
In a bid to survive, explore the sprawling, devastated Jericho City. Fight ferocious threats in brutal, unforgiving combat, slashing and tearing the limbs off your opponents to steal their equipment.
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.
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): 1.57/day in the week to Sep 3 → 3/day in the week after.
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, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 9.6Kreviews | 75% | — | $5.2M |
| $29.99 | 4.6Kratings | 83% | — | 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 886 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Гении на разработчике сделали пэрри через дерганье мыши в сторону удара с зажатым ctrl, сторона естественно контекстуально зависима от положения камеры. Что дальше? Велосипед с квадратными колесами?
Really fun gameplay wise and a step up from the first one in that regard. Doesnt hide that armor sets have set bonuses unlike Surge 1. Unfortunately Surge 2 doesnt have the same location vibe as S1 did in a masterful way. there are some cool locations but the lighting and color filter makes them feel very lackluster.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 351.83/day in the week to Jul 17 → 3.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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.
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, Simplified Chinese, Korean, Japanese, Polish, Portuguese - Brazil, Russian, Traditional Chinese +1 more
| $7.49−75% |
| 2.5Kratings |
| 64% |
| — |
| not modelled |
| $2.99−90% | 173ratings | 72% | #150 | 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 889 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
まだ未クリアだが評価できる程度にはプレイしたと思うのでレビュー。 前作は数年前に一周だけプレイ済み。 本家ソウルシリーズや他ソウルライクは何作か手をつけて投げているが、世界観や(本家よりは)カジュアルなところが刺さり前作今作ともに楽しめた。 もう記憶も薄れているが、前作といろいろ比較しながらプレイしていた。 ゲームシステムや戦闘は良くも悪くも前作から大きい変化は感じない。 ただ雰囲気はほぼ屋外なのもあり、前作のホラーチックな気配はあまりない。 マップデザインや敵も前作のほうが魅力的だった。 前作未プレイの人にはそっち勧めるなあ。 刺さるようなら今作もやってみればと思います。
選女角 打完新手教官跟第一隻王 被自己的角色醜到玩不下去 推薦喜歡角色很醜的人玩
имба но малыш джони сложный босс
Хорошая игра.
Um ótimo jogo
