
Darkest Dungeon II is a roguelike road trip of the damned. Form a party, equip your stagecoach, and set off across the decaying landscape on a last gasp quest to avert the apocalypse. The greatest dangers you face, however, may come from within...
Most likely between $15.1M and $42.8M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $39.99 | 75% | approximately $25.2M |
| GOG | $12.39 | 82% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 1267 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
I never really leave reviews, but I really liked the first Darkest Dungeon and its core mechanics so here goes. I wrote this as I went along the hours I spent playing the game. Bad: - The game is now a Slay the Spire kind of game. - The game now only has 'expeditions' instead of dungeons. On the surface these are 'just' (very) long dungeons, but in reality these are vastly different. There is no more item collection because all your items are gone after an expedition, overall progression is not tied to characters levelling up, gaining skills or improved stats, like in the original, but by buying non-sense effects or a chance that a certain character-specific item may appear during one of these expeditions or by spending 'mastery points' for skill upgrades that are sometimes barely an upgrade. There is no way to navigate the expedition when locked into a course so you miss everything that is not on that chosen path, which is a problem because certain encounters can end your expedition, even early on, there are no interactable objects anymore for benefits, except for those found in the 'rooms' (or locations), which only comes down to having the right guy in your party for the right benefit, which, mind you, are found at random so there is no real preparation you can do. - There is no more party or roster building that the original had. This aspect was a great tool then to mitigate some of the randomness of the game and it allowed the player to have unusual or cheesy parties. Now you may only have one of each type of hero, which are not all unlocked right away too. - Overall combat design is much more tedious than the original. Lots of enemies now cause a bleed or blight, or some seemingly random negative effect just to make it more tedious for you. Also healing skills of your characters are now locked until a character falls below a certain percentage and often have one or two round cooldowns for some dumb reason. The strength of the first game was an increasing difficulty in enemy complexity as well, which also means that the encounters are simpler on lower levels and more difficult and complex on higher levels. Very effective design choice, but that is not present here; they just throw everything at you. You own heroes also feel handicapped it seems, which, from my perspective just makes things unnecessarily tedious (now you have to rely on the 'Combo' effect a lot or you have to combine extra damage effects to be effective). They also simplified some character and ability stats, like removing the Dodge and Accuracy stats, but instead giving some, seemingly random, abilities a buff for 50% or 75% dodge chance or apply a negative effect to blind, which makes the fights even more hit or miss (which is also used by enemies of course). It is very difficult now to evaluate what value certain abilities, items and choices have because combat now relies so much on these effects. - As I said before, encounters are so slow now. I feel I had to mention it again. It was only until I used the 'Meat Grinder' party (Occultist / Jester / Highwayman / Leper) that encounters would 'feel' fast enough. - Instead of moving through a dungeon you now move around in a stagecoach, but this only really seems to serve a narrative purpose, not a gameplay one, except, by being another thing you can buy items for that are very difficult to measure and evaluate and another thing that can go wrong (wheels can break for instance). - Either you, randomly, get the items that make you win, or you just keep losing. - Now the game is some relationship simulator??? The problem with this system, I feel, is that it is completely random, while the effects can make or break an expedition, for instance two characters can become suspicious of each other, which adds negative effect every time you use a certain ability. This is highly impactful because the negative effect may simply be strong or because that one ability is integral to the character's function in your party. - Some character progression is now also locked with these randomly found shrines; these give new abilities. Sometimes this just provides some background information, but other times it gives you these horrible terrible gimmick encounters that take way too long. - Combat items must now be equipped by one character. This means you cannot bandage or use blight cure with just any character, which would be really useful since basically all enemies now apply a wide variety of different effects. - What is also terrible is that most positive effects now last a number of uses as well, instead of turns. The effect is almost always used up within one round, making it very difficult to measure the real benefit. - Enemies also seem to care much less where they are on their side. In the original game it was an effective strategy to pull ranged enemies in close (for most of them), because they may not have powerful abilities when they are in the first position. In this game they can still be a real pain even if you drag them into a position that would appear to be disadvantageous for them. - There are also no more items or effects that improve the chance to inflict a certain effect, like moving or stunning an enemy, making these effects even more hit or miss (an enemy may have a high resistance to bleeding, but there is no way to do this, unless you find 'the item'). - The game introduces 'Paths' which are meant a variant on a character's abilities, gaining some extra effects and synergies, but a lot of the times these paths don't make any sense, unless you have 'the item', which again are random, to make it work. Sometimes the path's effects even synergize with one of the character's abilities that are not even learned yet, so a lot of the time I am thinking to myself: "what is this supposed to do????". Good: - The graphical style is still pretty good and very much like the original. The world and enemy (visual) designs do feel very Darkest Dungeon. I could not get myself to complete this game.
