
Dragon’s Dogma 2 is a single player, narrative driven action-RPG that challenges the players to choose their own experience – from the appearance of their Arisen, their vocation, their party, how to approach different situations and more - in a truly immersive fantasy world.
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.
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.
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): 12.43/day in the week to Aug 25 → 32.29/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 2,404 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
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; PlayStation, Xbox publish 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 | 117.4Kreviews | 62% | — | $73M |
| $39.99 | 43.9Kratings | 81% | — | not modelled | |
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 2161 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
everything
What Makes DD2 Special to Me Hours Played: 60+ Arisen: eeVee — Lv. 40 Main Pawn: Darth Freya — Lv. 39 Username: Bleeksano Pawn ID: 5AM5EIVCRIT After 60+ hours, Dragon’s Dogma 2 has become one of my personal gold standards for action-RPG combat. Important qualifier: I have not finished the main story. I am currently in Bakbattahl. That is part of the endorsement. I have become so engrossed in roaming, experimenting with vocations, developing my Pawn party, and fighting monsters that advancing the main story rarely feels urgent. I want combat to feel physical and reactive. Enemies should acknowledge being hit. Spacing, terrain, and positioning should matter. Vocations should meaningfully change how I fight, gear should visibly change my character, and encounters should leave room for improvisation. DD2 does those things exceptionally well. Pros + Excellent enemy reactions: stagger, knockdown, burning, interruption + Spacing, terrain, and positioning materially affect combat + Distinct vocation identities and rewarding weak-point combat + Pawn roles create meaningful party synergy + Exploration naturally produces unscripted encounters + Deep Arisen/Pawn customization with visible gear progression + Weighty movement, attacks, and monsters + Timing, positioning, and targeting reward player skill + Excellent use of ambient sound and musical restraint + Separate voice language and UI text Possible Cons - Deliberate, weighty combat will not suit everyone - Traditional Dragon's Dogma friction remains - PC menu navigation feels controller-first and rigid - Large monsters do not always react as strongly as normal enemies - Players seeking deep numerical min-maxing may prefer other RPGs Traditional Friction Encumbrance, stamina, party preparation, resting, item management, and expedition planning still matter. Recent quality-of-life changes have removed enough administrative resistance that these systems now mostly reinforce the feeling of going on an expedition instead of getting in my way. I enjoy friction when it strengthens the fantasy, not when it becomes repetitive maintenance. PC Menu and Input Friction I prefer controller for combat; analog movement, haptics, and the physical connection to the character suit DD2 extremely well. For inventory, gear, weapons, and information-heavy menus, I prefer keyboard and mouse. DD2's interface still feels built around controller navigation, so keyboard and mouse work but are less efficient than they should be. Voice, UI, and Character Customization A huge plus for me is being able to listen to the Japanese performances while keeping menus, item descriptions, and gear information in English. I get the presentation I want without sacrificing interface clarity. Character creation for both the Arisen and Main Pawn is exceptionally deep. eeVee and Darth Freya feel like characters I created, not variations of a preset, and visible armor progression lets their appearance keep evolving alongside their abilities. Sound, Silence, and Music Much of the travel through forests and deserts is carried by environmental sound rather than constant background music. The quiet preserves tension and makes me listen for danger. Because DD2 does not score every moment, the music hits much harder when it arrives. When a giant-monster theme erupts out of that ambient quiet, the change in scale feels genuinely epic. Archer: Tactical Archer was the vocation that initially made DD2 click for me. The bow is not simply another way to deliver damage. Heavy attacks can stagger and topple enemies, elemental arrows have visible consequences, weak points matter, and terrain can alter an encounter. My Pawns provide enough breathing room that I can actually behave like a ranged specialist. Deathly Arrow and Heavenly Shot also reward execution. Their charge-and-release timing adds payoff without making a mistimed shot worthless, making me feel like I am becoming a better archer through execution rather than statistics alone. The Chimera Across the Gulf One of my favorite encounters happened while traveling back toward town. I spotted a Chimera across a gulf and opened with Heavenly Shot, taking a substantial chunk of its health. I followed with fire arrows while the terrain kept it at range. The Chimera visibly burned, staggered, and fell over under the attacks. Eventually it jumped across and my Pawns took over the frontline. I stepped back and selectively intervened with heavy shots until it went down. No scripted arena or prescribed solution. I saw an opportunity, used the terrain, and the Pawn and vocation systems allowed the encounter to develop naturally. That kind of player-authored combat is exactly what I want from an open-world RPG. Thief: Visceral I switched to Thief mainly to level augments for Archer and instead discovered a vocation that felt just as satisfying for completely different reasons. Against large monsters, I let the tank establish aggro, clear adds, climb toward weak points, and use Gut and Run. Party knockdowns become Skull Splitter openings. Ensnare controls troublesome enemies while Cutting Wind gives me rapid repositioning. Once that rhythm clicked, roaming changed. I stopped feeling like a fragile rogue navigating around danger and started feeling like a predator moving through the world. The Dog Pack A dog pack caught me off guard, dragged me across the ground, staggered me, and attacked again before I fully recovered. Instead of feeling cheap, it taught me how they behave. I realized they can pull away and tempt me into chasing, separating me from my Pawns before the pack collapses on me. So I adapted: let the tank establish aggro, stop chasing them out of formation, disrupt them with Ensnare, and use Cutting Wind to maintain space. The same packs that initially gave me trouble are now manageable. The answer was not simply better gear or higher statistics. I had to understand the enemy and change my behavior. Pawn System The Pawn system is fundamental to why these vocations can specialize. My tank can establish aggro while I position for a shot, clear adds, or climb toward a weak point. Pawns create openings and knockdowns I can capitalize on, giving each vocation room to express its own combat identity instead of forcing me to perform every role at once. Summary What makes DD2 special to me is that its depth remains present during the fight, not only on the character sheet. Its vocations are different ways of interacting with the same physical, reactive combat world. Perhaps the strongest endorsement I can give it is that after more than 60 hours, I am still only in Bakbattahl. I have delayed the story because simply being in the world and playing the game has been enough. That is what I want from an action RPG, and DD2 delivers it better than almost anything I have played. Recommended after 60+ hours. This review is bounded to my current base-game experience. I have not completed the main story, reached every endgame system, or played the upcoming Dark Arisen expansion.
