
Dragon’s Dogma 2 is a single player, narrative driven action-RPG that challenges the players to choose their own experience – from the appearance of their Arisen, their vocation, their party, how to approach different situations and more - in a truly immersive fantasy world.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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.
Reviews, worldwide (the counter carries no country): 12.43/day in the week to Aug 25 → 32.29/day in the week after.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 17 day-to-day chart moves that followed a price cut, against 2,502 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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
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, 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 | $39.99 | 117.5Kreviews | 62% | — | $73M |
| $39.99 | 43.9Kratings | 81% | — | 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 2367 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
缺点实在是太多了,NPC塞得多但是都只会复读没什么个性,城镇没有生气,换言之这个世界一点都不鲜活,任务设计也无聊,没有多选也不能串联起来。滤镜灰不溜秋的,但还莫名挺带感的?饱和度拉满的异世界美景见多了,这种别树一帜的生产力低下的世界倒也新鲜。战斗没话说,玩过剑与魔法里最好的动作。 综合下来,真的是别具风味,胖的陪伴感是绝无仅有的,好想和胖永远的冒险下去。 最后,我也有信压抑了吗?龙信你崛起吧!!唉,还是得骂沙比卡普空,明明还可以更好,只是却最终成了遗憾。
Здесь можно скидывать детей. 10/10
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Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $72.7M | 183.7K | 97% | $24.99 | |
| $72.4M | 25.7K | 87% | $69.99 | |
| $72.1M | 137K | 98% | $24.99 | |
| $72.1M | 65.8K | 80% | $33.32 | |
| $71.8M | 62.2K | 97% | $29.99 | |
| $71.6M | 221.8K | 96% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.2K | 38 | 79% | $2.99 | |
| — | 0 | — | — | |
| $0 | 11 | 55% | Free | |
| $26.7M | 56.4K | 68% | $29.99 | |
| $12.7M | 12.6K | 89% | $29.99 | |
| $751.9K | 576 | 60% | $59.99 |
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 31: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Latest in each market: best BR #42, worst US #95 · 13 markets collected
US · last 30 days
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Arabic, Spanish - Latin America, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Japanese* +2 more
| $39.99 |
| 7.9Kratings |
| 80% |
| — |
| 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
