
The adventure continues in Torchlight II! An Action RPG filled with epic battles, bountiful treasure, and a fully randomized world. Bring your friends along for the journey with online and LAN multiplayer.
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
Sums Steam only; Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
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 902 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's well designed for just plain fun. I'm 81 and this is the twitchiest game I play... I'm so good at it though it hardly feels twitchy any more. My normal game fare is heavy on stealth and exploration.
This game needs a disclaimer on the store page letting players know that multiplayer doesn't work without some pretty heavy effort. and still may not work even after doing what needs to be done. You shouldn't be allowed to advertise as a multiplayer or co op game on steam unless you can directly and easily connect through a steam invite.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese*, Simplified Chinese*, Traditional Chinese*, German*, Polish*, Russian**languages with full audio support
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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 907 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
хороший дeбилoид, свет в конце тоннеля для торчов
While I will probably have 10s of hours more in this game by the time someone finds this review, I cannot recommend this game when more modern ARPGs exist. The game lacked a Technical Writer and that has greatly impacted its playability. I attempted to first play a Berserker. The skill list looked fun: do attacks long enough to get all crits, melee damage gives you X on hit, etc. But this is where tenured Torchlight players will go “well actually”. The documentation makes no such clarification and this is where all the pain comes from. “Mana” and “HP” on hit effects do not impact any skills whatsoever (unless they explicitly say so). Berserker charge doesn’t accumulate on any skill unless it explicitly mentions it. Only one skill does, and another skill adds a flat charge percentage for a time period, but that skill only unlocks at level 35. Melee attacks, that is (intuitively) “attacks that only hit in melee range” do not count many/most/any?? of the berserker’s very short range skills. The words are never defined, anywhere. And where words are used, they’re inconsistent across the entire UX. The various fan-made wikis don’t describe these interactions, either. This would all be fine if it had some sort of visible tagging system (or even a fan-made one) that describes what each skill actually operates as: e.g. “does slicing someone in the face count as melee?” Or “does dashing to someone and then slashing them in the face count as melee?” (the answer is probably "at most one of those" and maybe "neither of those", it's still unclear). But no such tagging system exists anywhere. Not in the game, not on fan wikis. Not in community UX improvement mods. Is the game fun? Sure. Is the game-loop well-made? Sure. Does the game describe itself in a way that is discoverable to allow a person new to the game and without explicit build guides to experience the game in an intellectually consistent way? No. And if you’re a person, like me, that likes to discover, understand and figure things out, at the very least, Breserker is not for you. But this whole game might not be for you. And for these reasons, I do not recommend it.
Even in 2026, it still holds up as one of the best and most fun ARPGs ever made.
Genuinely one of the most slept on Hack and Slays out there. Loot feels satisfying, builds have actual depth without needing a PhD and the art style holds up way better than it has any right to. The co-op is smooth, the modding scene kept it alive for years and your engineer can have a robot dog. That alone is worth the price of admission. Is it perfect? No. The story is basically just vibes and a villain who showed up to collect a paycheck. But honestly, nobody plays these games for the lore. If you like clicking things until they explode and watching numbers go up, this is peak comfort food gaming. Just don't start a new character. You will. You always do. [b][8.5/10][/b]
+ Less bloated than Minecraft Dungeons + More Colourful and less grimdark than all the mainstream ARPG's (Diablo's/Grim Dawn/PoE etc) + More ready to play than the Steam Early Access Titan Quest II + Mulitplayer mod and some + Less getting lost for quests than any other ARPG with a straightforward campaign - Only downside is no good controller support on PC, if you really want that get it on the Switch 1/2 An ARPG from 2012 and still my favourite, it's just kinda comfy ya know :D
This game is better than Diablo 3&4 combined and as great as Diablo 2 that it is x15 PoE whole endgame Atlas system is designed based on the Mapworks endgame system that T2 introduced. Torchlight 2 was developed by Runic Games, a studio co-founded by Max Schaefer and Erich Schaefer, who were key co-founders of Blizzard North and the original co-designers of Diablo 1&2. p.s. game has fine Gibs which makes combat-play/feel even more amazing that already is x6 SS; +81/+100
Лучшая диабла за сто рублей. Не смотря на возраст, играется интересно и залипательна. Благодаря сообществу, на игру можно накатить хорошие сборки модов из мастерской Стима. Советую Synergies and Essentials Patch, Torchlight II Essentials и Synergies Mod.
Вот я и прошел Torchlight 2. Для меня это было первое прохождение, да и в целом первый раз, когда я эту игру запускал в принципе. Решил начать проходить на "средней" сложности. Сразу скажу, что я мало играл в диабло, да и тем более в различные диаблоиды, так что, возможно, мои претензии или неудобства являются некой "базой" и я, как мимо проходящий, не смог оценить в полной мере. Также упомяну, что проходил игру в соло. За кооп рассказать не смогу. При запуске, необходимо создать персонажа, где дают 4 класса на выбор. Проходил я за класс Скиталец, так как мне показался он наиболее интересным из представленных, так как исходя из описания класса можно было пользоваться магией и огнестрельным оружием. Также необходимо выбрать себе питомца, по совместительству своего постоянного тиммейта, с неплохим уроном, и местом для хранения вещей. И после катсцены начинается игра. По сути, если упростить мое похождение в игре, то это все можно свести к следующей схеме: Взятие квеста/квестов -> иду на локацию -> зачищаю карту, так как уровень моего персонажа для сюжетного и для сайдквестового данжей ниже нужного -> иду в портал (по сути тот же сайдквест данж, но для его активации либо вообще ничего не требуется, либо нужно убить определенного противника) -> иду в сайдквест данж -> сюжетный данж. И хоть это немного монотонно, но в целом, меня это устраивало, ведь попутно я прокачивал персонажа, создавал свой билд, изучал новые навыки, способности. Все было бы хорошо если бы не несколько недочетов. Одно из первых моих претензий - это увеличение локаций в два раза, начиная со второго акта. И...это просто стало скучно. В тот момент я подумал, что, возможно, только пустыня будет такой. Но, увы, все остальные локации, все данжы абсолюно затянуты, будто разработчики не смогли ничего придумать и сделали так исключительно для растягивания времени в игре. И еще усугубляется тем, что некоторые противники ближе к эндгейму стали наносить какое-то колоссальное количество хп. Конечно, можно сослаться на мою не сбалансированную прокачку, но все же это немного странно. Еще, что мне не совсем понравилось, это невозможность изучить большинство навыков прокачки за одно прохождение. И чтобы посмотреть оставшиеся, нужно начинать новую игру+. Возможно, тогда игра засияет новыми красками, но проходить про схеме, написанной выше, сейчас нет желания. Также упомяну не очень хорошую оптимизацию под современные системы. При большом количестве эффектов, спеллов и всех остальных способностей фпс может упасть с ~250 до 37. Для такого рода игры, в целом не критично, но неприятно. Также это скорее не претензия, а просто небольшой совет: Если и решитесь играть, то лучше выбрать сложность повыше. На протяжении всей игры (кроме эндгейм локации) я не ощущал абсолютно никакого давления и умирал из-за невнимательности или чрезмерной уверенности. Плюс может в коопе игралось бы веселее, но увы, тут не смогу ничего сказать по этому поводу. В целом, мне игра понравилась, хоть и осталась немного неоднозначной. Стоит ли вам попробовать? Определенно. Также хочу сказать спасибо, что подарили игру <3
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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