
A dungeon crawler for tired people.
Modeled estimate, not a reported figure. How we estimate →
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): 0/day in the week to Aug 25 → 0.43/day in the week after.
About
Aeons ago, dragons used to rule the world, but it only took one man to steal the fire from a dragon to start a chain of events that eventually led to their disappearance.
What remained was a myth that passed from generation to generation that they amassed mountains of gold, and the other part where the dragons return to rule again has been all but forgotten.
Today, a band of adventurers has gathered together to become strong enough and find the mysterious treasures left behind by ancient dragons. Alas, the road to glory and riches starts at the very bottom...
Assemble a party of 4 adventurers
Take on quests, seek treasure, and grow stronger through automatic battles
Find new equipment and unlock new skills to get an edge over your enemies
Revisit completed quests to see new stories unfold within the familiar areas
Genres
Sums Steam only; PlayStation, Xbox, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 212reviews | 87% | — | $57K |
| $10.49−30% | 131ratings | 91% | — | not modelled | |
Engagement
Reviews
Themes across 53 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Это просто топовая игрушка-бормотушка! Графика высший класс! Саундтрек - мое почтение! Еще бы ачивки завезли разрабики...
I just couldnt get into it. a lot of people who play this game sing its praises. im sure theres lots to like but it just wasnt working for me personally. I was dying a lot, and normally I wouldnt really be mad at that but the game literally automaticlly plays its self. if this was turn based where i picked the moves and i was dying i would have chalked it up to a skill issue. but as it stands right now i feel like the game just didnt teach me how to play the game properly or your actually just meant to die a bunch in your early runs to get strong enough to not die constantly.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese
| $14.99 |
| 33ratings |
| 88% |
| — |
| not modelled |
| $5.99−40% | 15ratings | 80% | — | not modelled |
| $14.99 | — | — | — | 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.
Hours played at review time, across 53 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h2]A triste vitória do cansaço.[/h2] Jogos do gênero [i]dungeon crawler[/i] geralmente carregam grandes diferenças entre si, dada o quão aberta é a aplicabilidade da fórmula aos mais diferentes contextos. Já em gerações antigas, grandes franquias como [i]King's Field[/i] e [i]Wizardry[/i] já mostravam o quão diferente uns podem ser dos outros. Muito mais recentemente, surge [i]Dragon Ruins[/i], tentando renovar o gênero com simplicidade e um certo grau de minimalismo que, embora conceitualmente sólido, ainda deixa bastante a desejar nos sistemas de jogabilidade. Eis, então, que chegamos à continuação, [i]Dragon Ruins II[/i], e a situação se repete. Dando o devido crédito, [i]Dragon Ruins II[/i] ainda expande o primeiro jogo da franquia com mais mapas, gráficos aprimorados e novos sistemas para conduzir os [i]loops[/i] de jogabilidade. Todavia, estas melhorias perdem sua eficácia com poucas horas de jogatina, quando o título passa a se apoiar em uma forte repetitividade que vai minando a experiência constantemente. Os mapas, agora com maior variedade do que o primeiro jogo, começam com uma boa escala de tamanho, tornando-se tortuosos labirintos já no meio do jogo, e insuportavelmente extensas na parte final. Os gráficos, melhorados com mais detalhes, mas ainda dentro de uma estética retrô, acabam-se desperdiçados com a repetitividade de ter de jogar cada mapa várias vezes para completar as missões, além de se tornarem irrelevantes também por culpa do tamanho dos mapas, uma vez que o minimapa logo torna-se o principal recurso para conseguir navegar os enormes calabouços das missões lendárias. Além disso, [i]Dragon Ruins II[/i] falha terrivelmente para com sua proposta de ser um jogo [i]dungeon crawler[/i] simplificado e minimalista ao deixar de explicar detalhes cruciais de sua jogabilidade, exigindo pesquisas externas para que você possa compreender o que são todos os elementos vistos em tela, e como eles funcionam entre si. A progressão de personagem, por exemplo, é brevemente referenciada em um tutorial no início do jogo que não pode ser acessado novamente de forma alguma, enquanto os efeitos de combate não apenas não são abordados em nenhum momento, como o jogo também nunca menciona a importantíssima informação de que [b]apenas um deles pode ser aplicado por vez[/b]) - informação esta que aprendi em uma pesquisa externa, já me aproximando do "final" do jogo. As aspas na palavra "final" não são à toa, mas sim para fazer referência ao que acredito ser o maior defeito de [i]Dragon Ruins II[/i] como um todo: [spoiler]a pura e simples ausência de um final. Uma vez que o mapa final do jogo - as tais "Ruínas do Dragão" - seja alcançado, o jogo escala em dificuldade de uma forma simplesmente inédita, exigindo mais tempo de jogo para adequar os personagens ao nível de dificuldade atual toda vez que um dragão for derrotado. Uma vez que o último dragão, então, é derrotado... [b]nada acontece.[/b] Nenhuma tela de fim, créditos ou coisa parecida. O jogo volta para a mesma tela de sempre, dessa vez com o mapa secreto habilitado (que também não oferece final quando concluído), aparentemente na expectativa que você simplesmente continue jogando sem mais motivo ou razão.[/spoiler] Descrito na própria página como "um [i]dungeon crawler[/i] para pessoas cansadas", [i]Dragon Ruins II[/i] mais parece ser, si próprio, fruto do cansaço, com uma experiência que começa muito bem, mas se perde na medida que seus devs não souberam como aproveitar a fundação que construíram. Se você busca uma boa inovação no mundo de [i]dungeon crawlers[/i], este provavelmente não é o título que você procura. Se você, contudo, busca um jogo descompromissado para apenas passar o tempo... você provavelmente consegue encontrar coisa melhor.