일단 결론부터 말하자면 인생 게임 중 하나였음. 장점부터 말하자면 첫째로, 마법과 검, 환상의 생물이 공존하는 세계에서 모험하는 느낌을 가장 잘 표현했음. 모험하는 내내 몰입해서 할 수 있었고, 이동 수단이 우차밖에 없는 건 단점이라고 볼 수도 있지만 걸어 다니면서 볼 수 있는 것도 많았고 히든 요소도 있었음. 오히려 말 같은 이동 수단이 있었다면 제대로 즐기지 못했을 것 같음. 걷거나 뛰면서 동료들과 상호 작용하는 것도 재밌었고, 특히 성격이 다른 폰들끼리 서로 티키타카하는 게 진짜 동료들이랑 모험을 떠나는 것 같아서 재밌었음. 둘째로, 전투 요소도 재밌었음. 너무 복잡하지도, 너무 간단하지도 않았고 딱 적당히 잘 만들었음. 상황에 맞게 스킬을 조합할 수 있어서 전투에서의 단순함을 덜어줄 수 있었음. 스킬 이펙트도 정말 잘 만들었음. 보다 보면 쟤는 저런 걸 맞고 서 있다고? 싶을 때도 있음. 셋째로, 가장 큰 요소는 디테일한 커마랑 모션이었음. 역대 본 게임들 중에서 제일 GOAT인 것 같음. 이게 몰입하는 데 가장 큰 역할을 해준 것 같음. 커마는 내가 원하는 모든 인물을 표현할 수 있을 정도로 세세하고, 모션은 모든 행동이 자연스럽게 연결되고 어색함이 게임하는 내내 하나도 느껴지지 않았음. 이게 단순히 인간에게만 적용되는 게 아님. 게임 내에 나오는 몬스터들 모두에게 적용됨. 이제 단점인데 첫째로, 몹이 스폰되는 장소가 정해져 있음. 당연한 거 아니냐고 말할 수 있는데, 서식지가 정해져 있는 게 아니라 길이 하나 있으면 멧돼지, 고블린, 골렘(몬스터 이름이 생각 안 나서 아무거나 적음) 이런 식으로 그냥 몬스터를 배치해 둠. 그래서 같은 길을 여러 번 다니다 보면 몬스터 나오는 게 익숙해져서 변수가 없으니 긴장감이 사라지고 귀찮음만 남아 지루하고 스트레스가 쌓임. 이게 우차랑도 연관되는데 우차 타고 빠른 여행으로 스킵하지 않는 이상 절대 목적지까지 갈 수가 없음. 낭만 가득한 마차 여행이라는 걸 즐길 수가 없다는 거임. 좀만 나가도 위에서 말한 매크로대로 몬스터들을 계속 만나고 호위병이랑 폰들이 싸워도 마차는 결국 부서짐. 이게 좀 아쉬움. 평화롭게 갈 수가 없음. 둘째로, 맵 내용이 알찬 만큼 맵 크기가 아쉬움. 솔직히 맵 크기가 작다는 말이 맞는지는 모르겠음ㅋㅋ 1트 하는 데 50시간이나 걸렸고, 하는 내내 맵 진짜 크다고 하면서 돌아다녔음ㅋㅋㅋ 계속 걸어 다녔기 때문에 그렇게 느낀 걸 수도 있음. 다만 딱 마지막 맵까지 확인하고 나니 아쉬움이 확 드는 게 크긴 함. 뭔가 더 있어야 하는데 없는 느낌.. 이건 겜을 재밌게 한 사람이든 재미없게 한 사람이든 똑같은 부분인 듯. 스토리상으로도 뭔가 갑자기 맞짱 뜨고 끝나서 아쉬웠고, 드넓은 평지를 달리다가 갑자기 알 수 없는 경계에 막힌 듯한 느낌임. 단점은 솔직히 이게 다임. 스토리도 평범하게 몰입감을 해치지 않는 선에서 잘 만들었고, RPG 요소를 담은 게임 중 가장 잘 만든 게임이라 생각함. RPG 모험을 상상하고 들어오는 유저들은 초강추하는 게임임. 반대로 RPG에 대한 로망이 없는 사람에겐 또 불호일 거임. 스토리 자체가 매력 있는 게임은 아니고, 솔직히 모험 자체에 몰입하지 않는 이상 이동하는 것 자체가 스트레스일 거임. 거리가 가까운 것도 아니고, 틈만 나면 몬스터가 튀어나오기에 편하지도 않음. (고민하고 있다면 일단 고민은 접고 한번 해보셈. 이렇게 퀄 좋은 겜 찾기 힘듦. 글로만 보기보다 직접 플레이해 보삼. 난 아직도 라이브러리에서 도그마2 보이면 플레이 했던 추억 떠오르면서 같이 여행했던 폰들 그리워함ㅋㅋㅋㅋ과몰입한듯ㅋㅋㅋ자야지..) (DLC 나온다는데 맵이 추가되는거면 한번 다시 해볼 생각임.)
What a ♥♥♥♥ Game i tryed to like it there are many parts to like it but why does it feel like im just the side character and do literaly no dmg at all and when you fight a big monster suddently many small ones appear out of seemengly nowhere. And exploring doesn't feel like oh a chest i may find some good weapon or so but no just finding weapons for other vocations then the one i play. its jus feeling so not fun to play the combat sometimes feels very slugish and slow the stamina bar is almost empty after 2-3 abillities they do then only dmg to the small fry but the medium to big oponents your pawns will do the ehavy figthing wil the "Arisen" is just the passenger princess. i tryed to like it it is sometimes fun but hitting endlessli the enemy for no impact just is not what im searching for. After this big crash out i can't recommend that game at all.
