
Battle hordes of yokai in this masocore Action RPG. Create your protagonist and embark on an adventure through a myriad of locales across Japan during the Sengoku period. Utilize the new Yokai Shift ability to defeat even the most ferocious yokai and be prepared to brave through Dark Realms created by your enemies.
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.
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): 4.57/day in the week to Sep 14 → 7.2/day in the week after.
About



Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99−60% | 50.6Kreviews | 87% | — | $33.5M |
| $49.99 | — | — | — | 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 1027 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Antes de tudo, é importante dizer que Nioh 2 não é simplesmente "mais Nioh". Ele pega praticamente tudo o que o primeiro fazia bem e refina. O combate, que já era excelente, ficou ainda melhor. A adição das habilidades Yokai, Burst Counters e uma variedade ainda maior de opções faz com que cada luta seja mais dinâmica e estratégica. A liberdade para criar builds continua absurda, e dominar todas as mecânicas é extremamente recompensador. É, sem dúvida, um dos melhores sistemas de combate já feitos em um RPG de ação. A história também recebeu uma melhora significativa. Ainda não é o principal foco do jogo, mas os personagens têm muito mais personalidade e presença, tornando a campanha bem mais envolvente. A forma como o protagonista é integrado aos eventos históricos funciona melhor do que no primeiro jogo, e vários momentos acabam tendo um peso emocional que antes simplesmente não existia. Visualmente, os Yokai continuam sendo um dos grandes destaques. O design das criaturas é excelente e a variedade de habilidades que elas possuem ajuda a manter os combates interessantes durante boa parte da jornada. A direção de arte continua misturando história japonesa e fantasia de uma forma muito única. Infelizmente, alguns dos problemas do primeiro jogo continuam presentes. A repetição ainda pesa bastante ao longo da campanha. Muitos inimigos aparecem inúmeras vezes, algumas missões reaproveitam estruturas e cenários, e chega um momento em que a sensação de déjà vu começa a aparecer com frequência. Embora isso seja menos incômodo graças ao combate muito superior, ainda é um defeito difícil de ignorar. No fim das contas, Nioh 2 é uma evolução clara do primeiro em praticamente todos os aspectos que realmente importam. O combate é excepcional, a história e os personagens são muito mais interessantes e a quantidade de conteúdo impressiona. Ainda sofre com a repetição em alguns momentos, mas suas qualidades continuam falando muito mais alto. Para mim, é um 9/10.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 24: 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.
Reviews, worldwide (the counter carries no country): 5.43/day in the week to Jul 30 → 7.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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, Spanish - Spain, Spanish - Latin America, Portuguese - Portugal, Portuguese - Brazil, Polish, Russian, Simplified Chinese, Traditional Chinese, Japanese* +2 more
Hours played at review time, across 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
我实在不知道为什么流程里面这么多恶心人的地方,为什么这个回血道具非要刷让我每次打boss都不敢吃药因为会吃完,不知道为什么光影垃圾到我必须玩2小时就要闭眼休息,不知道这地图的设计是人类能设计出来的吗,永远闭塞多摔死的路以及永远难看完全没有一点点记忆点和标志性建筑。动作是很好玩,但是总不能一款游戏只有这一个优点吧,长处顶破了天短板也过于短小了,跟制作人的鸡巴一样看上去就感觉可悲。
It seems this door must be opened from the other side. Felt like a looong nioh 1 dlc... not bad i guess, but bruh does it take a while to get the sauce back... for a sequel i expected to do cool shii from the start not when the game was about to end. 7 otakemarus out of 10.
特别喜欢的一款游戏,首先是捏脸系统很强大,捏的都很漂亮。第二是武器系统非常强大,每种武器都很好玩,帅气,动作也很多。第三是妖怪技能很爽,尤其是妖反的那一下,太爽了。就是有个别任务很有难度,很有挑战,适合喜欢挑战的朋友。
It's a good game.
一周目开荒有难度,三周目神器碎片不够也很难受,不过能坚持下来就很好玩
仁王2绝不是什么粗略的魂游模仿者,绝对算是很顶级的ARPG,无愧其名! 虽然新手教程和难度可能会劝退一大批人,但是真的上手了这套残心流转三段架势的玩法,越打越爽,故事意外的也还可以,挺不错的,非常推荐!
好玩。 但是这个游戏的上手难度已经大到90%的人玩不了。当然,如果你只是一周目通关玩家,然后拿个全收集+全成就,并不会特别难,只要你足够了解游戏的机制,活用阴阳术、忍术、道具、召唤稀人等,通关游戏其实很轻松。但是往高周目去后,游戏中的RPG属性将会越来越重,再加上游戏连招复杂度过高,难度只会指数级上升。 举个简单的对比例子,同样作为有精力条的游戏黑魂之中,玩家管理精力条+输出手法实际上算是比较单线程的,更多是聚焦在怪物的动作上。只要武器或者流派选的对,压力都不会很大。毕竟即使高周目,伤害还是能看的。 但是仁王这B游戏的精力管理极其复杂。首先人物的伤害就是刮痧,如果只是闪避+攻击这样循环着打,你甚至看不到BOSS的血条在动的,所以你要当动作游戏来打,要不断地使用连招增加自己的伤害。但是精力条就限制着你的连段数量,所以为了打出更多连段,你要在输出的同时残心、扭转,也就是用游戏的机制恢复你的精力。如果你玩的是old school的动作游戏,连招和连招之间是没有其他输入污染的,但是到了仁王这里,连招打完了,你要按键输入残心和扭转,这让按键输入堆叠,学习成本大大增加。 长枪冲A+枪体变+戳人的素质三连实际上有5次输入6个按键,什么预输入、提前切架势再扭转等等。这是上端架势起手的简单版,练习难度其实不高,如果要中段起手,那就是5次输入8个按键,多了两个按键,但是复杂程度却增加了一大段。而仁王要想打得好,这种输入多得数不胜数。 除了动作游戏的超级核心玩家外,根本没人能做到把仁王打得OK的。 于是乎游戏加入了RPG元素,只要数值过关,打起来也会舒服很多。但是这也要付出很多时间去刷道具,而同时数值要是不过关,那动作苦手+数值碾压真的很让人绝望——你的输出极低,操作要弥补的话联系成本未知,而BOSS秒人又导致容错更低。 anyway,你要付出时间成本,不论是在动作这方面还是RPG这方面。 好在这游戏是有轮椅的,虽说有些武器下水道,但是玩上手了它也不是下水道。 难度很大,不推荐只打过魂游和只狼的人入手,除非你只想玩一周目而放弃高周目的其他至少40%的游玩内容。至少在我有玩过的游戏里,鬼泣至少通关DMD、只狼打过10+1、战士打过战神难度的女武神王,才能在高周目打一打,所以只推荐这种玩家。 毕竟只有这种玩家才能说玩得不这么受苦。
フロムゲーと比較してアクションもマップの作り込みも安っぽく、 ストーリーも(1に輪をかけて)面白くもなんともないが、唯一楽しめるのはハクスラ要素と自由なビルド構成だろう。 それもPS4でプレイしている時はDLCが分割で3本も出る度に装備を更新し続けるのが億劫で、途中で投げたが、steam版はDLC全部込みのコンプリートバージョンなのでありがたい。 PC版では色々とズルできる要素もあって面倒くささをパスできるし、セールで安売りしてる時に購入すれば値段分以上は楽しめると思う。
It is time for devs to realize that, without difficulty settings, "Soulslike" games lose half their player base, Add a ♥♥♥♥♥♥♥ difficulty setting, like Lies of P did, it's so simple!
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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