict. Or maybe it's just the option YOU, the player and purchaser of this video game, want to pick. What if you actually want to play the game and fight this enemy encounter, and experience the combat that (should) make up most of the game? Well, in some cases, that's just too bad--your idiot heroes will bicker and hate each other if you choose the fight option. Sometimes, of course, for that same choice, they'll ALSO do that if you choose to run away. Damned if you do, damned if you don't. You can also gain and lose affinity in combat. If a hero is low HP/stress and you make a hero heal them, +affinity; heal a DIFFERENT hero, -affinity. Meltdowns (stress maxed out) -affinity with everyone. I don't hate the in-combat affinity gains/losses as much as I hate the tactical layer affinity gains/losses. In combat, you can mitigate the losses; if you let two heroes get to low HP/high stress, I think it's a reasonable punishment to tax their relationship when you inevitably heal one before the other. That is, in my opinion, a fair example of a skill tax. Unfortunately, as I mentioned earlier, the vast majority of affinity changes will come not from combat, which can be managed and is less subject to RNG, but from the "Tactical" (I use this word loosely) layer--the stagecoach. And you will routinely be forced to choose between hero affinity and what you, the player, deem as the actual best approach, or simply what you want. A negative relationship does two things: locks a skill on your hero, and curses it, causing every use of that cursed skill to debuff the other half of the relationship. It's hard to adequately describe just how disgustingly oppressive it is to lock a skill in a game where you're only allowed to equip 5 out of 11. Furthermore, and honestly the most damning thing about this whole godforsaken system, is the skill that gets locked can be one YOU DIDN'T ORIGINALLY HAVE EQUIPPED and weren't going to use to begin with, which can completely ruin entire team comps. And if all that wasn't enough, this will be accompanied in combat by the heroes having special "Act out" interactions in the form of random stress dealing barks (character chatter). Basically the affliction barks from DD1. Negative relationships are the single most punishing thing in the entire game, and the fact you're given so little control over them, yet have to account for their potentially run ending, cataclysmic effects at every possible turn, renders any other decisions you can make pretty much meaningless. I may want to repair the stagecoach's wheels at the event, or simply choose a route that takes me to a hospital, but if that option will risk reaching a negative breakpoint in some relationship, I cannot choose it. The risk of a negative relationship and the potential effect that will have on my run is simply too high. Much higher than the risk of basically anything else in these dilemmas. This system completely dominates every choice made throughout the game, and it never feels like you can ignore it. It is staggeringly awful. Like genuinely one of the most poorly designed things I've ever encountered. I absolutely detest it, I resent the person who thought it up, and it ruins my day just thinking about it. In DD2, whatever skill you have is always tempered by bad luck and RNG. Which is, for me, the antithesis of what makes a good roguelike. A good game in general, to be honest. But the best roguelikes out there are the literal opposite of that formula, where your skill alone can carry you all the way to the end--even on your first couple runs if you're truly that maidenless. The RNG serves to spice that up, by hindering you and making you rely even more on your own skill, or making you truly OP so you DON'T have to rely as hard on your own skill. In DD2, skill just doesn't really enter into the equation, except at the very start when you're creating your team and preparing for one of the stupid gimmick bosses. Skill in DD2 is basically just game knowledge. Knowledge of comps and synergy and knowledge of boss gimmicks. The rest is just... RNG.
