
The critically acclaimed RPG that raised the bar, from the creators of Baldur's Gate 3. Gather your party. Master deep, tactical combat. Venture as a party of up to four - but know that only one of you will have the chance to become a God.
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
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.
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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, GOG, 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 | $11.24−75% | 180.7Kreviews | 96% | #94 | $36.2M |
| $59.99 | 11.3Kratings | 94% | — | 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 2242 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
对白太多,系统复杂,不适合我
神界3我还需要那种黑色长发,脸上有疤,身世复杂的精灵女子
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Latest in each market: best RU #34, worst UK #96 · 12 markets collected
Reviews, worldwide (the counter carries no country): 24.67/day in the week to Aug 4 → 38.43/day in the week after.
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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Russian, Polish, Spanish - Spain, Simplified Chinese, Traditional Chinese, Italian, Korean, Czech, Portuguese - Brazil +1 more
| $44.99 |
| 3.9Kratings |
| 90% |
| — |
| not modelled |
| $49.99 | 3Kratings | 88% | — | 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 2.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Honestly this is a well made game despite the gimmic fights. Its just not for me. Its for the player who loves punishing combat strategy puzzles and puzzles with little or no clues. I just want a game with a cool story, cool fights and shiney loot. I did learn one thing above the rest tho and that is when it comes to cRPG games, do some research before buying. I might finnish this game, but ill prolly look for a mod that lets me skip gimmic fights , i really dont like having to bake a cake everytime im doing a fight, i like using the gear and abilities ive chosen because they feel cool and look good. I dont want to have to go back and respec and buy all kindsa ♥♥♥♥ everytime i run into a oneshot mechanic that has to be handled in a special way. Too the players who arent like me, more power to ya, enjoy the game its a doozey. [EDIT] Sleep can do wonders for ones perspective. I went back to the game the next day kept pushing and with some creative skipping and a peek or two at a walkthrough i managed to avoid the stuff i really dont like about this game and have the fun i wanted. I didnt need a mod either, but i did look through some and apparently there are people that think this game is to easy...what a sack of crazy bastards, haha. This game changed the way i play turnbased rpg`s, the way Darksouls changes you, you either quit or get good. The devs tried out alot of stuff with this game, somethings worked and somethings didnt. Years later the same company made Baldurs gate 3 and you can really see the dna of DOS2 in it. Im gonna go play something nice a storybased where i dont have to worry about stunlock, turned into a cow, charmed or teleported into fire. Good summer folks!
