
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 →
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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
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
Hours played at review time, across 679 reviews with recorded playtime.
Reviews
Themes across 677 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Underrated. I don't leave a lot of comments.
Walking simulator
Один из лучших и красивейших открытых миров в геймдеве.
Dragon's Dogma 2 is one of the most immersive RPGs I've ever played, but it is missing one feature that could make it a masterpiece. After dozens of hours, I realized that my biggest frustration isn't the combat, exploration, or difficulty. It's the quest progression. The game intentionally avoids excessive map markers and hand-holding, and I genuinely appreciate that design philosophy. Exploration and discovery are what make Dragon's Dogma special. However, there is an important difference between letting players discover things naturally and leaving them without any meaningful guidance. Many quests suddenly stop progressing without any indication that they depend on future events, other quests, specific NPCs, or simply waiting until another point in the story. Sometimes I wasn't sure whether a quest was bugged, unfinished, or simply waiting for a hidden trigger. I don't think the solution is adding more quest markers or turning the game into a typical checklist RPG. I think Dragon's Dogma already has the perfect solution. The Main Pawn. Instead of repeating generic lines, imagine if our Main Pawn acted as an intelligent adventure companion. For example: "Arisen, we've already questioned Hugo. Perhaps we should continue our investigation elsewhere before returning." Or: "The Phantom Oxcart only travels at night. We should rest until sunset." Or: "If we continue this investigation now, we may leave unfinished matters behind." No spoilers. No giant arrows. No GPS. Just contextual advice based on our own progress. With modern AI technologies, this idea becomes even more exciting. Imagine being able to ask your Main Pawn: "What should we do next?" "What quest is connected to this one?" "Have we missed anything important in Vernworth?" The Pawn would answer naturally, based on your own save file and previous adventures. It wouldn't replace exploration. It would enhance immersion. Instead of opening YouTube or external guides, players would rely on the companion who has traveled beside them since the beginning. Ironically, that is exactly what a Pawn should feel like. Dragon's Dogma has one of the most unique companion systems ever created. I truly believe that making the Main Pawn an intelligent narrative companion would be one of the biggest improvements the series could ever receive. Please consider something like this for future updates or Dragon's Dogma 3. Dragon's Dogma 2 reminded me why I love immersive RPGs. That's exactly why I care enough to write this suggestion. I don't want the game to become easier—I want it to become even more immersive. An intelligent Main Pawn would feel like a true companion rather than a source of repeated dialogue, and I believe it would elevate an already fantastic game to an entirely new level.
o jogo ta bem mais leve do que no lançamento, os devs estao começando a ouvir e ja ta prometido a DLC parecida com o dark arisen do 1, que é sensacional, se eles fizeram ctrl+c ctrl+v ja seria bom e estao dizendo que tera mais coisas, entao imagina ai, estao ate teorizando que vai ter mais vocaçoes, em agosto daqui a pouco vai ter rework em algumas coisas das vocaçoes, eles ja disseram o q vai ser alterado e adicionado e é excelente
My game crashed after serveral hours of playing, which was frustrating. I also wanted to play as a Warrior from the start, but the game locked the class behide a quest that wasn't clearly explained. I found a great sword, brought a staff, and still had to figure out on my own that I specifically needed archistaff. The quest instructions are too vague and left me confuse instead of immersed. That said I really liked the graphics, character creation, combat and overall art style. My biggest complaint is that the game gets in the way of letting you play a class you actually wanted. and the quest are long and boring. I would give this game a 4/10
LE DI POR AXIDENTE A REGRESAR A AL GUARDADO DE LA POSADA Y PERDI TODO MI MALDITO PROGRESO
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good character creator with open world rpg sandbox attached to it.
Combat feels smooth and gameplay is good! Kill more dragons Arisen
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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