
Dragons: they have been hunted, they have been slain, but now the hour to strike back has come.
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.
Every market we collect.
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): 0.78/day in the week to Aug 4 → 1.14/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 2,400 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

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 96 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
пиздутая игра
궁수..궁수를해라
I played it back during the 360 era, it was so long ago. And damn, this game is so fun, so refreshing. And it makes me feel sad about modern arpg games... I barely can find ones that I really like now. I can tell that they had so much fun writing the dialogues and they had a lot of ideas for this game. Not everything is perfect or well executed. But I enjoy playing it a lot.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German*, French*, Russian*, Polish, Italian, Spanish - Spain*languages with full audio support
Hours played at review time, across 97 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Por que este juego no es de los que mas se escuchan como buen RPG... Digo, hasta ahorita su historia me ah encantado... Y si algo sabe Larian es hacer buenas historias.
这编剧真是梦到哪写到哪 最好还是不要去深究为什么宝箱和门的锁是声控的吧 7.5/10 《神界2》可能是我印象中“时间线相邻”的前作与续作变化最大的游戏,毕竟这游戏前作可是那个臭名昭著的《超越神界》,拉瑞安大抵也是知道自己究竟做出了多么惊世骇俗的游戏所有在《神界2》里直接推翻了头两部作品使用的游戏系统,用新引擎重构了《神界》的世界,使本作成为了《神界》系列唯一一部3DARPG,不得不说这份魄力还是值得玩家尊敬的,并且拉瑞安用实际的游戏设计证明了他们并非只有魄力值得一提,其结果就是铸成了《神界2》这么个在IP内别具一格的作品 与现代许多角色性能羸弱的3D单机游戏不同,《神界2》是那种典型的无视牛顿定律的游戏,角色的移动力强到拉瑞安在前期就设计路边野怪组五火球神教远程攻击不停歇,并且给游戏内安排了许多的跑酷解密环节,更有部分带位移技能让你在战斗中从低地飞到高地的后排脸上,最重要的是身为高贵的屠龙者/龙骑士,没有摔落伤害,想从何种高度信仰之跃都不是问题,我觉得这种“生而为龙,命定自由”的调调还是很搭《神界2》这部游戏的 此外与本作优越的角色性能相得益彰的还有本作的重头戏——化身为龙,虽然只是双足翼龙,但放在2009年一个能变成龙到处飞到处喷火的RPG还是非常能让玩家兴奋的点子,并且好事成双,除去剧情战斗外拉瑞安还专门设计了一整张适合龙形态大展爪翼的山谷地图,在这张地图时而化身为人在山巅俯瞰一切时而化身为龙在山间翱翔展翅的感觉给我留下了很深的印象。然而本作的“变龙”机制有着“后劲不足”的致命缺陷,拉瑞安设计的技能树真是浅尝即止,那么点技能一眼就能看到上限,装备给人的感觉也很不像有设计感的样子;专门设计给龙形态用的战斗在变龙的新鲜感过去后给人的感觉也是一言难尽:绝大部分时间都在与固定靶炮台和巢穴你侬我侬,与飞龙等高机动单位狗斗时缺少加速技能导致只能用追踪火球,然而吐火球的CD长度又与高机动作战很割裂导致一旦战斗时间变长游戏体验会变得很不好,并且可惜的是这代出现的“构筑浅显+战斗体验差”问题拉瑞安大概是永远不会出新的同类型游戏来进行革新了 如果说“化身为龙”是“差强人意”的系统,优点缺点都很明显,那么本作还有一个与之对比显得“很强人意”的系统那就是家园系统,这个系统做的可以说很没毛病。其实这个系统在初代我感觉就设计了一个雏形,那就是分布在地图上的空房子,不过在当时这些能拿来当基地的空房子只能让人觉得一头雾水,而如今拉瑞安终于是交出了一份令人满意的答卷:玩家拥有一座属于自己的高塔,并且这座高塔的装潢奢华,配备仆人而且能带来实际上的提升,包括装备技能附魔宝宝还有炼金……不管其余玩家认为对于RPG游戏来说最重要的是什么,在我这里只会是“代入感”,而非常能增加玩家代入感的其中一件事就是让玩家在虚拟世界也能有一个“家”,这个“家”可以是虚指也可以是实指那么显然在《神界2》就是实指,我不会评判这两种方法哪一个“更好”,但我会说一个合格的RPG游戏不应该只有打打杀杀,基于这一点本作的家园系统对我来说是一个大大的加分项。就是这个跑腿任务实在是非人类设计,就算你是龙塔的主人也得给我老老实实去为仆从通马桶,并且这种反人类的任务设计理念充斥着整个游戏,不,要我说《神界2》的很多任务设计根本就像个n*a*z*i做的 其实我从龙岛就已经很不满了,前面因为成了龙骑士跟屠龙者战斗并消灭他们还能用理念不同来洗的话那么龙岛开始的很多剧情与任务真的让我都不知道该怎么喷了,拿个我比较有印象的就是龙仆从八选四或者说七选四吧,四组二选一你选择一个另一个就直接死,发布任务的NPC做为主线任务上的一道大关唯一的作用就是把不选的仆从干掉跟游戏流程完全搭不上关系,你说拉瑞安就让你看心情选吧又给每个NPC安排点背景故事好让你知道你真的是在左右一条生命,我真很想问问拉瑞安:让我这么玩你很爽吗?之后的流程虽然没有再有这种明目张胆的设计但也没少暗戳戳恶心人,直到本篇的结局是真的傻逼到我忍不住了,如果说《超越神界》的反转能让人眼前一亮那么《神界2》的结局的反转真的是让人眼前一黑,我完全无法理解既然编剧都拿包括但不限于权威老角色Zandalor等人来背书消灭达米安的方法为什么还要愚蠢地用这个方法来反转说是反派的计谋,我看不出这有多精妙只能看出这编剧把玩家当傻逼看,然后本篇的结局更是游戏史上的奇观至今无人超越:在反派毁灭第一张大地图后激情互吻后结束镜头一转主角留在地府像个小丑,我都不知道这首发到底是怎么卖出去的,拉瑞安自己也是绷不住了所以还得做个DLC来给本体擦屁股 不过好在是“复仇之炎”拉回来点观感外加游戏本身素质还算过硬,build有深度并且附魔啥的拉满即使是最高难度打起来也很爽,所以即使本作本体的剧情拉大跨我还是会推荐去尝试这样一款独特的《神界》
игра понравилась, но пришлось потанцевать с бубном, чтобы запустить игру
игра одна из любимых из детства
Отлично играется в 2026.
Что за хрень? Почему это чудо виснет на моем монстер ноуте с хорошими характеристиками? Когда я играл на своем старом холодильнике, я это делал на ультрах.
Древний кал слона мамонта, незамысловатый лёгкий сюжетец побегать на пару дней. + Приятная ностальгия игр нулевых - Вылетает - Задушился и дропнул на длс - Жидкая концовка
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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