
DRAGON QUEST BUILDERS™ 2 is a block-building RPG set in a fantasy land threatened by an evil cult. Explore, battle, build and harvest in the charming single-player campaign or build big projects in the online sandbox mode for up to 4-players.
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.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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.
About
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 846 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Amazing game that improves on the previous in every way, even as it repeats some beats and structure. I thought I wasn't gonna like Malroth, only to get hit with a gut punch on how much I relied on him when he's not in the party. Near infinite storage early on, encouraging a craft alot and forget it strategy, and the first person mode makes this play like minecraft but also fine tuned block placing and allows for interacting in smaller rooms without the camera having a tizzy. The best part is the progression and freedom to act. Yes, the pressure to fight of mobs is a thing every now and again, but most of the time you're free to run around the map, fast travel is a sinch and a thing and humorously handwaived as to how it works, but running to the distant edges of the map and then coming back when needed is the standard. Unlike Builders 1, there is a less focus on minecrafty ore hunting- the questline for ore nets you more ore than you'll use in a day, and the game uses randomly generated islands for resource gathering, but a perk of them is that you complete a scavenger hunt, you get infinite resources of a particular item, and this includes ores. Later, rarer materials still need to be found, but there is no need to stripmine in this game. For extra challenge, avoiding using them except for plot needs, later chapters do have ways of getting things like iron, but with a bit more challenge and exploration, as otherwise, the infinite resources can make some things a bit too easy...but notably the crafting limtations of each chapter exist to prevent cheesing. You can have infinite wood very early on, but later chapters often give you crafting tables that don't let you make wood blocks, for example, or require something else , so infinite wood is worthless. They also as before, ensure you have no items when you reach each plot chapter. I think the story goes in new directions, and is one largely of philosophy, remaining fairly lighthearted and cheeky even if it has reminders of fairly dark events in a previous game and some existential dread. But all in all, remains soft and fluffy even at its bleakest. The characters are all loveable jerks, the islands of the game's archipelago are vibrant and beautiful with the shading and cultivated set pieces, and each world shows off things you didn't expect could be possible after setting up your expectations. My only gripe is I had a repeat of an issue I had with the first game, despite a different engine and team- Furrowfield got glitched out for some reason, a room wouldn't form, the game would just crash to title menu, and it would struggle to let me load my save. I managed this by trying to figure out what build was causing the issue, avoiding certain areas, constant saving and quitting from 'good' saves to lock in plot progression, and then when I finally cleared the map and moved on...it crashed on the way out. But because when transferring, it makes a save and declares your new current location, loading the save had me arrive on the Isle of Awakening...but I can never go back to Furrowfield under risk of a game crash as it fails to load. Not sure what I did, I tried visiting it late game and got so stuck I needed to use a save editor to put myself back on the home island. As for the home island, it's a great development in that it's a home base, a resource and money farm for unlocking upgrades and crafting items, and an improved version of Terra Incognita from the first game, a big island you can build on. It has structure, often requiring you to do a few things before you move the plot forward, but unlike the islands, it is your persistant storage of loot, your builds, and then some. You way later get a proper 'terra incognita" in the form of Buildertopia, which you can build anything on from the ground up, and can move your villagers to, but the Isle of Awakening allows for some of that joy early on as you build up each area, with limitations- you can't build or harvest in future areas until you plot progress, and it cleverly uses hard rocks you can't break to limit your terraforming, but each area is a large enough playground to build up a village, make rooms, and try to make your villagers happy. The villagers are the show here- their pathing, Ai, and habits are not out of Dwarf Fortress or similar, they go through routines based on their personality and skills. But whereas in say, modded minecraft or factorio, you'd make a machine to offload your crafting, manufacturing, the key here is to build a room so villagers can do some of the work for you- a Kitchen to have them cook ingredients, a farm to have them grow food, a smithy to have them forge ore into ingots, a bar to have them brew drinks. They all eat, go to the restroom, play games, work, and got to sleep, and if you build the rooms and supply the resources, they give you grattitude which is the game's currency, which you can use to unlock new builds, and later, buy resources outright, so finding ways to maximize happiness is important. But later, as you can recruit them into your party, and get monsters to village or party, you can take them out on adventures, fight unique encounters. Late game, you get an ability to play it almost like Pikmin or LIttle King's Adventure. Visiting other people's builds and seeing them on loading screens is great- nothing makes me want to build more than seeing someone else's creations, and being able to copy builds using a "magic pencil" tool to then build with my villagers on my island, to then tweak or adjust, lets me take some ideas home with me. Just like the first, it's Minecraft meets Animal Crossing or Dwarf Fortress, wrapped in Dragon Quest's polish. I picked this up to play because Pokeopia, which is basically this game's spiritual sequel, is more like Animal Crossing, while this one goes more Dwarf Fortress, and since I can't afford a Switch 2, I decided to play the sequel and was not disappointed.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 21: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 1.44/day in the week to Aug 4 → 1/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 2,402 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.