Pretty much just the first game but a little bigger and with some nice QOL changes and a few more classes. However, I really miss the darker graphics from the first game. While the new first-person visuals are pretty to look at, it feels like playing in "light mode" compared to the first game. Please consider adding a way to invert the colors or something because its not very nice to look at when playing in a dark room. Also I really miss the combat log and the little label identifying enemies under their portrait image. The combat was always automatic but now it feels like its not even important without a scrolling action log and without even telling me the names of these creatures I'm being attacked by. overall its a pretty game and makes a few real improvements over the first one but I'd really like to see updated for these two issues I've mentioned. I even went and looked in the options menu because I thought for sure there would be settings for them, especially the "dark mode" thing since I thought this was supposed to be the "dungeon crawler for tired people" XD
Like the first game, Dragon Ruins 2 is a dungeon crawler that autobattles combat for you as you explore, so your focus is on the party building and the more general planning layer of things. There's a few new systems this time like a unified attack you can periodically trigger for a big damage spike, character passive skills, and specific gear items so you can actually come up with appropriate builds. Instead of one big dungeon now it's a variety of smaller dungeons you go through for individual missions; you can rerun them multiple times as needed and the game does some adjustments to the enemies and difficulty to go along with the brief story blurb for that mission. I mostly liked it more than the first game but the addition of skills meant that suddenly there were some weird imbalances to sort out that annoyed me a bit. Still good if you enjoyed the first game.
For when your brain is pudding, but you still want to delve into the earth, or raid a keep full o evil wizards, and be utterly wrapt in crispy pixel graphics, moody portrait art, pleasingly crunchy sound effects and stirring adventure midis. Good and super simple dungeon fun. Which is not to say it can't get intensely hairy, down in those hoary depths. (Take Warren the Cleric, and give people the healer perk when you can. Healing everybody a smidgen after every battle is reeeallly good.)
A completely different beast from its predecessor. Now featuring equipment, skills, and a ton of dungeons, each with multiple missions and bosses. Not as casual as the previous one due to its increased complexity, but still worth every single minute spent. You can get endless hours of playtime if you want to beat the game with multiple party compositions. The only things this game is missing are meaningful synergy between party members, equipment, and skills, as well as a definitive endpoint, which can be good or bad depending on who you ask. That being said, after 20+ hours of gameplay, the repetition in dungeon layouts, and the fact that bosses are always in the same spots, start to make the experience feel a bit stale, despite the novelty of experimenting with different party compositions. To give players an incentive to explore the entire dungeon each run, I would add an additional dungeon featuring a living dungeon system where the layout changes when you enter without using a portal, bosses and boss rooms are randomized, and the objective can shift to destroying a dungeon core or the dragons protecting it. Beating the dungeon would prevent it from resetting on the next run, regardless of how you exit, allowing you to keep the layout you cleared, while leaving early without a portal would cause it to regenerate and change. This would help eliminate the sense of monotony from repeating the same dungeon layouts and allow players to farm it if they want.
no longer a microgame, but still a good game for tired people if u like dungeon crawling
Precisamos de mais jogos simples como este. Espero que tenham muito sucesso para continuarem aprimorando o visual, mas sem perder a simplicidade da jogabilidade e o charme dos estilos dos anos 90.
Review of Dragons Ruins 2 I am about 27 hours into the game and I just finished beating the final secret boss of the game Overall thoughts: For the price point of about $15 or less, I say it's an instabuy if you're a fan of dungeon crawlers/record of lodoss/fantasy aesthetic kind of games. There are a lot of classes that you can choose from for your starting party of four so whatever floats your boat. I personally ran with Knight, Fighter, Archer, and Thief PROS * Lots of monsters * Mechanics to avoid party wipes like warp scrolls, medicines or the escort town option * Every fifth level, you get a skill so that is nice * Sound is there and its not bothersome at all CONS * The rewards for higher level dungeons arent proportionate at all, like word, im getting a cheap rod or some trash at level 90, cmon son * No Bulk Buys for shop * Switching to other party members gives you no perks * Lack of monster avoidance.. Idk i felt like there should have been a potion or smoke to avoid monsters at times * No achievements as of 8/4/2026 WOULD BE NICE * alternate costumes for each class once certain plateau or level is reached * Personal quests tied to each class * Rewards for fully exploring a map * Better reward/money tied to the tier of the dungeon, remove the starter stuff at a certain point... it's not going to help save the world FINAL THOUGHTS Yeah, I am pleased with my purchase. For my money, It was a nice distraction and grindy game. I haven't checked out the standalone game but if it's anything like this, it will scratch that itch for me and hopefully for you For anyone having problems wit the Bunny boss, I have a video below as a baseline reference 8.8/10 https://www.youtube.com/watch?v=6QEQULITh6o
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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