[h1]8.5/10.0[/h1] [h2]缺点:[/h2] [h3]1.地图设计[/h3] 整体地图设计较好,连通性高,真的做到了单个复活点覆盖箱庭地图,是soulslike游戏里面少有的设计。探索还是比较容易的,并不会说找不到路,大多数地图都会有地标建筑和各类标识。然而大部分地图缺乏辨识度,港口、巨岩、地底简直是灾难性的。尤其是地底,开发商无法做好光影设计,导致探索难度高,尤其是纳米暴龙的boss战,几乎看不清boss。 [h3]2.格挡[/h3] (1)四向格挡不是新东西,最早应该是骑马与砍杀就有的系统,但是放进soulslike游戏中是很聪明的想法,增加了很多趣味性和对策。然而问题在于,本身手柄进行四肢与躯干的锁定选择就已经很困难了,经常无法选中需要攻击的部位,而加上四向格挡就会经常导致锁定的部位切换。键盘可以通过设置将格挡按键改为WASD,但是手柄似乎是不行的。同时更严重的问题是,格挡居然不是持续性的,在进行方向格挡时居然只会有大概0.5秒的方向格挡,之后就会转变为普通格挡,而在这个转变过程中不知道是有BUG还是怎么的,无法触发普通格挡而是格挡失败,导致不仅会受伤而且体力还清空了,在这之后没有体力进行闪避和格挡,接下来敌人的攻击全都无法闪避或者格挡。 (2)敌人攻击方向指示条给玩家造成了错觉。装备植入物后,敌人的攻击提示只是提醒他将会从这个方向攻击,但是并不意味着指示条刚出现或者出现了一会之后就得快速格挡,也就是说敌人的攻击有可能是指示条出现后的任意时间。这是没有问题的,可以通过多次练习适应敌人攻击。然而问题在于,格挡的手感很差。经常会出现敌人攻击落下的瞬间招架了但是发现格挡失败,问题也许就在于格挡并不是持续的而有过渡动作? [h3]3.BOSS设计[/h3] 一般,主要是前面提到的格挡问题让BOSS战体验非常糟糕,而且游戏内的BOSS数量并不多。 [h3]4.武器数值[/h3] 武器的数值似乎存在问题?很多武器和同等级武器的数值相差太多了,在后期得到Warren的2.0武器时,我发现它根本比不过我手中的长枪,许多武器攻击速度慢且伤害低,还没有元素伤害,我的中后期选择基本上成了长枪,攻击速度快,攻击距离远、攻击范围较大。 [h2]优点:[/h2] [h3]1.处决系统[/h3] 肢解处决系统非常爽快,处决期间的无敌时间让玩家也有了更多时间去规划接下来的对策。各类武器的招式和冲刺攻击也非常丰富,不同的招式对付不同的部位和战斗情况,让游戏中的战斗更加丰富。Deck13作为一个远不如FromSoftware的公司能将游戏的动作做得如此自然流畅和爽快,我不得不质疑FS社在黑暗之魂3到艾尔登法环之间到底有些什么进步。 [h3]2.注射剂和节奏[/h3] 注射剂是非常优秀的设计,通过不断攻击来获取电池以补充注射剂能量,能够让探索过程中的压力变得很小。本身一个地图中只存在一个医疗仓会让玩家倍感压力,但是注射剂机制让玩家有了远超soulslike游戏的续航能力,FS社游戏中是需要规划篝火到下一个篝火之间的血瓶使用,在一场战斗中如果失误过多会导致整个探索过程前功尽弃,让玩家充满挫败感。但迸发2的注射剂机制让这种规划变成在每一场战斗中进行规划,更加考验的是战斗中如何进行规划,如果在战斗中失误较少,那么在下一场战斗中会有更大的优势。注射剂让迸发2一周目几乎成为了一款类似忍者龙剑传和新DOOM的游戏,鼓励玩家不断进攻来续航,也不需要像血源诅咒那样去刷血瓶。在后期获得了处决时获得注射剂的植入物后,在DLC中的汽车影院简直就是再现了DOOM永恒中的爽快厮杀。 [h3]3.无人机[/h3] FS社游戏至今都不愿意做出现代化的道具和魔法切换系统,而是类似鬼泣系列的武器切换,直接让大部分道具变成了麻烦以至于在战斗中难以使用,迸发2的多种无人机不需要通过角色进行释放道具,而是可以随时随地释放,让战斗变得轻松很多[spoiler]海星的麻痹效果更是让一对一战斗简单了不少[/spoiler]手柄的切换比键盘更加方便,是像怪猎那样的轮盘选择。鬼泣为了保持节奏所以没有轮盘制,但soulslike的节奏居然也不使用轮盘制吗?FS社也应该丢掉这种二十年前的切换系统。 [h3]4.角色性能[/h3] 角色性能与敌人的匹配。黑魂到法环让我难以接受的一大问题就是角色性能与敌人的完全不匹配。在soulslike中备受争议的回合制战斗将战斗的主动权交给了敌人,而将玩家客体化了,玩家要做的是适应敌人的节奏而不是创造自己的节奏,这并非是不好的地方。迸发2、仁王2、只狼、DOOM永恒,这些2019年到2020年的游戏都有一个很突出的地方,那就是将战斗主动权多多少少地交还给了玩家,让玩家在战斗中和敌人争抢节奏。迸发2的敌人90%以上都带有外骨骼装备,性能上不会比玩家的主角高出多少,我不需要用满地打滚和武器平砍来面对比我庞大不知道多少倍的杂兵敌人和他们那吃了五号化合物般的疯狗攻击节奏。天哪,这里没有FS社游戏中的狗和狼真的是太好了。 [h3]5.任务日志和收集目录[/h3] 我始终觉得要依靠玩家社区来提供详细的指引是开发商的偷懒,不是所有人都可以在连续的闲暇时间里完成游戏的,过了一段时间没玩之后回到游戏发现自己记不得任何支线和已有的收集,还需要去互联网里面打开自己游戏背包来一个个对照持有的物品简直是让人抓狂。剑星就做得很好,任务和收集目录都有,迸发2也很好,也有这些功能。而艾尔登法环却是什么都没有,我并没有从这种缺失中感受到任何的沉浸感,这种体验并没有给我带来比巫师系列、上古卷轴五、辐射系列、质量效应系列同等的沉浸。同时,很多国产的单机游戏居然也为了省事不添加任务日志或者收集目录,真的是连最低限度的事情都不愿意去做了吗?你们不是Kenshi啊。 [h3]6.美术[/h3] 现代重金属加上刀刀见血确实是少有的体验了。
Puro Souslike em um universo futuristico de maquinas e cyborgs. Inimigos e boss bem balanceados, Não tive problemas com bugs e crashs
bom
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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