Honestly runs pretty good
Dragon’s Dogma 2 was a massive disappointment after the first game. I waited twelve years for a proper sequel that would build on what made the original special, fix its obvious problems, and finally realize its wasted potential. Instead, it often feels like a prettier remake carrying many of the exact same issues. Is this seriously the game I waited twelve years for? The combat is better, the world is larger, and the presentation is more modern, but rather than moving the formula forward, Dragon’s Dogma 2 mostly recreates it, including limitations that should have been left behind over a decade ago. The combat is still genuinely incredible. Climbing onto huge monsters, attacking weak points, and taking advantage of the chaos created by the physics system is easily the best part. Monsters can fall off cliffs, destroy bridges, crash into each other, or turn a normal journey into a massive battle. The vocations are just as strong. They completely change how you play, and trying new skills and weapons carried a huge part of the game for me. The Pawn system is still one of the most unique ideas in gaming. Hiring other players’ Pawns, having them guide you through quests they know, and listening to them during long journeys makes the world feel alive. They can be repetitive and incredibly stupid, but they are still a major part of what makes Dragon’s Dogma feel unlike anything else. The world also looks great. Its environments, lighting, effects, and large-scale fights can be genuinely impressive. Exploring is exciting at first because the world feels dangerous and unpredictable. The problem is that the further I got, the more unfinished the game felt. The story sets up a political conflict involving Disa and the False Sovran, makes reclaiming the throne seem like the central plot, and then almost completely abandons it. Even the Dragon barely matters in a game called Dragon’s Dogma. Just when it finally felt like the real story was about to begin, the game rushed toward the finale. I genuinely thought I was around the middle when I realized I was already approaching the ending. Most characters are given so little development that I never had enough reason to care about them. Important people appear for a few conversations, disappear for hours, and then expect you to be emotionally invested. The story constantly introduces ideas that seem important, only to leave them half-finished. Enemy variety is unbelievably weak for a world this large. You spend most of the game fighting goblins, saurians, wolves, bandits, and those absolutely insufferable harpies. I ♥♥♥♥♥♥♥ hated the harpies. They are everywhere. Every road, cliff, bridge, and random corner seems to have another group waiting to annoy you. They never shut up, they are irritating to hit because they keep flying around, and getting grabbed or put to sleep by them is infuriating. They were easily my least favorite enemy in the game. Large monster fights are supposed to be the highlight, so the limited boss variety is also a massive disappointment. Cyclopes, ogres, griffins, chimeras, and minotaurs are incredibly fun at first, but eventually you realize that you will fight the same handful of monsters for dozens of hours. The combat deserves far more variety. The caves and dungeons are not much better. Most are dark, repetitive tunnels with little unique architecture, puzzle design, or memorable content. You enter another cave, kill more saurians, open a chest containing something you probably do not need, and leave. The world is beautiful on the surface, but optional areas quickly reveal how little variety there is. Quest design is another major problem. Many quests are basic errands, while some side quests are needlessly confusing and barely explain what the game expects from you. I missed hidden conditions, failed to notice time limits, and lost access to content without realizing it. NPCs can disappear, quests can fail because you rested too many times, and entire questlines can be missed because you did not speak to the right person at the right moment. I understand wanting players to figure things out, but forcing me to search online just to know what a quest wants or whether it can still be completed is not good design. There is a difference between respecting the player’s intelligence and refusing to communicate important information. Quest consequences, permanent choices, NPC deaths, and endgame systems are often explained so poorly that you only understand them when it is too late. Travel also becomes a chore. At first, walking everywhere makes the world feel large and dangerous. Later, it mostly means repeating the same routes and fighting the same enemies again. Restricting fast travel might have worked in a smaller or more varied world, but here it mostly wastes time. The Ferrystone and Portcrystal system eventually made me want to interact with the world less, not more. The save system, however, is