
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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 818 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
就是后期有点枯燥。其他的无懈可击
为什么有如此多的重复和大量的垃圾时间,roguelike的机制也很单调,犯了很多目前中国的游戏通病,一堆毫无意义的重复内容,无比拖沓的节奏
游戏设计很有创意而且美术风格独到,但是美术和音效资源肉眼可见的贫瘠,存在大量素材复用。除此之外,俘虏不能重新天赋树加点,装备强化和组队操作逻辑奇葩,组队和卡车装配不能保存阵容,每次队员疗伤以后都要重新分配,这些小作坊的粗糙感实在太多。最最让人不爽的是制作组无处不在的恶意小巧思,大部分事件成功的收益远比不上失败的代价,而且如果你发现八九十概率成功的事件突然失败了,那必然给你安排了一个非常恶心的负面效果,你觉得很有趣是吗?
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 819 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
游戏性与剧情深度都是上佳,剧情文案很有水平,各种职业可玩性丰富。游戏前期可能有点难度,后期队伍成型后基本可以爽快碾图。每次开局扔骰子都能玩半天哈哈哈
大号普通难度34小时通关,成就20/30。 总算通关了,太感慨…这个完成度难以想象是只有两个人做出来的游戏, 制作组也没个官博或者社交媒体啥的,一年多没动了也不知道是以后都不做游戏了还是在筹备新作? 缺点啥的其他的评测都写得差不多了,中途被剧情杀强行带走一个主战力角色的确有点血压高,但并不是致命的要素,总体本非硬核普通玩家玩得很满足。 游戏本身还是非常不错,推荐游玩,优秀的国产游戏,买了不亏。 希望以后有机会能看到工作室的新作品。
如果说1代更有魔性,那么2代就是更加写实且枯燥乏味,一把游戏在不熟练的情况下能玩个三四十多小时,越到后期越无聊,每把都在做机械式的重复作业,以至于有过玩完快通关直接不想玩放弃了。 最主要的职业平衡战斗系统一坨,AOE类眩晕类秒杀类的太强了,打辅助肉盾?不需要!后期把对面控到死或是秒杀不就赢了嘛,什么打不过?SL让对面换个配置再打一次。而且我不理解为什么能做4个难度,个人感觉难度差不了多少,都是前期简单,中期受苦,后期爽玩,没什么不同,感觉有点拖游戏时间。 虽说我说的都是缺点能玩但不多并不怎么有趣,整体来说前中期体验还算可以,但这是只玩一局的情况下,玩过1代觉得不过瘾还是能玩玩的。
难度曲线越来越差了现在,你是要让玩家能玩得过去不是尽可能的折磨玩家,游戏是可以的,希望下一作能改善吧
好玩,但是你就非要搞一个剧情杀然后再把主角搞残废了是几个意思?
another chincComm game made to make chinese naziism look good and a free people look bad. dont buy it.
有个好底子,就是不加创意工坊
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.
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