
Battle hordes of yokai in this masocore Action RPG. Create your protagonist and embark on an adventure through a myriad of locales across Japan during the Sengoku period. Utilize the new Yokai Shift ability to defeat even the most ferocious yokai and be prepared to brave through Dark Realms created by your enemies.
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, Spanish - Spain, Spanish - Latin America, Portuguese - Portugal, Portuguese - Brazil, Polish, Russian, Simplified Chinese, Traditional Chinese, Japanese* +2 more
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
Hours played at review time, across 611 reviews with recorded playtime.
Reviews
Themes across 610 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
闹麻了,瑜不掩瑕这一块,长板又长又少,短板又多又短,孝子也更神,动作顶级其他方面基本上都拉完了,尤其是扫码滤镜和光影,看的直恶心
I slept on this game for years??? 100% the game, and it really quenched my thirst on this kind of game.
特别喜欢的一款游戏,首先是捏脸系统很强大,捏的都很漂亮。第二是武器系统非常强大,每种武器都很好玩,帅气,动作也很多。第三是妖怪技能很爽,尤其是妖反的那一下,太爽了。就是有个别任务很有难度,很有挑战,适合喜欢挑战的朋友。
5.5/10 缺点太多,指引和难度递增做的依托大的,前50%流程都玩的折磨; 恶心人的包括但不限于:90%怪都是粪怪/疯狗;推图无脑堆怪/车轮战,套路搭配远程怪、吊着的蛇等;过于多无意义的绕路、重复跑图,遍地金光闪闪的废品;套路到审美疲劳的篝火边上只能另一侧打开的门,然后绕一大圈子开进路; 美术上,整体建模ok的,但是渲染的马赛克/大颗粒感和整体的阴间黑红氛围让人玩起来很累,太伤眼睛; 指引上太垃圾,例如tm前期弓箭对射,用手柄瞄准极大概率不如对面小兵发射的快,而且自己一定被打断,等后面发现用斥风符等手法已经吃了很久的苦了,但是前期仍会面临没多余的点去加的问题; 总之要想不坐牢,就是得刷等级刷装备刷技能,就tm一个刷子游戏。 后面才发现这游戏要是不做的这么恶心,等自机等级够高了,解锁够多技能了,就tm变成割草游戏了,只能说还是策划设计太拉了。 剧情也挺搞笑,一个那么高大壮的猛男,因为有角,能被村民欺负的受不了要砂光所有人类,给爷整乐了,现实里村里真有这种猛男,他不欺负人就谢天谢地了。 如果要玩,那么仅推荐前期摇好哥哥来打就完了,直到自己等级够高,忍术、阴阳术都加了,装备都有了,推图感觉没那么恶心了,再自己上。
hard but good
仁王2绝不是什么粗略的魂游模仿者,绝对算是很顶级的ARPG,无愧其名! 虽然新手教程和难度可能会劝退一大批人,但是真的上手了这套残心流转三段架势的玩法,越打越爽,故事意外的也还可以,挺不错的,非常推荐!
굳
ho amato 1, questo mi ha ammorbato fino al decadimento cellulare dei mie testicoli. io capisco la storia giapponese, romanzata.....MA CRISTO CHE DUE PALLE DI STORIA.
