
Battle against Fahrul's tyrannical Queen alone or as a party of four players in the sequel to For The King, the massively popular turn-based roguelite tabletop RPG. Will you unravel the once beloved Queen's terrible secret?
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.
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.
About

Once beloved by her people, Queen Rosomon has turned against her subjects, casting them into servitude in the darkness of Fahrul’s mines whilst building alliances with sinister and malevolent forces.
Gather your party in four player co-op or adventure alone through Fahrul as you risk everything to fight the tyrannical queen and bring an end to her oppressive reign.
From the creators of For The King, the much-loved RPG that blends roguelite and tabletop gameplay comes a new chapter in Fahrul’s history, designed on an updated engine bringing innovation and gameplay refinement for returning heroes and new adventurers alike.

For The King II is easy for anyone to pick up and play, but takes skill, patience, and strategic excellence to master whilst remaining infinitely replayable with a procedurally generated map that ensures no two playthroughs will ever be the same. Unique yet familiar dice roll inspired movement, encounter and combat mechanics add even more spontaneity and variety as your fortunes rise and fall on the roll of the dice.

For The King II provides a complete campaign with over 30 hours of gameplay, split into 7 separate adventures, each narratively linked. The journey is long and the path is treacherous but fear not, if your party fails you will start stronger and wiser on your next playthrough with better starting items to draft into your loadout.


Roll up, roll up! Put your skills to the ultimate test with the infinite dungeon mode - Dark Carnival. Led by the devious Ringmaster, your goal is to conquer as many floors as possible before you meet your inevitable demise. Collect carnival tickets to explore new paths, discover a host of themed rooms and spin the Wheel of Death as you try to escape your fate. How far will you make it through the Dark Carnival?


Traverse Fahrul solo or with up-to three friends in four-player co-op. As a solo player you can control all characters in your party, giving you complete ownership of the campaign map and combat strategy whilst in four-player co-op you must coordinate and negotiate with your party members. Play online multiplayer with your friends controlling your own character(s) or play offline co-op on the same PC.

Inspired by turn-based classics, For The King II adds strategic depth to much-loved combat mechanics with the new Battle Grid, where movement and position provide you and your enemies with strategic buffs and penalties. Defend the back row by equipping a mighty Tower Shield, push enemies into lethal pools of burning fire, or entangle melee troops with dark magic cast with weapons looted from vanquished foes. The choice is yours!

Fahrul is both beautiful and deadly in equal measure. On your journey you will encounter a wealth of diverse biome environments brought to life in a breathtaking art style. From lush forests, toxic swamps and lava-filled wastelands to pirate (no scratch that!) Merling-infested tropical seas, For The King II transports you deep into the wonders of Fahrul, leading you further than ever before into this stunningly-imagined land of adventure.

