
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 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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 | 117.5Kreviews | 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 2284 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Dragon’s Dogma 2 was a massive disappointment after the first game. I waited twelve years for a proper sequel that would build on what made the original special, fix its obvious problems, and finally realize its wasted potential. Instead, it often feels like a prettier remake carrying many of the exact same issues. Is this seriously the game I waited twelve years for? The combat is better, the world is larger, and the presentation is more modern, but rather than moving the formula forward, Dragon’s Dogma 2 mostly recreates it, including limitations that should have been left behind over a decade ago. The combat is still genuinely incredible. Climbing onto huge monsters, attacking weak points, and taking advantage of the chaos created by the physics system is easily the best part. Monsters can fall off cliffs, destroy bridges, crash into each other, or turn a normal journey into a massive battle. The vocations are just as strong. They completely change how you play, and trying new skills and weapons carried a huge part of the game for me. The Pawn system is still one of the most unique ideas in gaming. Hiring other players’ Pawns, having them guide you through quests they know, and listening to them during long journeys makes the world feel alive. They can be repetitive and incredibly stupid, but they are still a major part of what makes Dragon’s Dogma feel unlike anything else. The world also looks great. Its environments, lighting, effects, and large-scale fights can be genuinely impressive. Exploring is exciting at first because the world feels dangerous and unpredictable. The problem is that the further I got, the more unfinished the game felt. The story sets up a political conflict involving Disa and the False Sovran, makes reclaiming the throne seem like the central plot, and then almost completely abandons it. Even the Dragon barely matters in a game called Dragon’s Dogma. Just when it finally felt like the real story was about to begin, the game rushed toward the finale. I genuinely thought I was around the middle when I realized I was already approaching the ending. Most characters are given so little development that I never had enough reason to care about them. Important people appear for a few conversations, disappear for hours, and then expect you to be emotionally invested. The story constantly introduces ideas that seem important, only to leave them half-finished. Enemy variety is unbelievably weak for a world this large. You spend most of the game fighting goblins, saurians, wolves, bandits, and those absolutely insufferable harpies. I ♥♥♥♥♥♥♥ hated the harpies. They are everywhere. Every road, cliff, bridge, and random corner seems to have another group waiting to annoy you. They never shut up, they are irritating to hit because they keep flying around, and getting grabbed or put to sleep by them is infuriating. They were easily my least favorite enemy in the game. Large monster fights are supposed to be the highlight, so the limited boss variety is also a massive disappointment. Cyclopes, ogres, griffins, chimeras, and minotaurs are incredibly fun at first, but eventually you realize that you will fight the same handful of monsters for dozens of hours. The combat deserves far more variety. The caves and dungeons are not much better. Most are dark, repetitive tunnels with little unique architecture, puzzle design, or memorable content. You enter another cave, kill more saurians, open a chest containing something you probably do not need, and leave. The world is beautiful on the surface, but optional areas quickly reveal how little variety there is. Quest design is another major problem. Many quests are basic errands, while some side quests are needlessly confusing and barely explain what the game expects from you. I missed hidden conditions, failed to notice time limits, and lost access to content without realizing it. NPCs can disappear, quests can fail because you rested too many times, and entire questlines can be missed because you did not speak to the right person at the right moment. I understand wanting players to figure things out, but forcing me to search online just to know what a quest wants or whether it can still be completed is not good design. There is a difference between respecting the player’s intelligence and refusing to communicate important information. Quest consequences, permanent choices, NPC deaths, and endgame systems are often explained so poorly that you only understand them when it is too late. Travel also becomes a chore. At first, walking everywhere makes the world feel large and dangerous. Later, it mostly means repeating the same routes and fighting the same enemies again. Restricting fast travel might have worked in a smaller or more varied world, but here it mostly wastes time. The Ferrystone and Portcrystal system eventually made me want to interact with the world less, not more. The save system, however, is easily the worst thing in the entire game. It is one of the most infuriating save systems I have ever dealt with. You are stuck with a single save, and the constant autosaving can trap you in situations you cannot escape from. When that happens, your only real option is to load from your last inn rest and hope it was recent. The game does not even tell you when that last inn save was made. Loading it feels like spinning a roulette wheel. Maybe you lose twenty minutes, or maybe the game suddenly erases three or four hours of progress. I lost that much progression multiple times because I got trapped at a bad autosave