joguei com um mano, nós matamos tudo de menos um macaco com chifre que me solou e solou meu mano tambem, depois invoquei uma garota de anime com cabelo rosa e ela ajudou eu e meu amigo a solar o mamaco, manos estão felizes agora! jogo bom
*This review was machine translated from Korean to English. Nioh 2 – The Complete Edition Pure Aggression: The Peak of Soulslike Combat ⚔️ The Pinnacle of Soulslike Combat: Dynamic, Aggressive, and Masterfully Designed The combat is phenomenal. The tight controls keep you deeply immersed, and the sense of impact when smashing enemies is top-notch. What I loved most is the stance system. High, Mid, and Low stances have distinct benefits for attacking, blocking, and dodging, forcing you to constantly adapt to the enemy's behavior. It’s not just about timing your attacks; it feels like a high-stakes mind game where you're constantly trading blows with the enemy. The feature that blew me away the most in Nioh 2 is the Ki Pulse. What does stamina mean in a Soulslike? It’s your most vital resource next to your health bar. Even with full HP, if you lack the stamina to dodge, you’re finished. Every veteran knows the pain of failing to swing that last attack due to an empty stamina bar, resulting in a stupid death. I agree that limited stamina is necessary to keep the combat thrilling, but at the same time, it also feels like a major limitation on your actions. Nioh 2 offers the perfect way to turn this limitation into brilliant gameplay. Sure, stamina is still a vital resource you have to watch out for. But through Ki Pulse, the game gives you a method to immediately replenish your stamina right in the middle of intense combat. But don't get it twisted—Ki Pulse isn't a cheap, free pass. It actually requires high player skill. Nioh 2 gives you the freedom to bypass stamina constraints, but it explicitly demands mastery over the controls. It’s a beautifully designed system. It keeps the game from becoming a cakewalk while ensuring that player mastery translates directly into massive gameplay advantages. Truly amazing and masterfully designed. Second only to Steelrising’s "Rapid Cooling", this is a system that every Soulslike developer needs to study. By encouraging stance switching to break through enemy defenses, and by rewarding Flux with slightly more stamina than a standard Ki Pulse, Nioh 2 constantly pushes you toward aggression. The genius of the system is that this aggression is highly rewarded. The more confidently you stay on the offensive, the more momentum and resources you gain in return. Most Soulslikes allow aggressive play. Nioh 2 is one of the few that actively incentivizes it and builds its entire combat system around it. However, Nioh 2 has a flaw. A massive one. I understand that unblockable grab attacks are a necessary evil. Without them, you could simply turtle your way through every boss fight. But Nioh 2 takes them to an absurd extreme. Enemies execute grab attacks with almost zero wind-up, tracking your movement perfectly like a guided missile. These grabs deal ridiculous damage, forcing you to immediately heal, or straight up killing you in one hit. Worst of all, it breaks the pacing. Soulslike veterans know exactly what I mean. Just when you're deeply immersed in the rhythm of the fight—focusing on the boss's patterns and your positioning—an almost impossible-to-react-to grab abruptly stops the action to play a stupid animation. It ruins your immersion entirely, slapping you in the face with a shredded health bar. 👺 Art Design & Enemy Variety The backgrounds and level designs are well-made. The beautifully crafted environments do a fantastic job of setting a grim, immersive mood. On top of this incredible settings is the massive enemy variety. The Yokai designs are phenomenal, dripping with dark fantasy atmosphere. Facing such a diverse roster of enemies keeps the game constantly engaging, as each monster brings a unique visual flair and a different combat puzzle to solve. That being said, I can't defend the map recycling. It becomes painfully obvious after a while. To the developers' credit, though, they did everything they could to make it less noticeable. Some missions drop you right in the middle of a map, while others have you traverse the entire level in reverse. It's still recycled content, but the altered paths do a surprisingly good job of keeping things from feeling completely stale. 🪟 Transparently Bad Storytelling Unlike other Soulslikes, the story is straightforward and easy to understand—it’s just extremely poorly written. The plot is incredibly one-dimensional, and the characters' motives and emotions are completely unrelatable. I can see what’s happening on screen, but the narrative flow and emotional pacing fall completely flat. Ironically, it might feel worse because Nioh 2 lacks the cryptic garbage storytelling of other soulslike games. They often mask their weak storytelling behind mysterious lore, but Nioh 2 honestly puts its bad writing on full display. I guess I should praise them for being honest? Consider it the game's balancing factor. Nioh 2 features an addictive, immersive combat system, thrilling boss fights, and an deeply satisfying sense of impact when crushing enemies. The core gameplay is so masterfully done that I can live with the bad story. If Coco Chanel’s rule is about removing one accessory before leaving the house, then this story is the one thing that never should’ve made it out the door. ⚖️ The Verdict This game is an must-play. The gameplay and the sheer tactile satisfaction of the combat are at the absolute pinnacle of the genre. It’s certainly not without its flaws, but if the "soul" of a Soulslike is its combat, then Nioh 2 has the best soul in the genre. I’ve beaten my fair share of Soulslike games over the years, but I have never played with such relentless aggression. It was a completely unique, exhilarating, and deeply enjoyable experience. I can't recommend it enough. Nioh 2 is an unforgiving game. the difficulty is mostly front-loaded in the first hour or so. It takes time to get used to the controls and the Ki Pulse system, and that initial learning curve can feel pretty punishing. The skill ceiling is high, but that’s exactly what makes it fun—it constantly pushes you to improve and master the system. "Defense is defeat. Attack, Ki Pulse, and attack again. Slash your way to the end and leave nothing standing behind."
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Trends
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Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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