
Set in a huge open world, Dragon’s Dogma: Dark Arisen presents a rewarding action combat experience.
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.
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.
Reviews, worldwide (the counter carries no country): 5.71/day in the week to Sep 7 → 7.43/day in the week after.
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, 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 | $4.79−84% | 49.1Kreviews | 88% | — | $4.7M |
| $29.99 | 18.7Kratings | 93% | — | 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 1005 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Don't waste your time. This games ♥♥♥♥♥♥♥ save system is ♥♥♥♥. What a waste 100 hours of my life.
as someone who really dislikes ARPGs, this is the best ARPG i've ever played
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 13: 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): 5.25/day in the week to Jul 21 → 4.4/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 2,419 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, Japanese, Traditional Chinese*languages with full audio support
| $29.99 |
| 1.1Kratings |
| 84% |
| — |
| not modelled |
| $4.99−83% | — | — | — | 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 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
前期还是很有意思的.但是玩到后面我不知道应该干啥了,大概就是很无聊. 游戏的任务引导也太怪了,如果要不错过支线,你要在从地点A到地点B做完一个任务后,回到地点A才能触发一些支线,不经常回一些地方会很容易错过支线,而且游戏的跑图也是很蛋疼,传送点需要自己设置,而且只能设置那么几个,同时会经常遇到一些偏远的地方要反复去的问题.存档机制也是奇奇怪怪,上一个存档点竟然不是你自己存的,而是你在酒店睡觉或者一个特殊地点后自动存档的.一不小心就可能出现白玩的情况. 游戏的材料获取也很蛋疼.获取方式不稳定,很多材料也不知道有啥用,到了升级装备的时候经常出现材料不够的时候.要去重复获取材料,竟然要在游戏内找一个人复制,复制一次只能复制一个,还要游戏内时间经过1天,太痛苦了. 黑咒岛很多人说做的好,但我只觉得无聊,只是不断地打怪,而且也没有什么"据点",深入后通过传送石回去的话,再回来就要再跑一遍图,太痛苦了.
[b] Boring Sandbox-Like RPG with Great Combat. [/b] The best thing about this game is definitely the combat. It has a lot of unique ideas that you don't see in many other games, there are quite a few fun character classes, and the pawn system is kinda cool, but we still have to babysit our pawns quite often. The larger enemies are also unique in the way we have to fight them, but they're damage sponges. The story is told in an uninteresting way, all the characters are bland, and the quests aren't interesting at all. Exploration isn't rewarding, and there isn't really anything worthwhile to see. The UI is terrible, and managing items and other things is a pain.
bueno
amazing game but bitterblack isle kind of sucks :(
It's cheap if you just want to check things out. It's very retro capcom coded. Very janky in a lot places. The menu design especially. It has a very charming retro and rustic feel to it. It really feels like it wasn't to have a type of DnD feel to it, where DD2 doesn't have. I didn't really enjoy myself, but it doesn't help I wanted to play Warrior. The class is even more basic than DD2's version. For the best experience you probably want to play Fighter or Assassin as they are very fast and versatile. I'm looking forward to DDDA2.
[h1] Когда название "пешек" полностью оправдано [/h1] Идея пешек — самая классная часть игры, которая несомненно выделяет её среди десятков других RPG. Пешки — это твои ИИ-компаньоны: одну главную ты создаёшь и прокачиваешь сам, ещё две берёшь у других игроков. Чужие пешки приходят с накопленным опытом — знают слабости врагов, подсказывают про локации и квесты — всё это они узнали, путешествуя с другими игроками. Фактически краудсорсинговый ИИ, которого больше нигде нет. Да и система билдостроения тоже способна предложить немало различных вариантов плейстайла, комбинируя свой билд и билд главной пешки. Также здесь немало игровых механик, предметов экипировки, ресурсов и расходников, которые точно пригодятся в режиме Hard Mode и особенно на локациях дополнения [b]Bitterblack Isle[/b]. Правда, не всё так замечательно... [h2] А что же не так? [/h2] 1. Убогий и доисторический консольный UX, убивающий всё желание заниматься крафтом и использованием расходников. А сравнение экипировки — настоящий геморрой, поскольку не все статы отображаются корректно. 2. Тупейший ИИ, из-за которого твои союзники — это не эффективные бойцы, а реально глупые АФК-пешки. Враги чуть умнее, но всё равно очень слабые, из-за чего даже Hard Mode по сути несложный. Единственный вариант — собираться в урон и всё делать самому. Если же пытаться отыгрывать саппорта или танка, то длительность всех боёв кратно увеличивается. Хоть консольный релиз и состоялся в 2013 году, а Steam-версия — это просто порт, но на мой взгляд даже для тех лет игра кажется устаревшей лет 5. [h2] Итог [/h2] Энивей, я рекомендую ознакомиться. Поиграть ради самой идеи пешек, интересных врагов и боёв с ними, сюжетных концовок и конечно же дополнения [b]Bitterblack Isle[/b], раскрывающего сложность игры по-новому. Мир игры хоть и выглядит старым, но ощущается глубоким.
游戏机制很捞,上古卷轴5我能玩两遍不腻,这游戏恶心的我玩到一半玩不下去,动作和画面啥的看起来是比老滚5要好,但是玩法上落后太多了
Sehr Cool
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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