
Explore a supernatural RPG with stylish summoners and dark dangers lurking under the neon lights of a cyberpunk Japan. It is up to Ringo, an agent of Aion, to save the world from apocalypse.
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.
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): 0.29/day in the week to Aug 10 → 1.43/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 2,420 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
Genres
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, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $59.99 | 3.3Kreviews | 66% | — | $3.8M |
| $69.99 | 3.6Kratings | 78% | — | not modelled | |
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 842 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I love RIngo
Let me put this first: Soul Hackers 2 is not a /spectacular/ game. It's no Persona 5, it's no Shin Megami Tensei 3 Nocturne, it's not even Digital Devil Saga. When you come at this game, it's best to come at it entirely on its own merit, without the staggering expectations of other games in the SMT series. Not even because it's a BAD game with those in mind, but because it just doesn't live up to those others, but that doesn't mean it's a bad game. Soul Hackers 2 is an enjoyable experience if you're not approaching it with the sky-high expectations people seem to come at SMT games with. Gameplay: Combat is simple but solid, albeit somewhat restrictive. The Very Hard DLC mode is dumb, it's just Hard but no items in combat, which is super arbitrary and seems more like something you'd find in a self-imposed challenge run than an actual difficulty setting. Demon builds can be extremely restrictive, especially in the early game, due to the super limited skill slots, and you don't get much more, not to mention switching out demons in battle can be troublesome. Still, it's not the biggest deal to go into a fight with a variety of skills, see what the boss can do and test what it's weak to, then reload, adjust your team, and try again. This is helped by the fact that you can save any time, anywhere, even in the midst of a dungeon. This does make it "easier" in the sense that you won't be losing nearly an hour of progress if you screw up, but you can definitely still get suddenly pummeled in random encounters on Hard. Dungeons: Dungeons feel sort of samey for most of the game, but as strange as it sounds, I don't think this is a huge problem. The different types of settings are distinct enough from one another that not /everything/ feels the same. For me, it actually contributed both to the themes of the story and to the reveal of the final dungeon, which definitely wouldn't hit the same otherwise. It could be better, but I think it's fine for what it is. That said, I do have one MASSIVE complaint, and it's probably my biggest complaint of the entire game: The Floor 4s of the Soul Matrix. AKA one-way teleporter dungeons that will get you lost and going in circles if you're not careful or don't have a great memory. Do yourself a favor and look up a map for these, because they are probably the single worst instance of the 'Atlus teleporter dungeon' trope in ANY of their games, not just SMT. I got through 95% of these floors without a map, but it was an utterly miserable experience and I definitely will be using a map for my completion playthrough. Also, yea, the navigators CAN get a little annoying, hard to deny that. I do wish there was a way to turn them off. Story, Characters, and Worldbuilding: The story is probably the best aspect of the game, in my opinion. The world and characters probably aren't going to blow you away, but they don't need to. They're good, solid characters, and you'll likely find at least one person in the party whose narrative you're engaged in. There's a fair bit of good humor in the banter, and the game got me actively rooting for the canonical romance between one of the party members and an NPC, which isn't something most games can say. There are two endings to the game, something I wouldn't have known from the game itself, as there's little hint of that besides, perhaps, the Steam achievements. You need two playthroughs to complete the game anyway, so if you care about that, it's probably easiest to just get the 'bad/normal' ending first and the 'true/good' ending second. As of writing, I've only gotten the bad ending myself. All in all, Soul Hackers 2 is a good game. It's got a good story, good gameplay, good aesthetics, and is overall just /good/. If you go into it without the staggering expectations of SMT, you'll probably have a good time. I'd say it's best to wait for a sale, to be fair; I started multiple playthroughs, which is why my playtime is where it is at the time of writing, but the first playthrough to actually make it all the way through the game was still only 27 hours long. Granted, that is on Easy, and doesn't account for any game overs, but I did do almost all of the first four floors of the soul matrix and nearly all of the available sidequests, so it's not like I shotgunned the story or anything. It's just not a particularly long game, so it's arguable whether it's worth full price. Still, if you're interested, I think it's a good buy, and I'm looking forward to my second playthrough (this time on Hard) to get completion.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
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 29: 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.
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, Simplified Chinese, Traditional Chinese*languages with full audio support
| $59.99 |
| 2Kratings |
| 74% |
| — |
| 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.
Hours played at review time, across 845 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
combat is great. if you want a good RPG that's main focus is combat, this is the game to play
Soul Hackers 2 is such a cool and stylish RPG. The cyberpunk vibe is super eye-catching, and the characters are really fun to get to know. The combat is smooth and keeps you hooked, especially with the demon fusion system, which if you have played games from the Persona franchise will look similar. I also loved the Soul Matrix stuff it made building relationships with the characters feel meaningful. If you’re into RPGs or love Atlus games, this one’s definitely worth checking out.
AI C.C. and Ash are baddies, otherwise this game's a hard skip. You're better off playing Persona 5 or .hack//G.U..
Atlus is the king of making JRPGS actually fun and especially love it when they try to branch out from just SMT and Persona. Would love to see a sequel to Strange Journey or even a remaster but only time will tell. Characters are quirky and lovable but feel pretty indifferent about the combat. Definitely worth a try if you already like ATLUS games.
Depois de descobrir a identidade e história do vilão eu desbloqueei Depressão 2
Absolute cinema
서사랑 캐릭터가 매력이 떨어진다. 그렇다고 전투나 탐색이 재밌고 화려한것도 아님. 그렇다고 요즘 게임들의 추구하는 유쾌한 요소도 그다지 없고 스토리는 진지한 주제에 서사가 그저 그렇다는건 좀 그렇다. 여신전생계 게임인데 수집,육성의 재미 또한 떨어진다.
Soul Hackers 2 feels rushed under-cooked in almost every regard. The story is stretched paper thin, and the game time is padded to death due to difficulty spikes and ridiculously expensive upgrades that force grinding. The dungeons are vast hallways of emptiness, and what little unique designs exist are reused immediately. [b]Don't waste your time with this unless you are out of other rpgs and it's on sale.[/b] The combat system seemed interesting on the surface but it's incredibly shallow. You start with no ability to swap demons in battle and each demon can only use 3 moves. Eventually you can be upgraded to allow swapping and up to 6 demon moves. You also end up with passive perks that end up funneling your party members into specific elements. Some of the passives can be used to fight more creatively, but its still not much. Saizo can be upgraded to have a chance of stunning enemies when he uses gun attacks. Ringo can have a chance of going twice. Milady can unlock a 0 sp almighty move that can restore sp. It's really not much. The most unique battle mechanic is the "sabbath" end of turn attack. You increase its power by hitting enemies weaknesses and then at the end of the turn it unleashes. But that's it. You have one unique mechanic at the cost of much better battle systems. There are 3 dungeons in the Axis that are all the same boring padded dungeons 5 dungeons in the real world and 3 of them are slightly altered versions of the others. The dungeons themselves are shockingly empty. The only thing you MIGHT see is your demons sitting around offering items or negotiations for other demons to join you. The game is pure grind. Grind to level up because every stat point matters. Grind to get money because EVERY upgrade is outrageously expensive. Probably my biggest problem with the game is the disappointing story. I can't explain it all without spoiling it. It started off fine and had one good small twist but then it keeps going and gets really dumb. The jrpg genre is typically known for its really good stories so I don't know who dropped the ball here. I do not recommend this game unless it's on sale and you're out of other rpgs to play.
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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