
Darkest Dungeon is a challenging gothic roguelike turn-based RPG about the psychological stresses of adventuring. Recruit, train, and lead a team of flawed heroes against unimaginable horrors, stress, disease, and the ever-encroaching dark. Can you keep your heroes together when all hope is lost?
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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.
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): 20.43/day in the week to Aug 19 → 64.57/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
Genres
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, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 162.5Kreviews | 92% | — | $81.3M |
| $3.75−85% | 1.6Kratings | 82% | #79 | not modelled | |
Updates
Engagement
Reviews
Themes across 2084 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
На свой страх и риск тратьте на это деньги, игра нечестная, хилы лечат на нули и единицы, по врагам не попасть из за промахов вашей пачки, прокачка не просто плохая а не какая, ваши пешки могут умереть из за рандома просто в одном файте все а если и не умрут то дешевле их выгнать чем лечить от психозов и 4 болезней которые вы нахватаете. Ресурсы падают чудовищно медленно. Игра не про героев а про стройку лагеря. Очень медленная и унылая возня по карте с нечестным рандомом. Скилы все скучные и не эффективные. Грустный менеджмент камушков и денег на длинных миссиях заебитьниет вас за 15 минут такого похода. Очень на любителя продукт я бы даже сказал что для стримеров весь праздник затеян, они играют вы смотрите. Когда ты из за рандома теряешь любимую пешку просто по тому что все свиньи в роще решили бить именно ее и она за 2 боя сошла с ума и буквально заруинила вам не только забег но и оставила вас без коров удручает. Ебианутая система стресса просто не оставляет шансов игре. А так да, арт норм, музыка хороша. ИГРА СЛИШКОМ НЕЧЕСНАЯ по отношению к игроку. Претензии не к сложности а именно к уебистчнаму рандому на промахи а хил на единицы и нули а так же к стрессу на 2 минуте забега который вас заставит выйти из забега а потом просто стереть свою пачку которую вы качали 15 часов
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Latest in each market: best FR #58, worst KR #97 · 13 markets collected
US · last 30 days
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Czech, Polish, Portuguese - Brazil, Russian, Italian, Simplified Chinese, Korean, Japanese*languages with full audio support
| $24.99 |
| — |
| 95% |
| — |
| 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.
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 2.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
이 게임을 두글자로 정의하자면 "씨발"이라고 볼 수 있겠다 삶이 너무 순탄하거나 현재 너무 행복해서 불행해지고 싶은사람은 이게임을 해보면 될 것 같다 잘 훈련된 침팬치도 이게임을 하다보면 "씨발"을 연발할 것 메이플스토리를 줄여서 메플, 메이플이라고 하듯 다키스트던전을 두글자로 줄이면 "씨발" 이다 이번 "씨발"DLC가 나왔다길래 7년만에 다시 꺼내서 해봤는데 역시나 "씨발"소리와 함께 나의 이 여정은 종료되었다... 언젠가 이 "씨발"을 다시 꺼내서 할 날이 올까? 그 날이 오지않았으면 좋겠다... 지금까지.. "씨발"이었다..
This game will break your mind, but you'll keep coming back for more. Forget RPGs that handhold you Darkest Dungeon 1 is a masterclass in tactical depth. If you want punishing mechanics where every decision actually matters, this is it. Why the mechanics and gameplay are brilliant: 1. Stress & Affliction System : HP isn't your only resource. At 100 Stress, heroes break—gaining game-ruining debuffs (Paranoid, Abusive) or clutch buffs (Virtue). Managing mental health adds a whole new tactical layer. 2. Strict Positioning : Formations (Ranks 1–4) determine which skills you can use and target. Enemy shuffles force you to build flexible comps and adapt on the fly when your plan collapses. 3. Deep Synergies : Comp building is insanely rewarding, whether you stack DoTs (Bleed/Blight), run Mark burst squads, or abuse Stun mechanics to control enemy turn economy. 4. Risk Mitigation over Luck : RNG exists, but the skill lies in minimizing risk. You constantly weigh torchlight levels (safe light vs. high-risk/high-reward darkness) and build squads to survive worst-case scenarios. 5. Cold Estate Management : Heroes are disposable tools. Upgrading the Hamlet gives permanent progression even when a squad wipes, forcing tough macro-decisions on who to cure and who to replace. Darkest Dungeon 1 rewards strategy and adaptability. Victories are never handed to you they feel earned. 9.5/10 — Pure stress, pure addiction lol
지금은 혈월도 여유롭게 클리어할 수 있지만, 가끔씩 첫 광명 세이브파일 속 묘지에 가, 내 옛 동료들을 본다... 너희들이야말로, 나의 영웅이였어.
