
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 →
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): 4.57/day in the week to Sep 14 → 7.2/day in the week after.
About



Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99−60% | 50.6Kreviews | 87% | — | $33.5M |
| $49.99 | — | — | — | 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 1027 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
人物动作设计非常优秀, 残心流转紫电的JP玩法上限很高. 然而中后期的boss做的特别烂 1.技能释放更像是抽签: 比如站在boss边上, boss也会释放车, 之后还可能车派生车. 飞天派生飞天 2.很多boss都有出手快且带霸体招式 更关键的是如果畸形解法是快速打空敌人精力, 避免boss放这些招式为目标, 但boss还是很可能在一点点攻击间隙释放出手快带霸体的招式 总结来说仁王2的动作天花板很高,但它的 BOSS 交互设计确实配不上这么精妙的人物性能。
不建议任何为了体验那些动作系统而玩这游戏的人,你在前期没有任何的游戏体验纯纯就是为了让你体验各种死法,怪数值比你高,机制要你学,技能里那些格挡招架看着很帅但是你实战能用上的几乎没有,后期哪怕百级也是一样的用那羸弱的一碰就碎的泡沫板角色去跟一堆数值怪和压场怪打。我目前已经打完了大岳丸但是除了酒吞童子没有任何一个boss战是让我觉得打的爽,果心居士更是狗屎中的狗屎。打个下载任务的boss连战愣是整的跟跑马拉松一样围着场地转圈找机会输出然后被一下带走。这游戏配不上神作,跟一堆魂游去争也不会把这个算进去,后期为了好的装备需要你去反复刷关打怪本质上就已经变成了刷子游戏。
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $33.5M | 24.4K | 86% | $34.99 | |
| $33.4M | 52.5K | 94% | $24.99 | |
| $33.7M | 113.5K | 97% | $9.99 | |
| $33.1M | 78.3K | 96% | $19.99 | |
| $33.1M | 55K | 86% | $34.99 | |
| $33.8M | 36.3K | 93% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $18.8M | 19.4K | 78% | $39.89 | |
| $17.7M | 29.4K | 50% | $19.99 | |
| $94.1M | 132.1K | 84% | $39.99 | |
| $1M | 4.7K | 83% | $11.99 | |
| $935.4M | 1.2M | 93% | $59.99 | |
| $98.4M | 155.3K | 92% | $39.99 |
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 24: 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): 5.43/day in the week to Jul 30 → 7.57/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, Italian, Spanish - Spain, Spanish - Latin America, Portuguese - Portugal, Portuguese - Brazil, Polish, Russian, Simplified Chinese, Traditional Chinese, Japanese* +2 more
Hours played at review time, across 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
这玩意看着实在不像本世代的游戏,画质糊成一团就算了,主要就是吧,我觉得其他都还好,我唯独不能忍受的就是这个逼装备系统,真的,你一个类魂(别跟我争什么是类魂)游戏,实在不行也是个arpg游戏,为啥要搞个类暗黑的装备系统,一大堆词条看的人脑壳痛,我还是头一次见到开修改器刷装备都得刷半天,直接改词条都不知道该该啥的游戏。 就……我感觉我在玩的不是什么新世代忍龙,而是原神,这个逼装备系统跟尼玛圣遗物似的,打从设计的一开始就是用来拖日活的,就根本没想让你真能达到理论数值极限。 于是我迷惑了,不是哥们,忍组你图啥啊,又不是网游,你还有日活的kpi要完成,你个有一定联机属性的单机游戏学网游运营的那一套有嘛用啊哥们,真学了又学不好,跟隔壁的荒野似的,堪称荒野之祖了属于是,德田就是从你这里学的那套齐天大运营法,生生给自己运营的口碑褒姒。 更新少的一批,要价又高,不到完全版不给优化,本身质量也乏善可陈——除了动作系统的设计也没什么能拿得出手的地方了,动作之间的衔接是完全没有的,残心取消白光一闪就直接切下一个动作了,没那逼特效遮丑,打起来就跟掉帧了似的,就算不残心取消,动作之间的衔接也硬邦邦的,完全没有好好调教的感觉。 还有那个逼续作仁王3,发售之前我还挺期待的,本来还打算等打折入一个试试,结果学习版一上手,我靠!卡的一逼,真的,我寻思仁3和仁2的画面水平差距也不大啊,甚至我觉得仁3看着还没仁2顺眼,结果上来就给拉了坨大的。 仁3开我开全低都稳不了六十帧,跟浪人崛起似的,但仁2我开全高都能稳120帧,但二者之间的画面表现却相差仿佛,就,我完全不能理解这帮逼人到底在干什么,你们完全不优化吗?我玩初版黑猴开中画质都能稳60帧,你们这是在干什么? 呃呃,总之,情况就是这么个情况,虽然打了这么字,但我觉得忍组也完全不会在意,事实上,我也完全不会在意,只不过电子ed了,所以心血来潮把闲置已久的仁2下回来玩而已。诶!说到这里,闲置的东西要怎么处理呢?当然是上转转啦! 而至于忍组和它的仁王系列嘛,我只能说爱死哪去死哪去吧,真是便宜的游戏啊,我大概过两天就会忘了你吧。 以上!
你到底是动作游戏还是魂游?????????????????????
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!
Antes de tudo, é importante dizer que Nioh 2 não é simplesmente "mais Nioh". Ele pega praticamente tudo o que o primeiro fazia bem e refina. O combate, que já era excelente, ficou ainda melhor. A adição das habilidades Yokai, Burst Counters e uma variedade ainda maior de opções faz com que cada luta seja mais dinâmica e estratégica. A liberdade para criar builds continua absurda, e dominar todas as mecânicas é extremamente recompensador. É, sem dúvida, um dos melhores sistemas de combate já feitos em um RPG de ação. A história também recebeu uma melhora significativa. Ainda não é o principal foco do jogo, mas os personagens têm muito mais personalidade e presença, tornando a campanha bem mais envolvente. A forma como o protagonista é integrado aos eventos históricos funciona melhor do que no primeiro jogo, e vários momentos acabam tendo um peso emocional que antes simplesmente não existia. Visualmente, os Yokai continuam sendo um dos grandes destaques. O design das criaturas é excelente e a variedade de habilidades que elas possuem ajuda a manter os combates interessantes durante boa parte da jornada. A direção de arte continua misturando história japonesa e fantasia de uma forma muito única. Infelizmente, alguns dos problemas do primeiro jogo continuam presentes. A repetição ainda pesa bastante ao longo da campanha. Muitos inimigos aparecem inúmeras vezes, algumas missões reaproveitam estruturas e cenários, e chega um momento em que a sensação de déjà vu começa a aparecer com frequência. Embora isso seja menos incômodo graças ao combate muito superior, ainda é um defeito difícil de ignorar. No fim das contas, Nioh 2 é uma evolução clara do primeiro em praticamente todos os aspectos que realmente importam. O combate é excepcional, a história e os personagens são muito mais interessantes e a quantidade de conteúdo impressiona. Ainda sofre com a repetição em alguns momentos, mas suas qualidades continuam falando muito mais alto. Para mim, é um 9/10.
狗屎的地图美术我操你妈的忍者组👍
双刀跟镰刀真是太好用了
Hate this game more than the first one.
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。
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.