[i][b]Неспешная игра с множеством возможностей и способов ее пройти как и первая дивинити как и БГ3 если играли то понимаете о чем я. Стоящая игра для неспешного прохождения.[/b][/i]
又打折了,我是上次打折骗进来的。提醒大家一句,超出退款游玩时限之前,一定要注意自己的设备游玩期间是否会发生严重掉帧且不能恢复(此时任务管理器性能,GPU100%一直下不去),并且调整画质也没用。如果发生建议直接考虑退款,目前各平台很多方法我都尝试了,也不是计算机小白,到现在还没有找到解决方案(网络上有很多讨论,但是基本都是不了了之),我是硬着头皮玩到现在几帧十几帧玩不下去了去看的解说。游戏是好游戏,故事也是好故事,我给差评是基于自己的实际游玩体验。
Amazing game! It took me a while, especially because I love exploring every nook and cranny, but this was such a great game.
[h2] 炮打“全世界最懂CRPG”的工作室拉瑞安——我的一张大字报[/h2] 致全世界最会设计数值、最懂游戏乐趣、最会写剧情、最懂人物弧光、最会做CRPG的拉瑞安工作室。 拉瑞安真的很懂怎么装模做样的做出一款“让玩家感觉自己正在体验一款极其聪明、极其复杂、极其自由的游戏。”任务竟然有这么多解法,竟然可以到处传送,元素反应好有趣,天才竟是我自己。这是个很高明的产品能力,可惜我根本不喜欢这些无聊的小聪明,我只觉得搞笑。为什么?因为这一切都建立在羸弱的数值设计和虎头蛇尾的剧情线上。 我都不用说这个饱受诟病的双甲机制,但凡玩过这游戏的能忍住不骂双甲设计的,我都得夸你能吃。我能理解这个双甲设计的初衷是为了防止强势的控制类技能让整个游戏的战斗退化为”先手竞赛“,这一点一直是回合制游戏的通病。但原罪2实际的执行效果却是,先手控制是没那么强势了,但是游戏又变成了集中物理/魔法攻击打掉护甲,然后控制的更无聊的循环,更不要说到中后期之后,数值的崩坏让所有战斗都不可能在不减员的情况下持续超过3个回合,所有战斗都是更加弱智的“聚怪→AOE”的更无聊的数值对轰。什么?你说穿点好装备不就行了?商店和任务奖励慢慢刷去吧,我们神界原罪2装备的加点属性可是全随机,让你做任务领奖励都能一直SL,体验高端学术研究(读博)的快乐!如果刷不出你想要的加点,那你就只能拼先手灌伤害,不然中后期一个怪一回合就能把你打暴甲然后无限控制。 这就是我们神界原罪2被吹的神乎其神乐趣无穷的战斗:在一个以元素交互为核心的战斗里,最优解就是忽略元素交互建立一支纯物理或者纯法术队进行无脑集火。混伤队这种在概念上应该是最有趣、最符合游戏设计精神的队伍,反而是一种效率低下甚至是没苦硬吃的选择。 神界原罪2还有个一直被夸的就是“可以用任何方式解决问题“。从你在欢乐堡拿到传送手套之后这个游戏的基调就被定下了,拉瑞安在一个沙盒里塞满了物理交互、对话鉴定、物品栏操作之类的系统模块,让他们排列组合自然涌现出解法。表面上创造出了惊人的自由度,但也意味着设计者几乎完全失去了对玩家的控制。难度曲线的崩坏就是一个直接的后果,你能在两场相隔不到50米的战斗钟体验OTK和被OTK两种极端情形(爱丽丝初见没被直接秒杀的是这个)。原罪2几乎完全放弃了流程路线设计,全靠玩家双脚丈量土地,哪里能去哪里不能去。而且很多所谓的解法,并非intentional design(刻意设计),只是单纯的系统容错。把死亡之雾直接丢到敌人脚下秒杀,真的是预设的战斗选项之一吗,还是只是假装“鼓励玩家创造力”实则疏于管理的巧言令色呢? 当然上面说的这些其实对于我这种“能吃”的玩家来讲也不算什么罪不容赦的缺点,真正让我决定给差评的是原罪2所展现出来的叙事态度和实际水平。原罪2的世界观设定有着中学生奇幻网文作者才喜欢搞的概念堆砌,然后导致所有概念都在贬值。原罪2试图游戏世界里讲述讨论:源力的本质与伦理争议、虚空与虚空觉醒者的威胁、七神的起源与阴谋、永恒者的文明史与轮回、神力与成神的道德抉择、神谕者的法西斯式的源力管制、各个种族的政治冲突:精灵的亡族之痛、蜥蜴人内部的宗教斗争、矮人王国的地下阴谋还有每个起源角色的个人故事。然后整个游戏总共就4个大场景(不算序章和终章),实际物理空间还没一个自然村大,什么成神什么对抗虚空最后搞得都像我家村口那点事。 虚空入侵本应是整个故事的终极威胁,是驱动一切行动的原初恐惧和动力。但在实际游戏体验中,虚空的存在感弱得可笑。你在绝大部分流程中面对的是人际纷争、派系政治、个人恩怨(当然并没有说这些内容就做的很精致的意思)——虚空入侵仅存在于NPC的对话和几个预先设定好的战点。建议没吃过好的,可以去玩一下质量效应三部曲,看一下老bioware是怎么塑造收割者和创造那种末日迫在眉睫的危机感的。 欢乐堡之所以好就在于它“小”,因为小所以可以精致,而拉瑞安也只会做这些小的内容,但拉瑞安就是喜欢引入开放世界的设计,然后一泻千里,博德之门3如此,原罪2更是如此,只不过表面的华丽和成功的商业成绩让那些不满的声音被掩盖了。阿克斯城本应该是一切汇聚的终点,所有伏笔的收束,所有角色故事的完结,所有世界谜题的解答。然后呢?拉瑞安一个都没做明白。阿克斯城这一章的设计就是“找关键NPC→对话→获得下一步指引“穿插在一些风格混乱的遭遇战当中。城市本身的社会生态——一座处在末日边缘本应该有的恐慌、崩溃、道德沦丧完全缺席。NPC们在灭世危机之前依旧卖东西闲逛和发布一些“新老娘舅”风格的支线任务。最终结局的处理荒诞敷衍到奇异搞笑的程度,本来应该是个非常有力的反转,但是所有的信息都被压缩在一场对话和一场(或者两场)boss战当中,我还没时间消化这段信息给世界观的颠覆,游戏就“好了真相就是这样,你好厉害,恭喜你,选个你喜欢的结局吧!” 而这个最终的成神抉择:选择成为新的神谕者、将源力分享给所有人、封印源力、或者将一切归还给虚空。这四个选择在哲学层面确实各有深意,但游戏在此之前没有提供足够的叙事论证让玩家真正理解每个选择的完整含义和后果。搞得整个过程完全就是一个完全信息不透明的单项选择,成了哪个顺眼选哪个。 至于角色剧情设计,我都不用说完全没有任何存在感且意义不明的自定义主角,起源角色的剧情编排也是严重分配不均,洛思和费恩的故事质量远超其它四个角色,洛斯一个被恶魔附身的歌手在自我认同和外部威胁之间的挣扎,主题清晰,情感完整饱满,高潮段落更是原罪2为数不多的剧情上的亮点(Sing for me~)。