主题、游戏性、美术、音乐完美融合的神作 不适合完美主义者、风险厌恶者
My experience with the Darkest Dungeon can be likened to a really dizzying rollercoaster ride. I received the game from a great friend of mine and decided to go in completely blind to the experience. On my initial playthrough I quickly fell in love with the amazing hand-drawn artstyle, the superb Lovecraftian inspired creature and environmental design, the soundtrack and the marvelous voice acting of the Ancestor (RIP Wayne June) however, the gameplay to me was extremely decisive. The combat looks pretty great despite the limitations of hand-drawn sprites and has a large amount of complexitiy to it. It's got all of your basic turn-based RPG elements such as stuns, debuffs, dodging, DOTs and the like. This is fine as I have played a fair amount of similar games but what Darkest Dungeon does to separate itself is taking the RNG to its true maximum. It's all about percentages. Percentage to hit, to miss, to crit, to apply DOT, to apply debuffs, to dodge and to resist an attack that would put your hero in the grave. This results in the most randomized gameplay that you could think of. Sometimes you'll crit the boss to oblivion before they even do anything special and at other times, your backliner is pulled in front and critted four times in the first fight of the dungeon. It can feel brutally unfair. The worst thing is that progress is permanent. Your heroes level up over time, but when they die they stay dead and all of their equipment, levels, quirks, trinkets and skills are gone with them. It can be incredibly frustrating to spend multiple real life hours to painstakingly level-up a team of four heroes, only for the dice to roll against you and have your entire team die, pretty much making you lose, possibly, an entire days progress. The game will absolutely curbstomp the ♥♥♥♥ out of you if it feels like it. This is what initially made me quit the game for pretty more than half of a year. But just like the Ancestor, there was an insistent gnawing in the back of my mind. What if I just didn't *truly* pay attention? What if, just like the people say, the game's RNG can be mitigated by smart team compositions, good play, proper trinket and quirk management? What if I'm not yet done, with the Darkest Dungeon? So I went back. I started to truly pay attention to what the game's mechanics are about and even though there was a lot of anger, lot of deaths and lots of struggle, I managed to beat the game on its normal difficulty. It was an absolute triumph. Then I decided to push myself to the limit and gradually completed all content of the Color of Madness and the Crimson Court DLCs. Not long afterwards, I decided I will not be satisfied until I complete the game on Stygian. Now, that I beat Stygian, I'm slowly starting to think about a possible Bloodmoon run. This game is truly an incredible experience for people who like challenges and are just relentlessly at them until they're conquered. The game has taken a lot out of me. There were tears, shouts, screams and most importantly, broken furniture. But there was also a sense of accomplishment, relief and genuine joy that you can truly rarely come by these days. If all of this sounds good to you, I implore you to give it a try. If you come to take your time to truly, truly understand the game's mechanics, what'll await you is an incredibly fun and brutal game filled with love for the genres its inspired by. [b] Great Adversity has a beauty, it is the fire that tempers the blade. [/b]
此游极能培养抗压能力,同时具有戒赌功能,大善
I gave this game a tremendous try. I really did. I even 100%'ed it and got all the achievements, just to make sure I wasn't missing something. It's so highly received, I thought that I must be the problem. But I'm not. This game is just... mediocre. I don't even hate it, I just spent 60 hours of my life over the past few weeks exploring every inch of the damn thing. I just don't like it. The moments where I had fun or felt like I had overcome a challenge were few and far between, which is ironic because this game is notoriously difficult. Even I have to agree that it's hard. And it's not even a "good hard", either. I never felt like a lot of the difficulties I came across were my fault or that I was unprepared or anything like that. I simply got unlucky. The game doesn't use difficulty appropriately. It's not like other infamously "hard" games, where if you mess up, it's typically your fault. Not in Darkest dungeon. If you get railed by the game, it's because the game rolled a dice and decided to not fudge the numbers to make the players have fun, as if it were a terrible dungeon master in D&D. Every single time I got frustrated in this game, it was up to chance and fortune didn't favor me. Failed death rolls, ambushes that shouldn't have been there, every single chest in a dungeon being a mimic, among other things. I never felt like I got screwed over and went, "Well, that was my fault." Not once. I always entered quests as prepared as I thought I could be, and yet I was still caught unaware. Maybe that's the point, maybe the game is trying to display some sort of philosophy of chaos. I'm sure others like it, it just doesn't seem like a particularly innovative title for all the chance-based difficulty. I wish Steam had a sideway thumb for "meh", but because I have to pick a side, I'm going with a thumbs down. If you're expecting to have fun with Darkest Dungeon after playing other "hard" games, I would warn you to not bother.
There are typically two kinds of people who play this game: 1. Those who figure out a winning strategy and enjoy the ride. 2. Those who can't figure one out and blame RNG.
I tried my hardest to enjoy it. However, the game made it impossible. Wheras the gameplay loop is very enjoyable, and on the surface this type of game should be right up my alley, the RNG elements just take all the fun out of the experience. Maybe I'm just a particularily unlucky, but in my experience the game the game simply renders your preparations meaningless. There never comes a point where your hard work pays off. No matter how well prepared you are, no matter what you do, no matter what strategy you take, the roll of a dice holds absolute power over the results. You can level up all your heroes, give them the best gear, the best abilities, remove all their negative quirks, make them almost overqualified for the mission, and prepare more supplies than are needed. All of that, and you may still watch them all perish, because you were unlucky. This has been a huge waste of time.
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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