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 publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $8.49−66% | 16.2Kreviews | 71% | — | $2.7M |
| $24.99 | 2.5Kratings | 69% | — | 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.
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 943 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is the first game I've ever played with a solid combat and resource management system, deep and cool item management, etc. that I've given a negative review to. Why? BECAUSE I CAN'T HOVER OVER YOUR UI TO TELL WHAT A BUFF OR DEBUFF DOES? I GO TO BUY A PET, YOU SHOW ME THE ATTACKS OF THE PET, AND I CAN'T SEE WHAT THEY DO BEYOND THE ATTACK NAMES? I HAVE TO OPEN THE ENCYCLOPEDIA AND SCROLL FOR 10 MINUTES IN MY COOP MULTIPLAYER GAME? It'd be a fine game if the experience of playing it wasn't somehow more cumbersome than any similar title from 15 years ago, constantly running into QOL issues that even solo dev wouldn't make.
The small things really add up to slow down the game. Clicking on a non-default abilities somehow feels clunky. Trying to click around enemies on whatever camera angle the game picks for that fight. Using focus, to then click the ability, to then have to reclick to use focus is annoying at times. I would take all of these in stride though, if looting didn't feel like such a chore. Four characters, and you can't just pick who gets the loot. Got to either take the loot or 'pass', which just gives the next character the option to loot or pass, and I swear the game constantly gives loot so you have to do "pass, pass, pass, take". Next item "pass, pass, pass, take." Somehow, the act of getting a treasure chest with 4-5 items becomes a chore. TL;DR - Somehow they made getting loot in a dungeon feel unfun.
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Reviews, worldwide (the counter carries no country): 5.57/day in the week to Jul 30 → 6.14/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, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese +1 more
Hours played at review time, across 946 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
这游戏很好玩,很杀时间,我有95%的概率想给好评。 但打字扣了我20%精准度,幸运值乘区修正过后,骰子结果是差评,太遗憾了。
这游戏很好玩,很杀时间,我有95%的概率想给好评。 但打字扣了我20%精准度,幸运值乘区修正过后,骰子结果是差评,太遗憾了。
So, I've beaten 4 out of 7 campaigns and had my fill. Don't take it as a diss, I've had a jolly good time for the whole 30 hours, it isn't something to scoff at. I barely played the first game and I repent, but I can't compare the two. All I know is that the sequel looks fancier, and what they share - hostility towards the unprepared. FTK won't hesitate to kill half the party in your first battle, then you realise the timer isn't there just for show. It's not so bad after you adapt to the game's pace. Before I did, I thought I was playing it wrong. Nope, while knowledge eventually dulls the edge, the game firmly insists on a thoughtful approach, at least in its proper roguelite mode (Master difficulty) that prevents manual saving and forces you to work for revives. I picked it to expedite the learning process and avoid making bad habits. It felt more organic, that's how the local emergent adventuring flows. I know "organic" and "emergent" are buzzwords, but they accurately describe this TTRPG roguelite extravaganza. To contradict myself somewhat, even on Master you can legitimately load an autosave created at certain points, going Bronzeman. For me it was the only way to keep the difficulty reasonable. I wish you could turn off manual saving on lower settings, it would be a more fair Ironman challenge, but no dice. [h3]Hustle & Bustle[/h3] It's such a simple affair on the surface. The core mechanics are basic, the story is just an excuse. But it's not like I needed one for another run after getting the taste. Without lingering, runs last long enough for you to connect with the party and reap the fruits of its growth. Starting a campaign chapter, you create a motley crew of 1-4 classes and choose their initial loadout. Party generation is flexible, even allowing filling all slots with the same class. Then you rush off to a timed goose chase. Following a chain of quests, murder everyone you can, plunder a procedurally generated world, and roll the dice for every attack, move, or event. The goal is to grind as much loot and exp as possible before the doom timer runs out. It's a balancing act between rushing and power-creeping to be able to overcome a final gauntlet. Exploration under pressure seems like a bother, but otherwise it would be mindless farming. The added tension and alleviation opportunities make it work. So do dynamic maps. Enemies fade in and out of existence, secret locations get discovered by chance, random events fluctuate according to their hidden logic. A chaotic logic that makes FTK unpredictable, there's no boring "balance" to curb your expectations. You can get nothing of value from a boss or an overpowered artefact from a randomly appeared