[h3]Разработчики молодцы, не стали делать тоже самое[/h3] А ведь могли, сиквел обычно обречён на путь — "тех же щей, да погуще и пографонистей". Что же получилось в итоге? [h3]Погуще да пографонистей:[/h3] + Персонажи, враги, перемещение между энкаунтерами — теперь в 3D. Модельки и анимации просто загляденье, чистое эстетическое удовольствие для глаз. + Боёвка стала глубже. У героев теперь больше навыков, появилось что то типа билдов — когда ряд навыков можно модифицировать, чтобы изменить стиль/роль в группе или сделать больший упор на определённую деятельность. Благодаря чему герои стали гибче, расширился диапазон возможной занимаемой позиции и вариантов совместимости с другими классами персонажей. + У героев появилась предыстория! Теперь это не просто яркие образы-типажи, по мере игры мы узнаем как каждый из них стал тем кто он есть и дошел до жизни такой, происходит это постепенно, достаточно оригинально и интересно. [h3]Это что то новое..:[/h3] ● Жанровый переворот. Данжн-краулер с отстраиваемой деревенькой-хабом и сидящими в ней десятками однотипных персонажей разного уровня канул в Лету. Теперь это облегчённый рогалик с уникальными персонажами и мета-прогрессией. Каждый забег, даже неудачный понемногу делает нас сильнее. ● На смену пешему передвижению крадущейся походкой видом сбоку приехала карета. Дилижанс — наше уязвимое, обустраиваемое средство передвижения, наш багаж и инвентарь, наш угасающий огонёк надежды в мире беспросветного мрака и отчаяния. + Гринда теперь нет! Вместе с деревенькой и ресурсами на её отстройку, помянем..) + Рандома в бою теперь в разы меньше. Просто прочувствуйте это — [b]Базовый шанс попадания любым боевым навыком по противнику теперь 100%![/b] Снизить этот шанс могут либо дебафф на тебе (слепота -50%), либо бафф на враге (уклонение -50%, суперуклонение -75%). Вероятность оставлена только для DoT-ов и дебафов, которая зависит от резистов. + [b]"Отношения"[/b] — новая игровая механика взаимоотношений между персонажами, которая может положительно (снижение стресса, дополнительные баффы, совместные атаки) или отрицательно (дебаффы, повышение стресса, удары в спину) влиять на бой. Как по мне органично вплетена в игру, систему стресса, и в целом ощущается уместно и при умелом обращении позволяет получить преимущество. + Режим "Королевства" — совершенно новый полноценный режим (бесплатно добавлен после релиза), со стратегической картой Королевства, которое нужно защищать. Ничего не буду про него рассказывать, пусть будет для вас сюрпризом как для меня, скажу лишь что он хорош и это не рогалик. [h3]Что прям и минусов нет?[/h3] - Механика поездки на дилижансе проста и служит больше для антуража между энкаунтерами. Вся практическая польза от езды сводится к выбору направления на развилках и к тарану кучек мусора на дороге (с них с небольшим шансом выпадает лут). - "Эффект неожиданности и трепет перед тем что ждёт нас дальше по коридору" — увы теперь этого нет. На типичной для рогаликов карте дорог конечно есть места со знаком вопросика, но они проявляются при приближении и мы практически всегда заранее знаем что нас ждёт. - В игре с названием Темнейшее Подземелье вообще нет подземелий, вот вообще! [spoiler]На самом деле есть парочка подземных биомов (:[/spoiler] [h3]ИТОГ:[/h3] [b]Darkest Dungeon 2[/b] понравилась мне намного больше. Просто потому что она другая! После той затянутости и гринда DD1 со всеми её ДЛЦ, вторая часть ощущается как глоток свежего воздуха. И не смотрите на рейтинг и количество отзывов, не все смогли принять жанровые и геймплейные изменения. На мой субъективный взгляд разработчики не зря рискнули, они справились 👍
相比起一代来说,二代的难度降低了非常多。当然,这种降低并不是说战斗变得的简单了,而是一种游戏机制上的难度降低。 一代应该算是半个模拟经营类游戏,如果光从胜负的角度来说,一代可以说根本不会输,但由于饰品,装备,决心等级这几个必要的养成的系统,如果哪一次一号编队全员折损在了地牢,甚至可以说连带着屏幕外的玩家一块死了,一代经济十分紧张,基本算是把把全压,一但整个编队死里面了,那不但辛苦收集的顶级饰品全没了,而且经济也崩了,下次进地牢先不谈能不能凑出一个优秀编队,补给大概率是拿不了多少了,挫败感可以说能把人直接打崩。 而二代游戏机制上的更改就解决了这个问题,采取了肉鸽式的游戏模式,局外全是永久养成,剩下的全部交给局内,这就让失败不再可怕,大不了再来一次,总有一次运气爆棚能赢(注:其实你输了还可以在第一个旅馆拿到特殊的火炬,这玩意会随着失败次数的增加提高给予的增益,多打几遍这玩意会变得非常强,所有多打总会赢的)。 对了,顺带一提,这代的压力系统爆折磨和美德据我观察是伪随机的,你看见一个角色爆了美德,那大概率之后很多次他都会接着爆,就我自己的体验来说,就有一个在无加成状态下连爆五次的,折磨也是同理,当然你可以通过饰品之类的玩意修改这玩意的概率,当然,一般只是心理安慰,别真指望在你期待的时他会爆。