and had no other way out. Completed quests, collected items, explored locations, unlocked skills, and entire journeys just disappeared. I then had to repeat the same dialogue, fights, quests, and long walks all over again. I am fine with a game punishing me for my choices. I am not fine with being trapped by an autosave and then being forced to gamble several hours of progress on a save file whose time the game refuses to show me. That is not immersive, challenging, or meaningful. It is hostile design. Since the game is already full of long journeys and repetitive encounters, losing progress means walking the same roads, killing the same goblins, and completing the same confusing quests again. This save system actively made the entire game worse. Performance is another major issue. Even on powerful hardware, cities can destroy the frame rate, and the game regularly stutters. Its technical state is difficult to excuse after such a long development. After twelve years, Dragon’s Dogma 2 feels less like a fully realized sequel and more like the first game’s problems repeated in a prettier world. It has an amazing combat system, fun vocations, and a unique Pawn mechanic, but not enough enemies, bosses, dungeons, quests, characters, or story content to support them. The strange part is that, despite all of this, I still liked Dragon’s Dogma 2 far more than I probably should have. If almost any other game had this many issues, I would have torn it apart. I had far less patience for games like Atlas Fallen, even though they did not frustrate me nearly as much. Dragon’s Dogma is different for me. I love the original, and so much of what made it special is still here. Even when the sequel disappointed me, annoyed me, or deleted hours of my progress, I still wanted to keep playing because its core experience is something I cannot get from another game. That also makes the disappointment hurt more. I do not like Dragon’s Dogma 2 because it fixed the original or delivered the sequel I waited twelve years for. I like it because underneath all the unfinished ideas and terrible decisions, it is still Dragon’s Dogma. My love for the first game carried this experience much harder than the sequel itself ever did. There is a great game buried inside Dragon’s Dogma 2. They just forgot to finish the rest of it. 6/10 - A little bit above average.
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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 2.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The game is pure RPG fun. It is not so much about the intricacies of the story but rather playing the role of a hero. Awesome character creator, classes, and equipment. The combat is unrivaled. After you play this game it will be hard to tolerate the combat of other RPG games. The movement, speed, and impact of every action is perfectly synchronized to make you feel like you are a mythical hero. The best part is the control you have over such actions. I've played action games where you accomplish great things in combat but it feels choreographed. This feels like you are part of the combat chain at every moment. The exploration is tense without being some boring souls punishment. You will think critically about where you are going and what is around you constantly and when you enter into battle, you will have a healthy respect for your enemies. The bones of the story are interesting but it is not fleshed out at all. This game could have been an all time game if they nurtured the narrative. The world feels huge despite being smaller than big open world games because it is densely packed with points of interest and danger. The graphics are beautiful. I've never seen magic look like this. I'm getting an insanely high framerate without FSR during high pace combat in large open areas with many enemies. Inside dense cities, my framerate does not go below 60. I don't know how this is possible while people with way stronger rigs are having issues. From what I am seeing it seems the people with the worst issues are on Nvidia cards. The August update will bring 6 skill slots and performance improvements. You should check it out then since right now it seems hit or miss for performance.
I'm here for the pawns and I love the game. but If I'm being honest, they need to fire the scriptwriters. Story , at least what I've seen so far, is ok, generic fantasy stuff, Vo is great, but the script... It sounds like it was translated to be as inoffensive as possible, and feels very stiff, like it was written without understanding how people that speak English actually communicate. BUT EVERYTHING ELSE IS SO ON POINT I DONT CARE! if the Dialogue was a little more snappy, and took more chances to make jokes or be sarcastic or flippant I would give it a 10/10, right now its the biggest turd in the pool because when my PAWN open their mouths I'm reminded they have no soul, BUT when they run around and do thing on heir own and brings things to me or work together in a fight, all of that is top tier, 20/10 I am genuinely afraid of the power creep without a hard mode though, crossing my fingers they commit to that. I think Localization missed the context of "Pawns" referring to you as "Master" sounding cringe in english, and feels kind of gross as the only people with "masters" in English are slaves. Makes me wonder if the translation for Master is derived from Senpai or Sensei, which contextually would make a ton of sense, When I mentally substitute these terms for master it feel much less like I've got a gaggle of helpful slaves, but again, the gameplay transcends that bad writing/translation. The game is very worth playing. I don't typically feel the need to go this deep into a review, but in the context of DD I think its worth knowing the gameplay really does a great job despite the cringe dialogue.