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, Spanish - Spain, Korean, Traditional Chinese, Japanese, Simplified Chinese
Hours played at review time, across 847 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
開始2,3時間ぐらいまでは「買って失敗だったかも」と思ってたが ある程度自由に動けるようになってきてからは「最高のゲームかも」と思うようになり 今ではそれを確信しています
Essa é umas das poucas reviews negativas que eu vou fazer, pois eu sempre tento ver o de melhor no jogo, porém eu apesar de ter me divertido até certo ponto no jogo, não recomendaria pra ninguém. Conheci o jogo como muitos através da review do canal Cogumelando, e tive muito hype para o jogo, como um fã de Dragon Quest achei que ia ser uma mistura incrível de Dragon Quest com Minecraft e Stardew Valley, e até certo ponto é, oque mais estraga a experiência do jogo é a quantidade MASSIVA de diálogos INÚTEIS, das 71 horas que tenho registradas, acho que umas 25 ou 30 é lendo dialogo ruim que não acrescenta nada, parece que o jogo te trata como se fosse um acéfalo, não te dá liberdade pra pensar em como resolver as situações. Confesso que a última área do jogo que deve ser umas 5h de gameplay eu já estava tão fatigado que skipei todos os diálogos, e eu sinto que não perdi nada da história. Essa história que, é leve e divertinha porém se os diálogos não fossem extremamente repetitivos seria melhor ainda. Enfim, a gameplay é divertida, a criatividade de criar é muito boa, personagens legalzinhos, porém a chatice de diálogos gigantes e repetitivos e intrusivos na gameplay acabou com a minha experiência. OBS: além de tudo screenshot nesse jogo é bugadassa, funciona de vez em nunca, e o photo mode in game não é exportável para o pc.
ドラクエシリーズは本作が初プレイ。 寄り道しまくってのストーリークリアは80時間程度でした。 ⬛︎ストーリー ・メインストーリーはとても良かった。 ・元々おつかい系が苦手なこともあり、退屈に感じる場面も多々あった。 ・ドラクエはほとんど知らないが、特に問題なかった。 ⬛︎操作性 ・コントローラーでプレイしました。 ・基本的に快適だが、道具を切り替えようとして仲間に話しかけてしまったり、決定ボタンの配置など不便な点もあった。キーコンフィグはあるものの、変更したいものに限って変更できなかったりした。 ・カバンの中身は整頓できるものの、種類別に表示できず少々不便だった。 ⬛︎グラフィック ・マイクラほど角張っているわけではないのが好み。 ・大量にアイテム放置もよくしていたが、処理落ちもなく快適だった。 購入前に体験版で10時間ほどプレイしました。 5時間ほどは正直退屈だなと思いながらプレイしていました。 普段ハウジング系のゲームもよくしますが、当作品は序盤はほぼおつかいストーリーをこなす感じなので、そこが合う合わないありそうです。 サンドボックスモードが欲しかったです。
難易度は易しめ。 建築が苦じゃないなら買い。 ストーリー・世界観・音楽全部よかった。
Would like to say this is a decent game its not bad or good just decent enough to be enjoyable for the first couple of hours & days then just kinda sits there in my steam library. Cons: - The inventory system scares me sometimes even if you can auto-sort it, there is just to much inventory pages and a bit complex (in my opinion) - Why is crafting & building such a PAIN! There are some items that are forever items like wood and stone which is understandable but there are some items and blocks that are almost impossible to find on specific islands - Hard to play on keyboard & mouse but still in a playable state Pros: - Love the simple graphics - Great Story made - Fun RPG-like open world survival I would somewhat recommend this game, really depends on how much you like RPG and Survival elements and can get over the weird controls. 6.7/10
This game is absolutely ♥♥♥♥♥♥♥ amazing. Only downside is to get access to all of the sandbox you have to beat the game. The gameplay is extremely easy though, it's just a little time consuming. I'm also not a fan of dragged out dialogue. Otherwise a great game, especially if you're into Minecraft. This feels like minecraft with better animation.