easily the worst thing in the entire game. It is one of the most infuriating save systems I have ever dealt with. You are stuck with a single save, and the constant autosaving can trap you in situations you cannot escape from. When that happens, your only real option is to load from your last inn rest and hope it was recent. The game does not even tell you when that last inn save was made. Loading it feels like spinning a roulette wheel. Maybe you lose twenty minutes, or maybe the game suddenly erases three or four hours of progress. I lost that much progression multiple times because I got trapped at a bad autosave and had no other way out. Completed quests, collected items, explored locations, unlocked skills, and entire journeys just disappeared. I then had to repeat the same dialogue, fights, quests, and long walks all over again. I am fine with a game punishing me for my choices. I am not fine with being trapped by an autosave and then being forced to gamble several hours of progress on a save file whose time the game refuses to show me. That is not immersive, challenging, or meaningful. It is hostile design. Since the game is already full of long journeys and repetitive encounters, losing progress means walking the same roads, killing the same goblins, and completing the same confusing quests again. This save system actively made the entire game worse. Performance is another major issue. Even on powerful hardware, cities can destroy the frame rate, and the game regularly stutters. Its technical state is difficult to excuse after such a long development. After twelve years, Dragon’s Dogma 2 feels less like a fully realized sequel and more like the first game’s problems repeated in a prettier world. It has an amazing combat system, fun vocations, and a unique Pawn mechanic, but not enough enemies, bosses, dungeons, quests, characters, or story content to support them. The strange part is that, despite all of this, I still liked Dragon’s Dogma 2 far more than I probably should have. If almost any other game had this many issues, I would have torn it apart. I had far less patience for games like Atlas Fallen, even though they did not frustrate me nearly as much. Dragon’s Dogma is different for me. I love the original, and so much of what made it special is still here. Even when the sequel disappointed me, annoyed me, or deleted hours of my progress, I still wanted to keep playing because its core experience is something I cannot get from another game. That also makes the disappointment hurt more. I do not like Dragon’s Dogma 2 because it fixed the original or delivered the sequel I waited twelve years for. I like it because underneath all the unfinished ideas and terrible decisions, it is still Dragon’s Dogma. My love for the first game carried this experience much harder than the sequel itself ever did. There is a great game buried inside Dragon’s Dogma 2. They just forgot to finish the rest of it. 6/10 - A little bit above average.
this game is very very glitchy. went to use a port crystal and lost almost 20 hours of progress in the game even after multiple hard saves. i can deal with the glitches every 5 min, but not losing progress. i still have certain achievements, but also lost the levels and progress for them. it literally put me back to where I was a few days ago.
wish that the story and performance were better, but this game still has some of the best combat ever.
我他妈首发豪华买了两份,一份送朋友,花了800两个人一起吃他妈逆天的大粪优化,永降打折就算了,早买早吃屎,现在你告诉我新玩家50就能买的dlc我他妈还得花148???老玩家与狗不得入内,操你妈的卡普空
TL;DR: A more refined version of DD1, definitely worth on sale for any RPG fan. [h2] The good [/h2] [list] [*] you can freely switch between classes, and unlock all the skills. Every class is different, you can often change your playstyle if you get bored. [*] a lot of stuff to find in the open world. For the masochists (like me), all the seeker tokens. [*] bossfights are cool early in the game when you can't one shot boss with 8 health bars with a single ability. [*] overall, a more improved and refined version of DD1. [/list] [h2] The bad[/h2] [list] [*] Combat can get stale if you keep the same class. [*] Pawn AI is kinda stupid [*] controls on keyboard are.. meh. I can clearly see the game was made primarily for controllers. [*] I would welcome dodge for all classes, not only thief. With that being said, I can understand why it is only for specific class, so just my preference I suppose. [*] Class balancing is a bit off [*] Enemy variety is... limited [*] Optimization is kind of meh, was getting between 30-50 FPS depending on location on high settings, you can see my specs thanks to steam's useful feature. [*] no real romance option. You can raise NPC affinity, they will blush, but nothing changes except for slightly different dialog. [/list] So overall, despite the game having it's issues, it was quite enjoyable 78 hours I spent, worth the price on sale.
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.