更新后进不去游戏,一直报错,crash。。。。然而我没装任何mod
This game is great in a lot of ways, but ultimately, its flawed storytelling is why I can’t recommend it. All of the quests require you to do things in very specific ways, ways that don’t really make a lot of sense. Other games would allow for multiple solutions, but with DD2 it’s like the designer said, “here’s the one way I think each quest should be done, let’s ignore everything else.” Add to that, that most if all the good parts you have to stumble on… Add to that, that it’s really easy to ruin a run accidentally… And the world feels “dead” most of the NPCs are just background. Sure, they say a few lines but they don’t ever really do anything. It’s not that the game is hard, it’s not. It’s that every quest requires such specific actions. You will not have a satisfying walkthrough unless you use guides because then you’ll miss everything… but using guides, it feels like you’re acting out a script for the pleasure of the game designer. It should be their job to entertain you not the other way around. My advice for the studio: Before your next release, every member of the design team must watch a family member playthrough the game… BUT you’re not allowed to give them ANY hints or advice. Besides that, the engine is fine, the combat is lively, and the graphics are just below top-notch. This should be a fantastic game… just the way the storyline is so forced, it’s not fun.
They fixed all the problems that the game seems to have had following its release. I also realized that most of the people who left reviews complaining about the game's features would've detested the first game, which I love and would've had naught different on the mechanics and execution. The base story path of the game is extremely unique, and quality-wise it's 'okay' and sometimes 'good', but the overarching narrative (even more unique) is very interesting and well delivered for those who enjoy the genre. And the lore and world is super fun, and at the risk of being too repetitive, very unique. Playing the first game will definitely give you some insight on how the world works already, but this one does go a bit out of its way for you to not need the first game, so you don't. Still worth it in my humble opinion. Compared to the first game, mage and sorcerer look just as cool if not more, and feel a lot better to play. And now EVERY other vocation looks just as awesome as they do in their own unique ways. Combat feels super smooth and dynamic from the get-go. The game has its issues sure, but as far as I can see each one of them is born from every part of the game being given immense freedom to feel alive, which can cause problems but I wouldn't have it any other way. i.e. Dragon pushes Quest NPC off ledge on a tower, killing them. You can find their body at the bottom and revive them later and all is well, but that happened in the first place because the dragon can go ANYWHERE, it's not bound to some rules of engagement, ready to de-spawn any time you go too far, it will probably climb down the tower to get you if it comes to it. I like my NPCs free, like that dragon, and like that guy who died. Don't feel safe with an outcome you are watching happen in front of you? Maybe you just don't wanna fail a quest cause something was too wacky for the game's terrain to handle? Quickly pause, go into 'Quit without saving', load back in and you'll likely be there moments before it happened. Save often in beds and you'll have a secondary backup save. Feels right to me, but maybe that's because I've been playing games for 26 years and I prefer how some things were designed back in the day. I like being forced to stick with my choices and failures. If I don't feel it was fair, like something akin to a bug's fault, easy enough to quit and reload, alt-f4 if it's mid-dialogue caused by a consequence. Had to do that twice in 100hrs, and I am very experimental with my gameplay style. Still getting the best possible ending it seems, with every side-quest I could find well completed with fully happy NPCs.
臭狗屎
this game is very very glitchy. went to use a port crystal and lost almost 20 hours of progress in the game even after multiple hard saves. i can deal with the glitches every 5 min, but not losing progress. i still have certain achievements, but also lost the levels and progress for them. it literally put me back to where I was a few days ago.
傻卵卡普空谁教你dlc这么定价的?首发吃的老玩家不支持补齐,花148硬买?真活全家了
Bad impression from the start. Terrible optimisation, unintuitive controls and the exact same clunky combat which weighed down the first game, with non-sensical and rushed story beats. After half an hour compiling shaders and a very pointless prison opening with no weight to it, I was thrown into battle with my mage character. This whole combat sequence was a total mess. Narrator tips on combat and controls were playing over pawn commentary, battle music and explosive sounds, to the point where you basically can't hear a word the narrator is saying. A few of the tips were skipped, and you're not given any pauses in the scene or to display text prompts to give you time to digest it all. It's just a mass of pawns charging the beast until the whole scene abruptly ends and your character is running away from the prison. I was then introduced to combat with some goblins, and as a mage my I had no time to cast my inferno spell as it kept getting interrupted by the goblin's melee attacks. You can't cast this spell whilst on the move so I died twice until I pre-charged the inferno spell before entering the fight. The only spell I could cast quickly was the basic cast which did no damage. You then arrive at the first camp and your first rift stone, where upon choosing your pawn there's a bunch of other pawns just standing there awkwardly, and if you look over at the tents in the camp your frames will drop by around 10-15. The performance overall is horrible, considering the graphics aren't as impressive as some other modern games, this is the worst optimised game I've played in a long time - I have way better performance on Stalker 2 and Crimson Desert on max settings.
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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