They should have just stuck with the formula from the first game. While the concept here is more rogue-like, it loses a ton of what made the first DD great. I don't recommend it for fans of the first game. It's just far too different.
If DD1 never existed and this game came out, it would be critically acclaimed and then DD 1 would be panned if it was the sequel. It's a good game, people just don't know how to handle change.
This is a Slay-the-Spire-like with a Darkest Dungeon skin, but succeeds at being neither. Just play the first game. There is an amazing mod community who've made their own campaigns for it (eg. Black Reliquary) Instead of embracing all the creative risk-taking that made DD1 a unique and unforgettable experience, they replaced it with bland polish. DD2 is a waterdown deckbuilder a la Slay the Spire, instead of the Rogue-like dungeon crawler of the First. Instead of an enigmatic ancestor whose truth unfolds as you play, this narrator more or less states right off the bat that everything is your fault and spends the rest of the game guilt-tripping you. This isn't a game about eldritch horror, but a stylized depiction of the negative self talk one develops when they don't seek therapy. The Endgame content and DLC doesn't add a new experience as much as it adds addition levels of tedium. Its like corpo said, "replace everything that made the first game special with stuff that worked for other games so there's no risk of failure. Oh, and make it 3D." What you get is a 'okay game' that isn't memorable. Just play Slay the Spire (or the sequal that just came out!) and play the first Darkest Dungeon. As mentioned, there is a passionate mod community that has created new campaigns that are more fun than the official sequal.
抄了爬塔的形,丢了地牢的魂,画虎不成反类犬。 制作组或许是想创新、或许是被社区言语影响,最后做出的舍弃一代模拟经营、养成和走格子探索的决定。但这无疑是错误的,完全看不懂玩家对一代享受的原因,看不到玩家对一点点积累与建设的喜爱。 模仿爬塔模式后,二代与一代的相同点也就剩下了画风,背景设定,战斗模式。3D化是一个大胆而前沿的决定,带来了精细震撼的动画,但也为mod制作难度陡升埋下了伏笔。 失去了一代吸引玩家的特点,失去了维持社区热度的大量mod,仅凭一个模仿而来的爬塔玩法,几乎注定了如今的破败。作为一代玩家,二代对一代特点的舍弃无疑是令人遗憾的,而二代发行初期的各种问题也同样令人失望。 虽然说更新到现在,二代在游戏性和可玩性上有了很大的提升,但就上限而言却再也无法超越一代。对爬塔模式的无知追求,最终丢掉了自己在一代积累的游戏特色与玩家根基。
I made the strongest effort I've probably ever made to like this one. I waited for years after release to see if updates improved it. They did not. It's smooth but it's clunky. It's been flattened down into a very narrow balance, which makes the rng feel both boring and even more important than in one. Progression feels bad---you unlock endless rosters of things you don't want, and that are now in your runs. Characters have more diversity to their builds, but feel flatter than ever. The entire soul of the game is now do the people in your party like each other. I don't mind the more abstract tone of the story. I don't think it's good, but I don't have the energy to hate it. It's just kind of nothing. But I guess where do you go after fighting your great granddaddy The Immortal Tumor atop mount murderhorn. I think it's fine if people like two more than one. Taste isn't universal, and if you have a good time here, awesome. But I spent my time playing this feeling something I never felt in one. Bored.