找不到代餐的一款游戏,任务指引和自由度做的最平衡的一款游戏,情绪价值给到夯的一款游戏!虽然不可能了,但是血书求续作!
[h3]【総評】[/h3] マイクラのクローンゲームに、RimWorldのNPC運用を足した感じの建築ゲーです。 有名なジャンルですので詳しい説明は不要でしょう。 田植えや調理ひとつひとつにちょっとした遅延が有り、その穴埋めをするのがNPC。 いわゆる再現作品やドット絵を作り上げるならプレイヤー単体で完結しますが、拠点運営で考えるとNPCをどう動かすか導線を敷いていく必要があります。 メーカー製のゲームだけあって品質は非常に高いです。買って損はないでしょう。 ただし、マルチプレイ目的で購入される場合は注意が必要です。 まず、マルチ解禁まで軽く見積もっても 8~15時間ほどかかります。 また、アイテム等の持ち込みも一切不可で、ホストになった人の島からアイテムを取り出す他ありません。そして取り出されたアイテムはホストがマルチ終了後に手作業で回収する必要があります。 そのほかモンスターの生存・存在フラグは個別です。見えない何かと戦っているように見えても、実は戦闘中だったなんてことも。快適なマルチプレイは絶望的であり壊滅的であると思ってください。実質的に観賞用のための取って付けたような、いい加減で質の悪い付属機能に過ぎません。 プレイ時はコントローラー推奨。 [h3]【良かった点】[/h3] [list] [*]性別がきちんと明記されている。 [*]デスペナルティ無し? [*]どこでもワープ有り。移動範囲はマップ内(他の島へは移動できない)。ルーラではない。 [/list] [h3]【気になる点・ツッコミどころ】[/h3] [list] [*]特殊マップの探索ボーナスで一部素材が消費なしで利用できるようになるのは良いのだが、それによる弊害が考えられていない。消費なしで使えるようになった素材アイテムは当然ゴミ同然の価値となり、インベントリを圧迫する癌細胞と化す。消費なしになっても該当素材アイテムのドロップ率は据え置き。 [*]一部の建築ブロック等は1:10のレートで作成できるのだが、一度に作成可能な上限数(999)と非常に相性が悪い。上記の消費なしの恩恵が加わると、欲しい数までちみちみとキー入力しないといけなくなる。具体的にはインベントリ枠を考えて990個作りたいが9990個作成のショートカットキーしか存在しない。消費なし化した後の事がまったく想定されていない。 [*]キャラメイク時の髪型1種固定。システムの解放はモンゾーラ島クリア後。後付けのシステムなのか、髪型を変えてもインベントリのキャラの髪型は初期のままという手抜き・設計の見落としが残る。 [*]移動速度の都合で、服が「武闘家の服」固定になってしまう。追加効果が有用すぎる。 [*]風のマントで滑空中にシドー少年が股間をガン見しているように見える。実際は位置的に見えないのだが、なぜか視線は上向き。 [*]汲み取り前後の水の表現が奇妙なことになる。筆舌に尽くしがたい、名状し難い状態になる。 [*]全身が沈むくらいの深さから窒息が始まるが、頭皮が空気に触れている程度の深さなら皮膚呼吸可能。鼻と口が水に浸かっていても頭皮さえ空気に触れていれば助かる。 [*]一部アレな言い回しがある。「💩を素手で掴め」「💩に手を突っ込んでみますか?」など、開発陣の💩に対する妙な拘りを感じる。 [*]服(下着)の中に隠れるスライム。 [*]取って付けたような満腹度の概念。これ必要あった? 食事はバフ効果付与オンリーでもよかったんじゃない? [*]拠点構築の際、各所への移動時間を考えると、廊下を省いた構造もしくは廊下を小部屋扱いする設計になりやすい。寝室は共有部屋で土地の節約、寝起き飯ダッシュがあるのでキッチンと食堂は寝室から地続き。トイレは公衆トイレ形式…といったふうに効率的に進めると大概酷いことになる。 [*]モンスターと住民が、やけにタフ。 [*]DPS:通常攻撃連打 > 回転斬り。 [*][strike]バニーに向かって体液を射出するキラーマシン。[/strike] [*]非常に細かな指摘となるが、素材島探索時のメニュー「島の情報を見る」を選択したときに、マウス操作時ならコントローラ、コントローラ操作時にマウスを動かすと、ひとつ前のメニューの操作ガイドに変更されてしまう。(バグ・不具合) [/list] [h3]【不満点】[/h3] [list] [*]マルチプレイ解放までが非常に長い。セーブデータの進行度と紐付けられており、プレイスタイルにもよるが時間にしてぶっ続けのプレイで半日ほどかかる。 [*]他の島へ移動するとしばらくは、からっぽ島(本拠地)に戻れない。マルチプレイはモンゾーラ島クリア後かつからっぽ島に居る時のみ利用可能。 [*]モンスターの存在フラグ以外は完全同期。ドロップアイテムも視認可。なぜモンスターだけは同期しない? 意味がわからない。 [*]水中での殺意が非常に高い。攻撃・移動速度低下、窒息はわかるが、ワープ不可・脱出不能の渦潮で巻き取って確実に息の根を止めてくるのはどうなのだろうか。やはり「人は水に入ると死ぬ」は業界のデフォルトなのか。海へ入るのは文字通り、入水自○となる。基本的に海に落ちたらリカバリー手段は無い。おとなしく殺されるのを待つよりほかない。ドラクエにしては今作は海・水に対してだけ妙に殺意が高い。 [*]夜間の殺意も非常に高い。序盤から場違いな強さの敵が暗殺しに襲いかかってくる。 [*]モンスターの不自然な超信地旋回有り。 [*]白い岩・つぶ岩・雪・大理石、この4種のブロックはいずれも白色系。この内の1種を重点的に集めてこいといった趣旨の指示があること。さらに積雪によるブロック隠しまである鬼畜っぷり。人水死、💩への執着といい、よそのメーカーの影響でも受けたの? [*]作物収穫時等の住民・仲間からの拍手がうっとうしい。>パンパンパンパンパンパン!< [*]吟遊詩人の鼻歌。 [*]住民(NPC)に調理してもらおうと素材を収納箱に突っ込んでおくと盗み食いされる。 [*]わざわざ調理場の収納箱に建築素材を詰め込む、農業倉庫に作り置きの料理を保管するなど、プレイヤーの神経を逆撫でするような行動AIの住民たち。 [*]シドー少年(仲間)の距離感が物理的に近すぎる。ほぼ密着状態。作業中に誤って話しかけてしまうことが多々ある。護衛してくれるのはありがたいが、頼むから離れてくれ。 [/list] [h3]【備考】[/h3] [list] [*]セーブスロットは3つ。オートセーブ有りの計6つ。島移動の際に必ずセーブが入る。 [*]殆どのモンスター襲撃は基本的に[spoiler]畑狙いで来る。壁と堀で完封可能。アリ系は壁で、壁破壊タイプは堀で無力化できる[/spoiler]。 [*]モンゾーラ島の攻略手順について[spoiler]は住民の依頼を優先すること。合計250マスの田植え(副総統の依頼)と30~40の種集め(住民の依頼)が被る。また、ストーリー進行上に必要な捨て拠点であることを念頭に置くこと。最終的に拠点破壊と同等の建築要求が入るのと、実質的な拠点放棄を強要される。あくまでもチュートリアルの延長だと考えた方が精神衛生上、好ましい[/spoiler]。 [*]第3の島[spoiler](ムーンブルク島)[/spoiler]にて武器ロスト有り。貴重な武器は渡さないように。 [*]第2の島以降は自由に帰還可能。 [*]鶏の迷惑行為(卵撒き散らし)は、地下監禁部屋に隔離で対処可能。ただし、幽霊系のワープで侵入される場合がある点に注意。 [*]畑と隣接する壁は、高さ3マスなら収穫物は乗り上げない。 [*]水辺と隣接する畑は水やり不要。 [/list]
为什么还没有3的消息?
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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