Se você curte roguelikes genéricos, esse jogo é pra você. Agora, se você estiver esperando um novo Darkest Dungeon, tire o seu cavalinho da chuva, porque esse aqui perdeu toda a essência do primeiro. O 1 era simplesmente perfeito, em tudo, esse daqui parece que foi feito de qualquer jeito que qualquer outro roguelike só pra lucrar. Tem 1 milhão de status novos que não significam absolutamente poha nenhuma, poderiam ser como o 1 que era simplesmente "buff" ou "debuff" e só, tava bom aí, agora tem o buff da mão no pinto, debuff de fogo no rabo, cada personagem tem status diferentes que, sinceramente? Não precisava, porque eles fazem praticamente a mesma merda, só muda o boneco, tá ali só pra encher linguiça. O jogo está mecanicamente mais balanceado, o que, de certa forma, tira um pouco a graça do jogo, já que toda a parada do primeiro jogo era você lutar contra um mundo injusto e superá-lo através do seu esforço; aqui, me parece simplesmente: "Morra, upe, morra, upe" para passar de fase de um jeito bem artificial. O design dos personagens do primeiro eram mais bonitos porque ficava num estilo que não era tão esticado igual esse daqui, e nem era chibi, eram "os personagens de darkest dungeon", tinha um estilo próprio, que combinava umas rachuras que ficava lindo demais. Aqui, parece que só pegaram e esticaram os bonecos kkk As músicas também estão horríveis. As músicas do primeiro jogo eram tão boas que eu já narrei sessões de D&D com elas, já escutei elas enquanto voltava do trabalho, já escutei enquanto estudava, etc. Já as músicas desse segundo jogo são tão genéricas, passam tão batido que sinceramente eu não consigo me lembrar de nenhuma música icônica de cabeça, igual eu lembro de todas do primeiro; fora que elas simplesmente não passam emoção nenhuma, parece que estão ali só por estarem mesmo, do tipo: "Ah, tem a música do combate de agora, ganhe logo para ir pro próximo combate", diferente das músicas do primeiro que te causavam angústia e tensão, cada combate, por mais simples que fosse, parecia um combate de vida ou morte, porque, muitas vezes, eles eram mesmo! (pessoas que já perderam bonecos upados porque um minion critou e matou o boneco deles vão chorar kkk). Então, as músicas são tão sem graça que eu mutava o jogo e colocava algo pra tocar no youtube de tão ruins que elas são, chegou ao ponto de eu precisar colocar música do primeiro jogo pra sentir o mínimo de tensão num combate com esse jogo kkk fora que os seus personagens aqui, diferente do primeiro jogo, não morrem, e isso tira MUITO do peso, porque você pensa a mesma coisa que qualquer outro jogo: "Ah, se eu morrer aqui, não tem problema, esse boneco vai voltar depois". Cara...no primeiro você colocava nome, roupinha, habilidades e deixava eles do jeito que você queria. Fora a história deles que era contada indiretamente a cada excursão, do tipo...tinham bonecos que eu não dava a mínima e do nada esse boneco critava umas 3 vezes seguidas e eu falava tipo: "Poha, definitivamente, esse cara vai entrar na minha party principal", então tinham muitos aspectos onde cada jogador experienciava o jogo de um jeito único e cada boneco tinha sua própria história dentro das batalhas. Você poderia ter a mesma classe, os mesmos atributos, os mesmos equipamentos que ainda assim eles seriam bonecos totalmente diferentes e você sabia disso, porque você já havia jogado com eles, você sabia do que eles eram capazes dentro e fora do combate. Então, assim...eu vim jogar esse jogo com as expectativas MUITO altas e quebrei a cara, tô desinstalando essa merda porque simplesmente piorou muito. Resumindo para quem tiver preguiça: Pontos positivos: Mais balanceado do que o primeiro Pontos negativos: Design pior do que o primeiro Músicas ruins Jogo genérico Vá jogar o primeiro jogo que é perfeito e finja que essa abominação nem existe.
Hello, indie game developer. In this "Saw Trap", there is a wheel in front of you. Your challenge is to leave the room without reinventing it. It works fine. It's a perfectly good wheel. The door is unlocked.
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