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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 31: 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.
Latest in each market: best BR #42, worst US #95 · 13 markets collected
US · last 30 days
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, Arabic, Spanish - Latin America, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Japanese* +2 more
| $39.99 |
| 7.9Kratings |
| 80% |
| — |
| 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 2.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Things took a dark turn after being able to play the entire game more than once- noting the story and the lore behind it. I did not see as much of a connection to the story in the original Dragon's Dogma, but the gameplay aspects were both upgraded and downgraded. With the expansion coming (Dark Arisen II), they are returning the 6 skill slots and am looking forward to that. An upgrade to the original Dragon's Dogma, I believe- and I would still stick to that review myself, PERSONALLY. I'm looking forward to seeing more from the developers, most especially in the performance department of the game. Thank you, CAPCOM, Kento Kinoshita-san, and Hideaki Itsuno-san!
Amazing gameplay. Very, very disappointing story. I had fun, but was left very unsatisfied.
全是反人类设计,垃圾游戏,战斗系统无聊,剧情单薄,明明是西幻题材,非要加几个黑人NPC何意味,没有交通工具,跑图全靠腿,恶心的要死,内容体量也很小,玩了二十个小时终究是吃不下这坨屎了,不推荐!
Went to the Water Cave had a bad time...spent hours in that cave found a Chimera took hours to kill...thought that was the main threat...then i found the Necromancer...made it out successful. thank God..this game will give you nightmares but its fun lol
Dragon's Dogma as a whole, and especially 2, are acquired tastes imo. When reviews were coming out in 2024, everybody was talking about 'friction.' The game wasn't particularly difficult (imo), but it reaaaaally punished you for being unprepared. Making a long journey and taking the dangerous route isn't bad, but you need healing implements and maybe a camping kit partway through the journey. You don't *always* need an elemental weakness BUT you might come across a slime that takes no damage unless you hit it with some fire magick. The game's also a bit obtuse, imo its side quests are fun where it doesn't tell you EXACTLY where to go and what exactly to look for. It allows for creativity and for you to have to think through what you're doing, but I think it's a bit obtuse in how it communicates in that vagueness at times. It wants the classic approach of quest design, but it is so close that I basically give it to it. That being said, the games improved some of that obtuseness and friction. You have an eternal ferrystone now that makes fast travel easier (I liked the lack of it at launch, but near endgame it does really become draining). New inclinations can make oxcart travel safer. Performance is way way better than at launch (My PC now has a 5080 and it runs great on 4K. My old GPU was a 3080 TI and it ran it pretty good maxed out on launch, but the game struggled in cities. Before my upgrade there was a noticeable improvement.). Also, the story has some interesting parts, but I really don't think it sticks the landing. There are interesting ideas and it really tries to play with the idea of it being a re-telling/re-imagining/remake(?)/sequel to Dragon's Dogma 1, but I do think it falls flat in that regard. But honestly, I really recommend just treating it as setting the vibe and creating some setpieces. There are some parts to the story that feel like they want a From Software approach to storytelling that I can't quite put words to, but it almost feels like they misunderstand what works about those games' approaches. It's serviceable and bold in what it tries. In my opinion, the main, surface level, concept of DD2 is better than DD1's, but the endgame/high concept of the story of DD1 is better than DD2 (leaving Dark Arisen's story out just for fairness while we're waiting for DA2). Where DD2 really shines is its combat. The classes all feels amazing to play, there's quite a bit of freedom in how you build your character (which the upcoming expansion seeks to improve). I really don't think there's anything quite like it in terms of how visceral it feels and just the sandbox of its gameplay. Blocking multiple attacks from enemies, countering, then skewering them with a longsword. Using a magic duospear to launch a goblin at a harpy with telekinesis. Seeing an enemy running to your sorcerer charging a spell, then jumping on the enemy's head and shooting them with an arrow, only so your sorcerer can call a meteor down on a troll is just an amazing feeling that I have never felt in any other game. There are some issues imo, the knockdown animations are a biiiiiit long in the tooth and can take you out of a flow state, and knockdown resistance basically becomes mandatory as an upgrade. Enemy variety also could be better, frankly. But this is an amazing, strange AAA game that I think is worth checking out if you like action and fantasy. I don't begrudge anybody who doesn't like it. I just also think there's so little like it. As somebody who played the original Dragon's Dogma 1 on 360 back in 2012, I honestly never thought we'd see a sequel, but god am I happy with what we got.
I've never played a game that made me care about a virtual character more than this one. My pawn was the reason I played 100 hours in a single run. Her banter, exuberance, and unflappable personality had me hanging on her every word. This game made me feel heartache when she was injured or separated from me. 10/10, will continue to replay.
個人的にはとても好きで、楽しく遊べたゲーム。 システム、ストーリー等いろいろ不満が出るのは理解できるので賛否両論は妥当だが、 クソゲーといわれるほどはひどくないと思う。 今後のアプデやDLCも控えてるので期待している。
Great maybe even has the best combat/gameply of any game. It had many problems yes but i hope the expansion will fix all that so thumps up.
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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