
Dungeon Defenders II is a cooperative Action Tower Defense game packed with roleplaying elements like loot, leveling, and pets.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
Prices
The United States storefront in every case, so this compares stores and not countries.
About

Genres
Stats
Languages: English**languages with full audio support
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | Free | 22.2Kreviews | 77% | — | $0 |
| Free | 22.5Kratings | 83% | — | not modelled |
Engagement
Reviews
Themes across 135 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's good for a tower defense fix + some RPG mechanic
Legal mas não entendi o gargalo de evolução, alguns niveis são extremamente dificeis.
I Just Enjoy The Game.
Media

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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $5.2M | 12.1K | 93% | $14.99 | |
| $1.5M | 4.8K | 66% | $14.99 | |
| — | 0 | — | — | |
| $0 | 0 | — | Free | |
| $0 | 0 | — | $2.99 | |
| $21.1M | 24.9K | 90% | $29.99 |
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 135 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Atualização mais atual, estava analisando as moedas do jogo e depois alguns comentarios e critias e aparentemente esse jogo é pay to win ou algo perto disso, porque a dificultade e a inutilidade da moeda do jogo para tantas coisas que é mostrado, a moeda que você tem um monte quase não tem utilidade Atualização, EU ESTOU COMEÇANDO A AMAR O JOGO MAS ELE È MUITO DIFICIL. Então para termos uma justição eu falo que o jogo é incrivel e divertido porem atualmente eu vou colocar como não recomendando o jogo pelo motivo da progreção e aprendizado dentro do jogo junto com o idioma ingles me dificultar muito, então ainda estou tentando aprender e entender como melhorar. a dificuldade é tanta que fico uns 30 minutos fazendo uma orda e vendo oque quebrou e oque necessita melhorar para tentar chegar na proxima. poucos jogos me divertiu tanto mas é muito dificil entar no jogo e não saber nada e ficar perdido. acho que o jogo deve ser super divertido para que ja esta no jogo e entende bem dele. Analise antiga: o jogo é dificil de começar a jogar, talvez a falta de tradução prejudica muito o jogo , e a cidade eu fico perdido no que fazer e como melhorar. o jogo aparenta ser legal mas estou travado sem saber oque fazer, achei dificil entender, lembro que joguei esse jogo mas faz muito tempo
I want players to have a reason to keep using a tower because that tower develops with them. I have over 300 Hours in the game with over probably 200k to 1 Million kills. “I see so many builds that are only Attack Rate, Anti Chaos and Anti Melee.” “Current meta heavily favors Attack Rate + Anti-Chaos + Anti-Melee, reducing build diversity. A tower mastery system would create long-term progression and encourage alternative stat paths like crit builds, range builds, or elemental builds.” Imagine someone has used a particular tower for 200 hours and theirs has developed into a completely different version from another player's. These numbers are just examples. The important part is the concept: mastery could unlock mechanics that change how the tower plays rather than simply increasing its basic stats. Hailstorm Tower Mastery 10k kills → +1% Frostfire chance 20k kills → +3% chance to trigger Frostfire Burn Tick Rate of 10% max damage for 3s 30k kills → +1% Frostfire chance 40k kills → +1% Frostfire chance 50k kills → 3.3% chance to spawn a Frostfire DoT (33% AP for 2s) One player's Frost Tower might be: High Crit / Frostfire or Mass Slow / Frost Tornado or Range / Chain Freeze This idea is to give everyone a build identity around the tower they most love to use. Example I use Hailstorm Tower with Pierce and well I want that tower to have multishot so I spend weeks playing to level it say up to level 30 or 50 or 100 and then invest points into Multishot. So now the tower might every level or 5 gain a 0.2-0.5 multishot. Where another play might be like I want my projectile to chain to every enemy or have a freezing frostfire DoT build instead of a crit build. The optimal answer for most towers is still Attack Rate + Anti-Chaos + Anti-Melee, how do we encourage players to experiment with other paths? Could tower mastery be one way to solve that? Rather than every player chasing the same optimal statistical combination, mastery could reward players for investing time into the towers they actually enjoy and give those towers their own identity. I'd love to see a system where eventually players can look at someone's tower and think: “Oh, that's THEIR Hailstorm Tower.”
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Pra quem gosta de grind e um Tower Defense bem feito, esse jogo é muito bom, por mais confuso que esse jogo pareça ele vale apena, e com o tempo ele vai se tornando "simples"
I first played 9 years ago when Lavamancer was released so i haven't played in a long time. Then i saw the $20 deal on Humble Bundle and i saw it as a sign to play again. I feel like a kid again learning everything cause i know nothing finding out about elemental synergies and finding out that trying to fully kit out each of your four characters is one of the most time wasting thing you could do. I feel content.
21:9 Monitor = Nicht mehr spielbar steamapps\common\Dungeon Defenders 2\DunDef2\UDKGame\Config\UDKOptions.ini Nicht vorhanden
Probably weakest of the 3.... 1st is 100% the best but not to bad to play, also not the longest to do.
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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The games this title's players most often review too — audience affinity.