
A rogue-lite action-rpg that offers extensive persistent progression. Build your town, upgrade and equip your heroes, before taking on the ever-changing Dark Citadel - either solo or with a team of friends.
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.
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.
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/day in the week to Sep 1 → 2/day in the week after.
About
Embark on a new adventure in Heroes of Hammerwatch 2.
A rogue-lite action-rpg brimming with randomly generated levels, deep customization, and rich persistent progression. Battle your way through the perilous Dark Citadel, collecting powerful equipment and trinkets that unlock game-changing upgrades and abilities. This unique mix of permanent equipment in the style of action-rpgs along with run defining rewards from its rogue-lite roots results in a compelling experience where you are sure to get something new out of every run, always progressing in some way, with no two runs the same.
Return from your expeditions to upgrade your town, enchant gear, and unlock new upgrades for your character. Build a thriving hub to support your adventures and shape your play style in countless ways.
And when you've conquered the Citadel, the challenge isn't over — New Game+ offers endless progression, tougher enemies, and ever more powerful rewards to keep the adventure alive.

7 Unique Classes: Start as a Warrior, Paladin, Ranger, or Wizard, and unlock the Rogue, Warlock, and Sorcerer through gameplay.
Each class offers 3 specializations, introducing new abilities and passives.

Endless Replayability: Explore 8 distinct, randomly generated floor types, each teeming with unique enemies, traps, and challenges.
Town Building: Upgrade your town to unlock run-enhancing NPCs, stash items, and customize your adventure.
Dynamic Gear System: Equip enchantable weapons and gear to craft and upgrade your perfect build and explore varied play styles.

An Abundance of Unlocks: Find blueprints that unlock new enchants for your equipment, attunements for permanently upgrading trinkets you find, and drinks to modify runs.
Infinite Progression: New Game+ ensures endless gameplay with increasing difficulty, better gear, greater buffs, and unlimited leveling opportunities.

Team Up: Enjoy online multiplayer with up to 4 players—tackle the Dark Citadel together!
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 850 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Terrible roguelike and arpg. There's absolutely no meaningful variety at all between runs. Each character gets two skills and you can't change them. You may can unlock another one after 12+ hours, but its not even worth it. By the time you do, you'll be bored out of your mind playing with the same thing over and over. The maps change and you can find temporary buffs that change your skills, but they're still the same skills you will keep spamming every run. The game tries to avoid the repetitiveness by adding a progression system where leveling up a class gives you permanent buffs for all classes, to encourage switching, but it doesn't make any real difference when all the classes have the same issue with only two skills available.
A true spiritual successor to Gauntlet with elements of soul blazer... both classics and done extremely well.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 Sep 17: 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): 4.29/day in the week to Jul 30 → 5.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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, German, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese*languages with full audio support
Hours played at review time, across 853 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Its not QUITE up there with Heroes of Hammerwatch 1 yet... but its getting there, with the priest finally arriving.
Seems to be a nice little game with roguelike mechanics, town building, 7 classes with different skills/gamestyle, 7 biomes+bosses to progress, 3 dungeons+bosses (used to farm one specific resource), multiplayer, ... ... but it all fails because of: core issues: - it's very repeatable and grindy (experience) - experience is never aligned, you fall behind level of enemies, so you need to replay again and again to have maximum level for end-levels - level cap mechanics (it increased by +5 levels after each ng+) makes a good chunk of experience simply wasted (it's impossible to accurately get level cap just before the end-game boss) - the gear drop is way too low (should be x10 more), I don't have a single "good" item on any of my characters, all are wearing crap, often low level crap - no end-run option (e.g. after beating some boss), this is very hurtful for a starter, half of their resources gain is just taken away (can be reduced with certain town building) multiplayer issues (if you think other players could help you): - terrible penalty for reviving (-max life until END of run), I basically stop reviving others completely - joining in the middle makes you a gimp, you will NOT get adjusted (no food/drink buffs, no skills upgrades), e.g. warrior without heal is absolutely useless until RNG provides him with heal, I stop playing multiplayer because of this - have to type in console "UI_CHAT_SCALE 2" every time to be able to read chat, otherwise font is too small, annoying QoL issues: - town chest UI is a nightmare - loot is hard to spot (why not highlighting it prominently enough???) - map/minimap/overlay are tricky to make usable, I setup minimap to see most (for navigation) and using overlay to find secrets and still not happy (e.g. switching to overlay and back is ugly) - terrain is made hard to navigate on the purpose, game trying to eat your time with every move - many useless things, I only got purple trinkets 3 or 4 times (in 40 hours!), those are game-changer (they enable nice build options) It's fun to play until you build the town completely, then maybe few more 2-hours runs (once a day?)... but then you see achievement like "reach level 60" for each class (I have 3 characters, 30 lvl, 20 lvl and 20 lvl) and you understand how stupid this game is. The devs think someone will play ~300 hours (by doing similar runs over and over again)? Sure, 0.001% of players will definitely do. I am not one of those. To summarize: grindy game with little content, wasting your time.
A fun game. A bit slow to start initially, but then it gets going quite well. I really like how the classes provide bonuses for all of your characters, so there's a nice bit of metaprogression there. Runs well on my mini laptop, though I had to lower the graphics settings a bit, which is not surprising given the weak specs of this machine.
the game starts off rather slow but once you have a good run and get into it you will realize that there is SO MUCH to unlock and grind for and level up. the game provides a lot of content if you like something like this. you can upgrade every "trinket" (the random upgrades you get during games), each skill, each piece of equipment from cape to weapon, you even upgrade your "hub"-town alot and it starts to look really really good after a bunch of upgrades. the rogue-lite aspect is also very nice and pretty forgiving since there are a lot of permanent things you keep when you die, like your whole gear pieces and skills character levels. you also got a HUGE storage box where you can store items for all your other characters, which you can seamlessly switch between when in town. in coop all loot is personal so you dont have to share anything besides mana & hp drops. the pixel art is also very nice all in all i was extremely surprised about how addictive this game is and how much content it has
最近買って遊んでますが、最初から日本語でした 一週クリアするまでは神ゲーか!と飯も食わずに遊びましたが、徐々にダレてくる セールなら迷わず買いです
- Playtime: 29 minutes - Played: 29 minutes - Context: I didn't like Hammerwatch (2013) but i figured the devs would've improved after 12 years. [b]Review[/b] Just picture Diablo but strip it to the bone. There are only 4 classes with a handful of active skills each. The story is barely there. Gameplay consists of walking through tiny, restrictive areas and killing rather dull enemies. None of the systems and flavour that make Diablo interesting are there, just a boring grind (at least Diablo's grind is fun at first). After killing enemies with the same weapon and same two skills for half an hour i got so bored i literally just walked up to a group and let them kill me. Seriously, go play literally any other ARPG instead. [b]2/10[/b]
too repetitive, plot is nonexistent or so irrelevant that u wont care about it, tutorial was subpar bc game offered little guidance when you start off. gameplay is a snoozefest where you go on a map and fight the same enemies to find random items and recruit new towns people, but this is so boring. the progression is also frustrating, if you level up, you need to go BACK to town to increase ur stats AND learn new skills. i think the town building is just progression/chore bait and doesnt add anything to the game really. i played as a wizard and want to cast spells but 1) basic fireball attack costs 0 mana to use 2) their first unlocked skill is just the basic fireball attack x5 but it costs a third of ur mana 3) high mana costs make wizard class so boring 4) also getting cornered = insta death is just not fun 5) at least let me increase my attack speed
Sooooooo boring.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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