至于费恩的故事线更是跟主线剧情高度耦合,整个主线可以说就是他的个人故事线。然而剩下的角色故事就乏善可陈了,我不一一说了,基本上都一脉承接了整个游戏剧情虎头蛇尾的特点。全都被过多的战斗和过少的信息以及角色互动所稀释。同伴故事和互动的数量和质量上都远未达到一个优秀的CRPG应有的水准。同伴对主线事件的反应大多是模板化的一两句评论。同伴之间的交叉互动——比如洛斯如何看待红王子的贵族做派,同为复仇希贝尔是如何理解伊凡的复仇的,这些统统没有。这点甚至不如同年的永恒之柱2,而后者时至今日是一个基本上已经没什么人会提起的游戏了。 拉瑞安的写作有个标志性的特点:对沉重题材的轻处理。什么种族灭绝的现场有个灵魂在讲笑话,什么末日就在眼前还有人在俏皮打趣。有的时候确实很有效果,但这也在传达一种态度“Why so serious”,一旦玩家内化了这种“Why so serious”的态度,那所有试图严肃讨论压迫、牺牲、身份认同的剧情段落,都将变得无足轻重,不过好在正如我前文所说他们也没试图在严肃的话题上做出什么努力。拉瑞安似乎不信任"沉重"。 它总是急于用幽默来缓解任何可能让玩家感到不适的叙事时刻。这在我看来一种叙事上的怯懦——不敢让玩家在不舒服的情绪中停留足够长的时间,以至于产生真正的共鸣。 我觉得一个优秀的RPG游戏,肯定不应该只是玩些小聪明让玩家有种“智力优越”的幻觉,还要能让玩家多年之后提及这个游戏还能想起一些深刻的故事和有趣的人物。
An excellent game but playing it after Baldur's Gate 3 does it a disservice. I recently finished Divinity: Original Sin 2 and it’s important to mention that I played it right after experiencing the absolute masterpiece that is Baldur's Gate 3. Honestly I went in expecting it to feel very similar to BG3 especially when it comes to the dialogue scenes the close-up cinematic camera angles and the deep character interactions. Divinity: Original Sin 2 is undeniably an excellent game on its own with great classic RPG mechanics. However the truth is if you play it after BG3 you simply won't see it as a mind-blowing or groundbreaking experience. Because you've already experienced the incredible modern polish of Larian's latest work DOS2 feels more like an "average to very good" game rather than an absolute masterpiece. The lack of cinematic cutscenes and dynamic camera angles during conversations is definitely noticeable and makes it a bit harder to fully immerse yourself. Still it is a solid experience that I respect and enjoyed. Looking forward I really hope the next Divinity game follows in the exact same footsteps as Baldur's Gate 3 taking that massive leap in cinematic quality and making it even better. I am incredibly hyped for whatever the studio releases next and truly hope it lives up to these massive expectations. Rating: 7.7/10
> BG3 (sorry)
非常愚蠢的游戏!首先官方翻译烂得令人发指,如果你是注重细节的强迫症或轻微强迫症玩家,使用双语mod游玩,你就会发现中文翻译充满了歧义和理解剧情上的误导。 第二,大量不同对话选项,却常常指向同一结果出口,也就是如果你RPG强迫症选了对话A,又好奇对话B会怎样,就读档,后来又好奇对话C会怎样,又读档,然后你发现,这些对话绕来绕去最后指向了同一结果,你会很无语,这中途你的注意力变得乏味,往往你读档中途就去刷手机或做别的事情了,然后游戏就挂机在那里停顿住了,这也是本人游戏时长巨长的原因之一。 第三,背包管理做得极度糟糕加堆砌了一大堆毫无意义的物品拾取,如果你像玩很多rpg一样,有箱必开有东西必捡,到处翻箱倒柜,那你就会浪费极大量时间捡一大堆毫无用处的垃圾只能卖商店;此处如果你不甘心,认为你捡的东西可能会有一丁点用,然后你更进一步去网上查你捡的各种垃圾的作用,那你就会挂机像本人一样浪费大量的时间,并且在你确认你捡的东西毫无用处的过程中,你游戏的注意力会被打断变得乏味,以至于让游戏晾在那里好多小时,自己干别的去了。那么如果你不翻箱倒柜呢?很好,游戏设计了在你开箱子的时候随机刷出装备,你妥妥地陷入“鸡肋陷阱”。 第四,游戏的故事,它没讲完!它没讲完!它没讲完!如果你纯粹地不看剧透或者低剧透,并且顶着巨烂的翻译理解了剧情,那么你前期中期以及中后期的剧情,都会让你觉得你最终会与一个叫“神王”的家伙终极一战,然而到最后,拉瑞安跟你说,和神王大战它没做! 并且整个剧情中都在告诉你重要NPC麦乐迪从头到尾帮助你,是要求成神之后的你帮她办一件大事,结果一直到最后你发现,这件被多次渲染的终极大事,欸,拉瑞安它又没做!你想知道这大事是什么是吧,你等下一作! 我***************!
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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.
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