corpse. A sudden game-changer can save the day when you least expect it. This turns dolling up your miniatures into an inherently engaging hassle. Quite varied, too. Want a farmer with a ship cannon? A friar sporting a magic wand and a shield? Your options are plentiful. There're rows of pies and it's important to have fingers in most of them. That's when individual control over every companion comes into play. Your movement isn't restricted by the slowest guy. A nimble bowman can complete a fetch quest or resupply in a town in the time it takes your bulky knight to get to the next point of interest. You sprawl like ants, grabbing everything that isn't nailed down, then clench into a fist when it's time to kick ass. Naturally, you can freely exchange items between companions if they're close to each other. But they don't have to be that close to participate in combat. Complemented by other mechanics, it's a cornerstone of this game's appeal. Battles happen in a zone encompassing multiple hexes, making positioning much less of a pain in the ass than it could've been. You still gotta think ahead, only with a leeway. Don't relax, though, this goes for enemies as well, engaging everyone in the vicinity. [h3]Nerf the Landboat[/h3] The JRPG simplicity of combat should be self-explanatory. But man, is it chaotic! That RNG can be a source of joy and devastation alike. Sure enough, you're provided with tools to mitigate the risks, like the ability to single out one unit if you're lucky. If you don't trust luck alone, and this is a correct mindset, trust the process. There are buffs and abilities to boost your chances, and more so - a focus point system that allows you to ensure at least some of the dice won't screw you over or move further on the overworld. The points are limited yet renewable, making RNG mitigation another thick layer of strategy. I appreciated how the gambling ardour that comes with it created tension, turning every commitment impactful. Wait, this review gets too sugary. Don't fret, it's time to complain. See, all the compelling micromanagement constitutes a fun loop... until a part of it breaks. I take issue with the landboat introduced in the 2nd campaign, a mode of transportation that allows each party member to move your whole party as one unit each turn, as well as gathering them in one click at long distance. Thereon, using it is optimal when it's available, for its downsides don't match the efficiency. I ignored it whenever possible, but I'm still baffled by its inclusion. Way to castrate the best feature of your game! That said, it isn't a fatal flaw. Let's examine what other reviewers consider such: the RNG is infuriating, generic designs and sound, people report multiplayer problems, combat UI could be more informative, could use a mini-map, some say items aren't as interesting as in the first game (no idea), semi-arbitrary party placement at the start of combat serves nothing. And I also can see why people think Master is unfun. Still... eh? I get the landboat fiasco, but these are your deal-breakers? I think FTK does a lot of things right to compensate. The free updates are massive. Sure, character DLCs are overpriced, yet their existence doesn't negate all the work that has been put into the game for free. Like a couple of separate game modes. The newest one brings it closer to a traditional roguelite dungeon crawler! It doesn't seem like the devs are ripping us off. Seeing the amount of effort invested, I was happy to reward their dedication. I didn't even need these characters, there were plenty to unlock. Yes, the meta is also done right. You're in control of progression, getting to choose what to unlock. And there's an array of options - from locations and characters to traits and cosmetics. Don't want it, don't take it. [h3]Happy Loser[/h3] For these reasons, I say FTK2 is a good time and stand by it. Sure, sometimes mistress fortune suddenly decides to peg you, what of it? That's tabletop for you, a game of chance. A deceptively deep one despite it. No matter how it treats your sorry ass, you could recover from almost anything when you get to know it. As its tables turn on you, look for a way to turn them back. You'll see that half the time a desperate situation isn't a point of no return. As soon as I threw hands, starting to act with reckless abandon, I got rewarded for being an idiot. When I thought my plan was foolproof and safe, a costly reality check ensued. More often than not, there was no clear pattern at all. Sometimes I cornered myself and no amount of cheesy savescumming could save a botched attempt if I failed strategically. Didn't bother me. You seldom lose to nil in this genre, getting an opportunity to try out a new unlock almost every time, and getting a lucky break every once in a while wouldn't feel as precious under fair conditions. Winning or losing, I had a lot of fun in the process. Think about it, what a psychotic obsession with winning has to offer? The fear of losing progress and infantile resentment caused by the injustice of fortune? It pays to be a happy loser, I say. To boot, look at the size of this game! It pays you back tenfold. My curator [url=https://store.steampowered.com/curator/35305390/]Big Bad Mutuh[/url]
