
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.
About

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 | $44.99 | 206.2Kreviews | 96% | — | $164.8M |
| $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 2397 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
seah
自由度很高,内容很丰富,相对的引导很差,每做一个任务就要查攻略
好玩
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Every market we collect.
Latest in each market: best RU #35, worst UA #99 · 12 markets collected
US · last 30 days
Reviews, worldwide (the counter carries no country): 20.86/day in the week to Sep 15 → 31.5/day in the week after.
Reviews, worldwide (the counter carries no country): 22.86/day in the week to Sep 14 → 29.57/day in the week after.
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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 2.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Es como si una goticaculona, simplemente perfecto
good
背包没有批量选择有点麻烦,好像也没有bg3那种战斗日志?但是游戏很好玩
After spending roughly 150 hours with Divinity: Original Sin 2, I can confidently say that it is a game of extremes. The world, writing, companions, and overall story are genuinely excellent, and it's easy to see why so many people consider it one of the greatest RPGs ever made. Unfortunately, despite all of its strengths, I found the actual experience increasingly frustrating, and by the end I was simply relieved that it was over rather than satisfied. One of the biggest problems is the game's act structure. Once you leave an act, there is no way to return to it. While this might make narrative sense, it creates a huge problem for anyone who enjoys exploring everything or completing every quest. Many items and quests appear unimportant when you first encounter them, only to reveal their significance dozens of hours later. it's incredibly easy to miss important content. In my case, I discovered nearly 50 hours later that I had missed an entire armor set, and by then there was absolutely nothing I could do about it. A simple fast-travel system between completed acts would have solved this issue without hurting the story. The quest design can also be incredibly punishing. During Act 2, one companion's personal quest asked me to murder one of my allies. I refused because it didn't fit the choices I wanted my character to make, and I continued the game assuming there would be another way to resolve the situation later. More than 100 hours afterwards, I reached what seemed like the natural conclusion of that storyline. Instead of another choice or even a difficult but fair battle, I was suddenly thrown into a fight against an enemy with roughly 20,000 armor that becomes completely invulnerable after only three turns if certain conditions were not met many hours earlier. Once that happens, there is no legitimate way to finish the encounter or complete the companion's quest. The game doesn't warn you that a decision made over a hundred hours earlier can lead to this outcome, nor can you return to previous acts to fix it. My only options were to abandon the quest entirely, reload an ancient save, or exploit the party system by dismissing the companion, hiring a mercenary, and completing the fight that way. Even then, I permanently lost the companion's story conclusion and its rewards. For me, this wasn't an example of meaningful consequences—it was an example of the game painting the player into a corner with no reasonable way out. Another disappointment was the legendary weapon earned through one of the game's longest questlines. Throughout the story, it is built up as a one-time-use blade capable of slaying even gods, and collecting all of its pieces requires a significant amount of exploration across multiple acts. After finally forging it, however, the reward felt surprisingly underwhelming. Its base damage was only modestly higher than the best two-handed swords I already owned, and it even shared the same weapon skill that every other two-handed sword already provides. Considering that the weapon is permanently destroyed after using its signature attack and is treated throughout the story as a legendary artifact, I expected a far more memorable payoff. After so much buildup and effort, the reward simply didn't feel worthy of its reputation. Combat is another area where I think the game takes a step backward from the first Divinity: Original Sin. The introduction of separate Physical Armor and Magic Armor sounds interesting at first, but in practice it heavily encourages building an entire party around either physical or magical damage. Since crowd-control effects only work after the corresponding armor is removed, mixed parties become much less effective. I chose to play mages because I enjoy flashy spellcasters, but I constantly felt like the game was working against me. Enemies rarely stand close enough together for powerful area-of-effect spells, yet my own party naturally stays grouped, making friendly fire a constant problem. Nearly every powerful spell creates elemental surfaces that damage allies as well as enemies, and the AI has no problem turning those same surfaces against you. Throughout my playthrough I felt like I was constantly standing in fire, poison, cursed fire, or some other dangerous surface that I had created myself. Crowd-control spells such as freezing or stunning are also much harder to use because enemies must first lose all of their Magic Armor, and the payoff rarely feels worth the effort. Meanwhile, melee characters feel dramatically stronger than spellcasters. Rogues in particular are incredibly powerful thanks to guaranteed critical backstabs, extremely high burst damage, and multiple teleportation abilities that let them instantly reach vulnerable targets. Many fights began with enemy assassins jumping directly onto my mages and killing them almost immediately. Their strongest attacks don't punish them with friendly fire, while mages constantly have to worry about damaging their own team or creating hazardous terrain that enemies can exploit. Compared to the first game, where I felt archers dominated combat, this time it felt like almost every physical build had a clear advantage over magic users. Crafting is another major disappointment. The system offers very little meaningful customization, most crafted equipment is weaker than what merchants sell, and it isn't even an effective way to earn money. Considering how many ingredients and recipes exist throughout the game, I expected crafting to become an important part of progression, but instead it felt almost completely pointless. It is one of the weakest crafting systems I have encountered in a modern RPG. In the end, I completely understand why people praise Divinity: Original Sin 2 for its writing, world-building, and freedom of choice. Those strengths are real, and they deserve recognition. However, the restrictive act structure, punishing quest design, frustrating armor mechanics, imbalance between physical and magical combat, and underwhelming crafting system gradually overshadowed those strengths for me. After 150 hours, I wasn't excited to see the credits—I was simply ready for the experience to end. Final Score: 6/10 A brilliantly written RPG with memorable characters and excellent storytelling, but one whose gameplay systems often punished experimentation, role-playing, and long-term investment instead of rewarding them.
I like game, my friend play game forever, I do not
好玩无需多言
best game ever after act one
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $5.4M | 6.6K | 91% | $39.99 | |
| — | 0 | — | — | |
| $16.7M | 44.3K | 83% | $19.99 | |
| $3.7M | 3.3K | 75% | $31.99 | |
| $3.2M | 22.5K | 87% | $7.49 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $165.8M | 543.3K | 95% | $14.99 | |
| $163.1M | 77.2K | 79% | $39.99 | |
| $160.2M | 175.4K | 57% | $49.99 | |
| $169.8M | 378.8K | 93% | $19.99 | |
| $178.5M | 148.7K | 72% | $59.99 | |
| $179.2M | 246.6K | 98% | $34.99 |