
Home Behind 2 is a Roguelike RPG which set in Scaria, a country engulfed in a ten-year civil war. Lead a patchwork group of revolutionary fighters into the depths of the government's territory as you struggle to overthrow a brutal authoritarian regime!
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.
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.
Reviews, worldwide (the counter carries no country): 0.29/day in the week to Aug 27 → 0.14/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.
About



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 819 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]推荐指数:8.1 [/h1] Recommendation index:8.1 剧情是与一代的前传,平平无奇。结局反转但是不会达到令人惊叹的地步。 玩法跟是大地图路线探索,跟一代一样的单地图捡垃圾随机事件触发。刚玩的时候还是挺令人上头的。角色养成方面很令人上头,属性加点,等级追赶,天赋以及被动的加成,装备防具饰品不同类型不同分阶。还有不同兵种的划分,在队伍占位上也会对战斗造成影响。 看得出来制作组想了很多新奇的玩应并且都塞进了游戏里且不突兀。但是乃于技术力的表现。达到差强人意的综合水准也是很不错了。 (PS:一局时间真的长,在公司摸鱼玩了一星期才打完一把) —————————————————————— The plot is a prequel to a generation, unremarkable. The ending is reversed, but it doesn't reach the point of being amazing. The gameplay is similar to the exploration of the large map route, which is triggered by random events to pick up garbage on a single map like the first generation. It was quite exciting when I first played. The character development is very exciting, with attribute points, level catch-up, talent and passive bonuses, and different types of equipment armor accessories and different levels. There are also divisions of different classes, which will also affect the battle in terms of team occupancy. It can be seen that the production team has thought of a lot of novel play, and they have all been stuffed into the game without being obtrusive. But it is a manifestation of technical ability. It is also very good to achieve an unsatisfactory comprehensive level. (PS: A game is really long, and it took a week to play in the company to finish a handful)
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.4M | 3.6K | 80% | $29.99 | |
| $3.4M | 5.8K | 85% | $24.99 | |
| $3.4M | 31.1K | 90% | $4.49 | |
| $3.4M | 9.5K | 96% | $7.99 | |
| $3.4M | 4.8K | 85% | $19.99 | |
| $3.5M | 3.3K | 97% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $6.7K | 17 | 88% | $14.99 | |
| $2.1M | 4.2K | 89% | $19.99 | |
| $1.6M | 2.9K | 91% | $19.99 | |
| $713.5K | 1.3K | 77% | $14.99 | |
| $462.4K | 956 | 66% | $24.99 | |
| $999.1K | 1.6K | 79% | $19.99 |
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, Japanese, German, Russian
Hours played at review time, across 820 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
各方面素质都很不错,开发商新作别拉了
玩普通第一輪 可以好好體驗劇情 引人入勝 戰鬥上來講 也挺有意思 但後期需花費大量時間去增強隊伍實力 但到了二周目 選了困難以上的關卡 非常有心無力 而且技能開始要手動選擇 應該設計更細膩的技能選擇 例如 補師小招需丟給血量低的人 或者輸出腳色 優先攻擊對方輸出高的人 這遊戲都沒有 普攻跟技能都是隨機目標 所以需要單點來施放 非常麻煩 尤其到後期 非常需要手動 是希望開放工作訪 能夠修改一些小問題 不然困難打的非常痛苦
非常好玩
归家异途2——运气不好根本没法玩 目前也玩了大概12个小时的归家异途2,本老登个人的感受便是这游戏太依靠数值,几率,以及传说中来自东方的神秘力量。 第一点,这个游戏对于地图设置不是很合理,游戏开头补给品隐藏于各个游戏不同地形的地图中,比货币更容易获得,但是游戏中期获得了无人机侦查技能后,反而货币更容易获得,这种与新手期相反的情况,很容易导致玩家翻车,(我才不会说我昨天得了1200货币,800补给,结果今天全部亏完了,直接死档)这一点与归家异途第一代后期基本上是一个毛病,第一代它后期如果你的饱腹值和口渴值下降到20以下,而且你没有水和食物,那么你基本上别想走一步,因为走一步就会损失生命值。 第二,归家异途2对于几率过于坚持,随机事件判定(开锁、撞击、捕鱼、舀水甚至是开保险箱和偷袭敌人)都需要几率,所以对我这种运气值很极端的玩家完全是个折磨,要是类似于森林那种也有数值,但是不靠几率,需要走位和操作的游戏可能我会玩得更开心,要是我能通关归家异途2,我估计都能跟我的白色吊带袜妹妹结婚了
算是特別的玩法,卷軸式RPG 前期培養自身能力搜刮資源比較辛苦,慢慢培養才會倒吃甘蔗 需要注意的東西很多,屬性、技能、職業、武器,還要有足夠糧草 一周目不算太長,甚至每次要結束前都希望可以再玩長一點,把所有難度都玩了一次 革命遺產主要拿來點天賦(玩地獄模式前已點到MAX),創角先瘋狂骰天賦直到滿意為止 養隊員點特定屬性,後期可以每個隊員會有1-2個專精屬性 每個屬性都有2-3個隊員有專精 每次探索不管是需要什麼屬性都可以輪流上陣 雙主角更是靠天賦屬性開掛,地獄模式也不夠地獄了 有些武器雖然看起來很厲害,但不同職業用起來效果會影響 後來調整盡可能讓每個職業都使用自己擅長的武器 後期資源充足後也別忘記強化裝備,打最終之戰前都會去商店一趟把錢花完買強化用的材料 然後一口氣強化完,虐的敵軍不要不要的
walking sim
简单记录一下个人主观游玩体验 1、粗略的总评 两次在20多级暴毙之后,这个游戏对我来说差不多到头了。臃肿多余的系统,糟糕的数值系统,肉鸽和RPG叙事上的冲突让我没有再开一局的兴趣。当然,前几个小时捡垃圾的体验还可以,适合不带脑子消磨时间。 2、画面 只能说非常独立游戏,让我回忆起了童年flash游戏的味道。 3、音乐和音效 等于没有。 4、剧情和叙事 叙事和肉鸽玩法产生了微妙的冲突。 主线故事是普普通通的拉队伍打BOSS,角色们没什么特别的,问题在于主线毫无征兆的强制死队友,这就很难受了。 5、玩法和系统 我还是非常钟爱这种出门下副本-回家建设基地 模式的游戏的,暗黑地牢和XCOM都玩的很开心。 归家异途2在模式上也大体是这套东西。 问题在于家里大部分的建筑功能都鸡肋的很,需求的材料倒是一个比一个多。 像是什么回复伤势,派遣任务还有做饭系统我都不知道存在的意义是啥。装备和新人招募全看脸,加上敌人随时间变强的问题,基本上主力不会在家歇着,必须全程出门练级保持等级优势才行。 战斗虽然是全自动的,但是数值系统我玩到现在都没看懂,有的职业强的一壁,轻轻松松一发入魂,有的职业打人如刮痧。游戏中的大部分功能和系统就跟战斗中的位置系统一样,有一点影响,但不多。乐趣只能说仅限于前期捡垃圾时期。 6、优点 前期捡垃圾的体验还不错; 7、缺点 臃肿的游戏系统;无聊的战斗和角色养成;主线强制死队友;
兵种很多,搭配策略效果也不同,很耐玩
6
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
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