I think the only thing this game has over the first game is that it can be played with the standard 4 players instead of 3. In my opinion, the first game is just better, and simply making a 4 player version of that along with a new story and classes would probably have been better than this. It feels and sounds dull, looks worse, and the HUD is atrocious.
Unfortunately this game used to be good. but then they ruined it with one single update. I have 165 hours in this game as you can see on my review, I've also been playing the first game for many years, even before FTK 2 was announced. so I really did like this game. but then they straight up removed the roguelike elements from the game, so its no longer a roguelike. What do I mean by this? They decided to remove perma-death which is the core feature of a roguelike and in for the king, the whole idea was that the game was supposed to be very difficult(its stated in game if you go back to for the king 1, it will state every time you log in with a pop up message as to how difficult it is) They added a manual save system to the game, which would be fine on its own expect for the fact they decided to make it non-optional. I even tried to tell the developers that they should have made it optional, it would have been a great QOL feature, casual players can decide if they want perma-death or not. What did they do instead? They made it a non-optional feature that removes all challenge from the game. You will complete a campaign no matter what since its no longer possible to fail an adventure, you can just reload last save if you mess up. The only way to re-enable permadeath is to play on Master mode, the hardest difficulty of the game. What's the issue with this? Well Master mode is a mode that not only gives you zero lives so you cant make a single mistake, but it also increases economy inflation making everything more expensive. See the issue? To experience the actual roguelike elements of the game you have to play on the hardest possible difficulty which just isn't fun. Especially when trying to play with friends. Why do you force players to play on the hardest difficulty just to experience the intended experience of the game? It seems that the for the king devs forgot what for the king is supposed to be, as they tried to justify it by saying the "dungeon crawl" mode is supposed to be the roguelike mode of the game. So you're telling me to play the game the way it was meant to be played, I'm supposed to play a single game mode over and over, and not the main campaign? Yeah, sounds stupid doesn't it? Ignore the roguelike tag on the steam page, its no longer a roguelike. And this doesn't even mention how bad their DLCs have been recently. They decided to add a new class called voidwalker in one of the DLCs. It looks so out of place from other characters its not even remotely funny. You have what? A blacksmith, a archer, a herbalist, and then.. a voidwalker? Sounds out of place doesn't it? Well the design is even worse, as it looks like something that came from star trek/star wars. He carries a literal space gun that looks so out of design from the original game you have to try not to notice how out of place it looks. When the devs were confronted about this, they said they wanted to try something new. And I get it, but the issue with that is that when they tried this new thing, they didn't bother at ALL to ask the player base if they liked it. They announced it out of nowhere so late into its design cycle they claimed it was "too late to change it." You're better off buying and playing the first for the king instead of this one, because that game still has its roguelike roots, and plays the intended for the king experience.
本来我有95几率给给好评的,但是去好评的路上判断失败只走了一半,然后再走的路上有被天气影响又没走到,好不容易走到了准备给好评了结果中毒了,判定-10%,然后判定削弱-10%,然后是5个判断结果就中了两,然后打出去的时候被闪避了,可惜兄弟,可惜。 正经的评价一下 缺点: 一:掉落正反馈极差,幽灵类元素类打完除了经验啥也没有,还全免疫,还有几率给诅咒和debuff。打的贼恶心很难受。动物类只给草药,然后人形怪掉装备了,但是几率很低,想要合适的就得刷 地图。玩起来时间节奏很慢很慢。 二:全是随机判定,玩的脑淤血,前期属性低大大呼呼就算了,中期是真难受啊,没有合适的装备玩家数值跟不上怪物数值膨胀,多个的判定,一次失误一次就打不出伤害,武器还会减判定成功的几率,玩起来就是不舒服,没有正反馈,很难受。 三:怪物数值膨胀而我保持不变的游戏环境喜欢吗?游戏越来越难我理解,但是奖励和成长缺没啥变化,开局还是一样的区。怪物膨胀的太厉害导致回合数也在拉长,玩的还是中等难度,没啥意思了啊。 四:怪物的膨胀导致一些弱势职业玩起来更加的区,然后就是职业的同质化和不平衡,吟游诗人和专注琴拿到就是爽局,没得就是难受一整局。 HH刚刚被全判定大失败气晕过去了,
77%的基础时间我都觉得你们游戏不错,还有共计55%的时间我觉得这个游戏爆炸好玩,但2格的好评检定roll出了连续7次失败还有连续两次大失败,怎么回事呢?
game has dialogue like "queen mommy" and other annoying mechanics that don't get explained well. the original is the only one worth playing
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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Where this game's players are, estimated from review languages.
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