
Home Behind 2 is a Roguelike RPG which set in Scaria, a country engulfed in a ten-year civil war. Lead a patchwork group of revolutionary fighters into the depths of the government's territory as you struggle to overthrow a brutal authoritarian regime!
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.
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): 0.29/day in the week to Aug 27 → 0.14/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 2,400 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



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 817 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
どんなゲームかは色々な方が書いてるので感想だけ。 ローグライトやハクスラ、マネジメント要素などを盛りまくったRPGって感じです。 かなり私が好きな要素盛りだくさんなゲームなんだけどめちゃくちゃ長いよおおお。 恐らく3分の2くらいまでいってるけどクリアできてない(放置時間がかなり為現時点での実質プレイ時間は恐らく2,30時間くらい?) 色々なアンロック要素がある為こういうゲームは周回したいんだけど、もうね、長い。 いや、かなり丁寧に作られてるってことではあるんですが、個人的な好みはもっとさくっと出来る方が有難いんですよね。 多分ここは好みの問題で、じっくり一本やりたい方にはとてもいいのかも。 自分は飽き性なのでそれなりにきつい。片手間にちょこちょこ進めてますが・・・ ゲーム自体の進行も長いし、イベント時のダイアログも長い。まだ自動送りあって良かったですが、文章読むのめんどくさいのでまったく読んでないのでストーリーとか全く分かってない。 メールとかも来てるけど全部スルーして削除してる。けどシステム部分で楽しめてるからおっけー。 何度も言うけどとりあえず長い。 ★すきなところ: ・日本語になってる(たまに”未命中”など、意味が分かる程度の未翻訳部分がある) ・資源マネジメント要素、ローグライトのアンロック・ランダム要素、ハクスラ要素(ドロップ武器にランダム効果ついてる)など。これだけで飯3杯いける人にはめっちゃおすすめ。 ・かなり色々やることが沢山ある。 ・周回・または最初からやり直す時にもアンロック要素があるので最初からやる時のモチベになる ★好きじゃないとこ ・イベント長い!一周も長い!とにかく色々長いので全体的に時間かかる ↑多分好きじゃないところこれしかないけど私の中でこれのマイナスはそこそこデカい でもなんだかんだで好きじゃないのは一瞬でやめるので、リソースマネジメントとか好きな人にはかなり楽しめるゲームだと思います! ★こんな人におすすめ ・ボリュームがあるゲームが好き! ・ハクスラ、ローグライト要素、リソースマネジメントが好き!ランダム要素好き! ・やれること多い方がいいよね! ・収集癖がある
大体上还是好玩的,只玩一遍不错,中后期没啥新东西。还有战斗配队可以挖掘一下,但是获得难度感人,前期难获得难培养,后期有资源但是已经没新鲜感了,还有个难度不断提升赶着你赶紧结束,最后只想赶紧通关
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, Japanese, German, Russian
Hours played at review time, across 818 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The design comes many layers, and can entertain players at different skill level and different interests. Let me brief about the following aspects : tactic, management, roleplay It provides a lot of element for roleplaying. The story is interesting. In a sense, it is a traditional action hero story line where you fight mini bosses, solve puzzles to advance the story. I still haven't reached it yet, because of the other two aspects. The story is made up with small rogue adventure where you encounter a those minor NPC and world build, the players are offered many choices and sacrifices. It is very neat for roleplaying. In the management aspect, the player needs to manage team resources from recruit to various types of resources. The game itself doesn't provide reliable income, so each spending is the grand puzzle for the players to balance. Yet, the game provided many different angle to tackle the resource problem. Time is the essence and the most unmanageable part of resources. The goal of a good manager is to keep team afloat above a strangling curve set by the dictator. Eventually a player will have to force to retreat from current game and restart a new --- with new game + bonus to help them cope with the world difficulty. As for combat--the combat is flexible and intense while you could micro manage or just relax and watch. There are many things you can do while doing so, you might just be able to increase the margin a little bit. However, the best call is often during retreat, where you want to protect your team as much as possible. Fighting a foreseeable losing battle is painful, but it provide the best intensity for you to grow. vive la révolution, comrade.
so much pointless reading
还有什么和这个差不多的游戏啊 玩不够
similar to darkest dungeon but more casual
12部都玩过,第二部剧情不能说不好,但是作为一个游戏的结局是比较失败的。主角团一路打过去就为了推翻旧秩序,并且途中还献祭了队友,新仇旧恨加起来可以说是血海深仇了,队友祭天本该法力无边,但是编剧又一直在试图告诉玩家冤冤相报何时了、灌注“主角团这样做不会让人民幸福”的观点(结局更是几乎毫不避讳地指出了这一点),有种“你在教我做事”的嫌疑先不说,玩家一路攻城掠地的游戏过程就变得有点小丑,通关之后更加空虚,这导致了游戏玩起来非常不爽。玩到中期的应该都懂革命士气100到顶之后是有多无聊无用无趣,与其选做好人的选项涨士气(到顶之后收益为0),不如做点坏事拿资源。游戏故事明明是试图让玩家思考什么才是真正的正义,但游戏的机制和玩法却在中期开始变相鼓励玩家烧杀抢掠,毕竟做好事不会有好报,中途无论怎么做反正结局都那样。提出了政治和道德上的困境,带来了思考,却又仅止于思考,没有对应的解决方案。隔壁《这是我的战争》起码不闯私宅老夫妇还能过几天小日子呢,游戏设计上请至少让我有点干好事的动力吧。没有多结局设计非常遗憾,其实更讨巧的做法是做一个te影射现实,再做一个完美结局,让玩家一路做好人得到对应的回报(我们这么有组织有纪律的队伍难道就不值得一个happy ending吗!现实世界都那么残酷了,就不能在幻想的世界里住进乌托邦吗!(震声)。正常难度队伍成型后游戏资源开始大量溢出,就应该设置一个比较苛刻的完美结局条件让玩家有动力肝一肝啊!相比之下,第一部开放式结局在有教育意义的同时,并没有虚无感反倒留下淡淡希望,有种哀而不伤的氛围,第二部结尾实属落了下乘。
玩这个有点浪费生命了,趣味性低,成就感低
评价为一个热爱捡垃圾的人遇到了她命定的捡垃圾游戏。觉得比较可惜的一点是没有像一代那样出无尽模式,可能和战争背景也有关系?战争总会结束的。
制作非常用心的游戏,但是不好玩,剧情上的思辨固然也很重要,但除非能把剧情像极乐迪斯科那样做到极致,否则一款游戏的本职工作还是好玩
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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