
Path of Exile 2 is a next generation Action RPG from Grinding Gear Games, featuring co-op for up to six players. Set years after the original Path of Exile, you will return to the dark world of Wraeclast and seek to end the corruption that is spreading.
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.
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
About
Path of Exile 2 is a next generation Action RPG from Grinding Gear Games, featuring co-op for up to six players. Path of Exile 2 takes place in the land of Wraeclast, a dark continent populated by unique cultures, ancient secrets, and monstrous dangers. A sinister threat, long thought destroyed, has begun creeping back on the edge of civilisation, driving people mad and sickening the land with Corruption.
Path of Exile 2 features a brand new campaign with six acts, 100 distinct environments, 600 monsters and 100 bosses.
Twelve Character Classes
Path of Exile 2 features twelve character classes, two for every combination of Strength, Dexterity and Intelligence. While each of the class variants focuses on a different playstyle, they're just a starting point. You can combine skills from many classes together to create your ideal character build.
Each of the twelve character classes has its own three Ascendancy specialisations, resulting in a total of 36 Ascendancy Classes to pick between.
New Skill Gem System
Path of Exile 2 features 240 Skill Gems that grant devastating active skills and 200 Support Gems that modify their behaviour. Combine these together to create your perfect build.
This is the next generation of Path of Exile's famous skill system. Support Gems are now socketed directly into Skill Gems, removing many of the frustrations present in the old system while maintaining all the previous depth. It's now possible to six-link every skill your character uses.
Dual-specialise your Passive Skill Tree
Path of Exile's iconic Passive Skill Tree has made a return, with 1,500 skills that allow you to completely customise your gameplay experience. It now features Dual Specialisation, the ability to allocate some passive skill points to two different sets of skills. They engage whenever the appropriate weapon or skill type is used. For example, you can have some points allocated to both daggers and traps, or ice and lightning, and as you swap between attacks, the appropriate skill points will apply. This lets you specialise in multiple areas without opportunity cost.
Uncover All-new Items
Path of Exile 2 features 700 equipment base types and every single one has its own unique item you can find. You can augment your arsenal with new weapons such as Spears, Crossbows and Flails, as well as supplementary items like Focuses, Traps and redesigned Sceptres.
Encounter Unique Bosses
In Path of Exile 2, every area of the Campaign contains a boss encounter. There's over a hundred bosses to fight as you make your way through the Acts and they all have unique mechanics to learn.
Explore a New Endgame
Completing the campaign is just the beginning. The endgame in Path of Exile 2 includes countless areas in different biomes, powerful crafting, challenging bosses, unique encounters and much more. Unlock new paths and explore further into the world.
As you progress through the endgame, you will gain access to special passive trees that can boost the rewards of your maps and change the way the various endgame mechanics work. These trees will make your maps more rewarding but also more difficult.
Path of Exile 2 introduces sequels to several leagues from Path of Exile. While their mechanics are familiar, the monsters, bosses, rewards and progression are all new.
Fair-To-Play. Never Pay-To-Win.
Path of Exile 2 is a separate game to the original Path of Exile. We will continue to offer expansions for both games going forward. They will never be "pay to win". Purchases are shared between the two games.
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, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 226.5Kreviews | 75% | #52 | $117.9M |
| $29.99 | 8.1Kratings | 83% | — | not modelled | |
Updates
Engagement
Reviews
Themes across 3369 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
nice
PoE 2: Great Game, Broken Defenses Rating: Mixed / Neutral Path of Exile 2 has a serious fundamental issue that becomes increasingly apparent the deeper you dive into the endgame: the defense system is broken. On paper, the options—Armour, Evasion, and Energy Shield—offer variety. In practice, they fail to provide the necessary scaling and sustain to survive high-tier content. The problem starts with the passive tree. Rather than offering meaningful choices, the developers have fragmented defensive scaling into five separate, mandatory vectors: Shield Recharge Rate, Maximum Shield, Regeneration, and a fourth hidden multiplier that dilutes your investment. The math simply doesn't work. Even if you stack all of them, the numbers can't keep pace with the exponential damage spikes of the endgame—leaving you with zero sustain against heavy-hitting bosses. Worse yet, because the passive tree cannot handle the scaling on its own, defenses have become a problem that must be solved solely through gear. Every helmet, chest, and shield now requires a tedious checklist of mandatory defensive affixes just to survive a single hit. This strips away player agency—offensive stats become a luxury you can rarely afford, and gear upgrades stop feeling rewarding. Instead of chasing exciting items, you are just desperately ticking boxes to keep your character from falling over. When your gear choices are dictated entirely by a broken system, the entire loot chase becomes ironically meaningless. But the broken design doesn't stop at defenses—it wreaks havoc on offensive scaling as well. Take the Necromancer, for example. In the endgame, the class lacks a single sustainable attack capable of reliably killing enemies. Temporary minions become entirely useless during boss fights, as they rely on corpses, which are practically non-existent in a single-target arena. Meanwhile, the Contagion + Essence Drain combo isn't a powerful synergy; it's merely a mandatory condition to achieve reasonable damage—and even that falls flat against juiced-up endgame monsters. This is a textbook case of the "condition-mancer" problem: a combination should enhance individual skills, not be the only way to make them functional. If Essence Drain or Contagion could at least hold their own, combining them would feel rewarding; instead, we are forced into a clunky two-button setup just to tickle enemies. What the Necromancer desperately needs is a reliable self-defense skill, a consistent way to defeat enemies without jumping through arbitrary hoops, and summons that actually contribute meaningfully on their own. Instead of addressing any of these core scaling problems—defensive or offensive—Grinding Gear Games opted for a textbook band-aid fix: Runic Ward. It is a slap-on mechanic meant to cover up the fact that the core defensive layers are fundamentally flawed. Rather than reworking how Armour or Evasion functions, they gave us another button to press. It doesn't solve the underlying issue—it just masks it, forcing players into a specific playstyle just to survive. Ultimately, PoE 2 feels like a game where fundamental balance was an afterthought. Until the developers rework the core formulas for Armour and Evasion, consolidate the fragmented Energy Shield nodes, and actually give summoners a viable endgame toolkit, the endgame will continue to feel punishing for the wrong reasons. It's a shame, because the core combat is satisfying—but right now, surviving and dealing damage both feel like chores, not challenges.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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13 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
13 on sale2 answered “not sold”0 we did not ask
The 2 “not sold” markets are read from the Steam price pass of Sep 22: that day the store answered for this game elsewhere and gave no price in those. The 13 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.
Same day: best RU #22, worst CA #69 · 12 markets collected
US · last 30 days
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Thai*languages with full audio support
| Free |
| — |
| 92% |
| #3 |
| 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.
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 3.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Топ
really fun 😄
Не ну вроде да а вроде нет
Muito bom jogar no HC e tomar um hitkill do nada. Recomendo, Jogão! Quem jogou o 1, esse é uma versão melhor, pega sem medo.
Connection problems make the game unplayable.
enjoy it as much as the first one!
Jeżeli ktoś lubi padać jak szmata to na pewno mu się spodoba :) Nie polecam.
Oynadığım en iyi oyun.
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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