I don't know who funded a campaign to review bomb this delightfully stress inducing nightmare of a game but kudos, you're all ridiculous. Common complaints: It's a 3 act rogue like It's Slay the Spire in the DD universe I don't know what I'm doing and that sucks I don't like the meta-progression, I want my hamlet progression The reality: DD2 feels very similar to DD1, the game expands on the setting, stellar combat, and atmosphere DD2 has 2 game-modes, a long dungeon mode (confessions) and a campaign mode (kingdoms). Complaints about the length of confessions are silly, as it is clearly designed as a series of "regions" that you can take breaks between at each inn if you so choose. Each region has an optional boss too depending on what you're attempting to achieve, before the big main confession boss. Essentially it's like 3+ missions from DD1 played continuously if you wanted to. DD2 has excellent graphics, memorable bosses, and tense gameplay with lots of team compositions to play around with DD2's skills are more restrictive to prevent cheesing and almost always guarantees a stressful arrival at your next inn, especially if you've taken on a lair boss. DD2's relationships are a snowball effect, the better you're doing, the better off you'll be. Spiralling relationships indicate this isn't your run to beat the final boss, and you should salvage what you can. This is, frankly, a reasonable alternative system to the abandon mechanic in DD1. Not better, not worse, just reasonable. The game even warns you that some missions will fail, this just lets it happen without it needing to be a party wipe. DD2 DOES demand that your team compositions account for the big four: Healing, Stress Healing, Damage, Dodge/Tank, which is a learning curve DD2 DOES demand that you learn it's token system in order to understand what's going on, which can be quite involved compared to readable but lengthy tooltips from DD1 DD2 DOES have a steep learning curve for confession bosses due to their unique mechanics, but they're a fun puzzle to either solve or read up on. DD2 DOES have some persistent character progression, you gain re-rollable buffs and traits to characters who survive confessions, making them stronger and taking the place of veteran heroes from DD1 Overall DD2 is an utter love letter to the franchise, a beautiful and fresh take on the setting, and I can't wait to see what else Red Hook or a successor makes in the same universe. Don't believe the silly negative reviews, they were clearly looking for some other sequel
If you are a fan of Darkest Dungeon 1, don't play this; they ruined Darkest Dungeon. Don't look for anything user friendly here, there is no quality of life and gameplay loop & meta progression are all over the place. Otherwise graphics and aesthetics are great.
Probably one of the most overhated games in recent time, Darkest Dungeon 2 is actually a really fun and interesting take on the mechanics the first game introduced. As someone who played the first game to death, despite the unfair and ♥♥♥♥♥♥♥♥ moments, this is a really solid sequel. This game gets a lot of flak for being different than the first one, and yeah, if you were expecting Darkest Dungeon [i]again[/i], you're gonna be disappointed. DD2 is a fun and fresh take on the original formula, it plays well as long as you give it a chance. Let's go to the ♥♥♥♥ I enjoy. The new gameplay structure flows well, I enjoy not having to worry about grinding a character for hours just to have them die in minutes upon attempting to beat the FIRST stage of the final Dungeon. The game is supposed to be punishing, but losing a hero you put work into and grew attached felt like ♥♥♥♥. DD2 takes away that feeling by giving you fresh, fully powered (but still unique) heroes at the start of every run, but still requiring you to upgrade them both by unlocking their skills in small little lore drops at the Shrine of Reflection as well as using the Altar of Hope to strengthen some of their stats AS WELL as unlocking new ways to play them. It's fine for the game to have punishing moments, but I do not like the feeling of having my time wasted that hard in what is supposed to be a fun experience. DD2 really nails that, both with this change as well as all the meta progression and the things you can unlock. I only finished upgrading the "important" stuff from the Altar recently, so you can be sure there is a lot to unlock and discover. What I love the most about it is the variety, how each character can be played in completely different ways and still be effective in combat. Each hero has been given 4 distinct "paths"; each of those paths is basically a subclass of that hero, and each path changes each hero differently. They can give new passive abilities to them, or change how certain skills work at a fundamental level. Take the Jester, for instance. His role as a support is really solid in this game, he can manipulate ally positioning, increase damage dealt and relieve stress as well as a bunch of other things. But with his Soloist path, his whole kit becomes fuel for his "ultimate" ability, Finale. He gets constant buffs from each support skill and can use those buffs to turn Finale into a personal nuke. While his Intermezzo path puts his support skills in overdrive, making it so they give even more buffs to allies but also deal bleed to them, so you basically get a high-risk, high-reward bard that buffs everyone while constantly damaging them as a tradeoff. These are just two of the many ways EACH character can be changed, you got healer Flagellant, DPS Occultist, tank Vestal, tank Hellion, backliner Crusader, so on and so forth, numerous and numerous possibilites on how to play each hero. We also get a lot of new content for everyone, there are a total of 11 skills for each hero instead of 7, and we can now equip an additional one during combat for a total of 5. We also have a lot of different items while you're out in an expedition. The first game was pretty limited in regards to items, only giving us a couple of DOT heals and a few ways to get more loot, while here we have Inn items to be used at rest points, combat items to be used during combat and a HUGE amount of trinkets to unlock. A lot of them follow a similar formula, and a lot of them are quite mid but there are a lot of them that change the gameplay quite significantly, and if you play your cards right, they can carry your ass through entire regions. Looking at you, Oversprung Pocketwatch. This trinket is ♥♥♥♥♥♥♥ stupid and I love it. Oh, and let's not forget about Kingdoms. I've been talking about the "default" Confessions gamemode this entire time, but a while ago a new gamemode was added. In Kingdoms, instead of playing one run with a set team of heroes, you play one BIG campaign where you need to defend an area (your Kingdom) from one of three specific invaders, those being the Beast Clan, the Coven or the Crimson Court (YEP, they're back). This gives you completely new and unique enemies to fight, a whole questline you gotta get through to finish the campaign and beat the invaders, Inns are now bases that can be upgraded but also need to be defended from sieges and escalating difficulty modifiers that make the game harder the longer you take to finish the campaign. Regions are also heavily changed into transitional tools you use [b]to get to[/b] each Inn ALL while following the quest to beat your chosen enemy. This mode also lets you play with more than just your starting team, since almost every hero gets deployed somewhere in the kingdom when a campaign starts, so you can tinker with your team composition at will and change who you're playing with pretty easily. We also get new ways to make heroes stronger, by upgrading certain stats that you don't have access to while playing Confessions. I think Kingdoms is a great alternate gamemode, especially for people who didn't really vibe with the default one. It more closely follows the first game's formula, so try that if you don't enjoy roguelikes all that much. Now, what I think the first game did better: The overall vibe of the game. I like the new journey and the Academic is fun, but the Ancestor was just better to have around. His lines and role in the story were more fun, he was a cynical bastard that doomed everyone in search of knowledge, his narration can barely count as hopeful for our heroes, while the Academic is just sort of there. Still amazing work from the late Wayne June, it's just that the writing isn't all that amazing. This also applies to the journey, the Hamlet and its many dungeons I feel are just better locations and the overall setting is better. Redeeming the sins of this character we play as is not as fun as uncovering the secrets and sins of the Ancestor as we tear through the lands of Eldritch beings. What we have here isn't bad, I just don't think it hits the same spot. I also miss Curios a lot, they were really fun and unpredictable. But the events we go through during the game's regions are great too and add a lot of depth to the world as well as choices to your run, you're constantly weighing differently negative choices to see what hurts the least (which is basically what Darkest Dungeon is about). The secret wandering bosses are especially fun, like the Warlord, the Collector and even Death herself. But as far as gameplay and visuals go, I think it's a matter of preference. Like the recent DOOM games, DD1 and 2 don't try to be better than the other, they're just different. If you want a more grindy but perhaps more fulfilling experience, go play DD1. If you want a less punishing and more varied gameplay, with a ♥♥♥♥ ton of content to last hundreds of hours, play DD2. They're both great in their own merit. In summary, this game is fun and awesome and I liked all the twists and changes in the gameplay. It overall feels easier, but there is a lot of room for fun team comps and the journey is really, really engaging. Even now, I still have a ♥♥♥♥ ton of content to go through, from Kingdoms campaigns to hero paths to difficulty modifiers. This ♥♥♥♥ slaps.
I would have snapped this sequel up much sooner if only I had disregarded those silly reviews.