
Battle against Fahrul's tyrannical Queen alone or as a party of four players in the sequel to For The King, the massively popular turn-based roguelite tabletop RPG. Will you unravel the once beloved Queen's terrible secret?
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.
Every market we collect.
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): 3.57/day in the week to Sep 14 → 5.83/day in the week after.
About

Once beloved by her people, Queen Rosomon has turned against her subjects, casting them into servitude in the darkness of Fahrul’s mines whilst building alliances with sinister and malevolent forces.
Gather your party in four player co-op or adventure alone through Fahrul as you risk everything to fight the tyrannical queen and bring an end to her oppressive reign.
From the creators of For The King, the much-loved RPG that blends roguelite and tabletop gameplay comes a new chapter in Fahrul’s history, designed on an updated engine bringing innovation and gameplay refinement for returning heroes and new adventurers alike.

For The King II is easy for anyone to pick up and play, but takes skill, patience, and strategic excellence to master whilst remaining infinitely replayable with a procedurally generated map that ensures no two playthroughs will ever be the same. Unique yet familiar dice roll inspired movement, encounter and combat mechanics add even more spontaneity and variety as your fortunes rise and fall on the roll of the dice.

For The King II provides a complete campaign with over 30 hours of gameplay, split into 7 separate adventures, each narratively linked. The journey is long and the path is treacherous but fear not, if your party fails you will start stronger and wiser on your next playthrough with better starting items to draft into your loadout.


Roll up, roll up! Put your skills to the ultimate test with the infinite dungeon mode - Dark Carnival. Led by the devious Ringmaster, your goal is to conquer as many floors as possible before you meet your inevitable demise. Collect carnival tickets to explore new paths, discover a host of themed rooms and spin the Wheel of Death as you try to escape your fate. How far will you make it through the Dark Carnival?


Traverse Fahrul solo or with up-to three friends in four-player co-op. As a solo player you can control all characters in your party, giving you complete ownership of the campaign map and combat strategy whilst in four-player co-op you must coordinate and negotiate with your party members. Play online multiplayer with your friends controlling your own character(s) or play offline co-op on the same PC.

Inspired by turn-based classics, For The King II adds strategic depth to much-loved combat mechanics with the new Battle Grid, where movement and position provide you and your enemies with strategic buffs and penalties. Defend the back row by equipping a mighty Tower Shield, push enemies into lethal pools of burning fire, or entangle melee troops with dark magic cast with weapons looted from vanquished foes. The choice is yours!

Fahrul is both beautiful and deadly in equal measure. On your journey you will encounter a wealth of diverse biome environments brought to life in a breathtaking art style. From lush forests, toxic swamps and lava-filled wastelands to pirate (no scratch that!) Merling-infested tropical seas, For The King II transports you deep into the wonders of Fahrul, leading you further than ever before into this stunningly-imagined land of adventure.

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 publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $8.49−66% | 16.2Kreviews | 71% | — | $2.7M |
| $24.99 | 2.5Kratings | 69% | — | 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.
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 964 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Similar to the first one but with some more mechanics that are very enjoyable.
MU WENO MU WENO
玩法丰富度比一代高了不少,的确很杀时间 (既是优点也是缺点)
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 5.57/day in the week to Jul 30 → 6.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese +1 more
Hours played at review time, across 967 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I’ve had a good time with For the King II. It keeps a lot of what made the first game fun: the dice-roll chaos, the tense fights, the weird little moments where everything either goes perfectly or completely falls apart. It still has that tabletop adventure feeling, and when the game is clicking, it is genuinely a lot of fun. The combat is probably one of the best parts. Fights feel more tactical this time around, especially with the battle grid. Positioning matters more, and you have to think about who is taking hits, who is staying safe, and when to spend Focus instead of just hoping the rolls go your way. It still has that classic For the King randomness, but there is enough strategy there that wins feel earned. I also really like the look of the game. The art style has a lot of charm, and the world feels colorful without losing that dangerous fantasy vibe. It has that board game / tabletop miniature look that fits the series really well. Even when the game is kicking your teeth in, it is still nice to look at. The classes are another strong point. They feel different enough that party building is actually fun. Trying out new combinations, figuring out who works well together, and building around different strengths is a big part of the appeal. I can tell the game wants you to experiment, and for the most part, that side of it works really well. That said, there is one thing I really did not like, and it honestly bothered me more the longer I played. The campaign is split into separate chapters, and your characters do not carry over between them. I get that this was probably intentional. The game is going for a roguelite structure, and I understand the idea behind making players restart so they can try new classes and different party setups. On paper, that makes sense. But for me, it hurt the immersion a lot. By the time I finish a chapter, I am already attached to my party. I’ve built them up, found gear, survived bad fights, and started to feel like this is my group of adventurers. Then the chapter ends and the game basically makes me start over. New characters, new party, fresh run. That just feels weird for a game that is supposed to be a campaign. It makes the whole thing feel less like one big journey and more like a bunch of separate runs that happen to be connected by story. The chapters may be linked, but the characters are not, and that makes it harder to care about the adventure as a whole. I wanted that feeling of carrying my party through a long campaign, watching them grow, and seeing them make it all the way through. Instead, the game keeps cutting that connection off. That is probably my biggest disappointment with For the King II. The gameplay is good, the art is great, and the classes are fun to mess around with, but the chapter reset system takes away a lot of the attachment I want from an RPG like this. I also think the developers should be more upfront about it. If your characters are not going to transfer between chapters, the game should make that very clear from the start. Better yet, I think there should be two options: keep the current chapter-based roguelite mode for players who want shorter runs and experimentation, but also add a longer campaign mode more like For the King 1, where your party carries through the whole adventure. That would make a huge difference. Overall, I still think For the King II is a good game. I enjoyed the combat, the style, the class variety, and the general chaos of trying to survive Fahrul. I would recommend it to people who like tactical roguelite RPGs. But I really wish the campaign had better character continuity. Restarting after every chapter might fit the roguelite design, but it makes the adventure feel less personal. For me, that is the one big thing holding the game back.
The game is engaging and entertaining. It has been fun playing through the campaign as well as the challenge modes solo and with friends. Unlocking things in the lore store is always exciting and there are regularly new cosmetic items to pick up with the in game lore currency. Between the character class/jobs and the gear you can customize quite a bit in your 4 person team. Overall this game has brought myself and others hours of joy that made it well worth picking up and experiencing.
好玩,好玩,上头。嘿嘿
For me, the only mode of this game that is legitimately fun is the Dark Circus mode (you endlessly clear rooms that get harder and harder as you go, build your team first etc). However, even that gets as stale and tiring as the normal mode. I strongly believe that if the devs are able to improve and update the Dark Circus mode (which I thought the new DLC Dungeon Crawler was going to be) would significantly improve the overall game. There is so much potential there and it is incredibly fun to build your team and see how far you get. Except that there's the same four enemies and its circus themed. Give us the rest of the mobs from the game, a regular looking dungeon style and I believe this would do so much better. The characters and depth is good, but the main story is bland and the combat becomes boring after about 30 minutes. My friend group literally will not play the main game mode because of how uninteresting and boring it is. On a side note, more character customization and role customization would be preferable.
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
This game is unbearable! The camera jumps around like a 2 year old high on sugar. Add an option to disable the combat camera movements and allow us to position the camera ourselves.
Hyper bien construit, stratégie et réflexion demandée à bon niveau, très agréable en solo comme en coop (jusqu'à 4 joueurs), système de sauvegarde très bien construit.
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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