
Combining quirky missions and mysterious conspiracies, Psychonauts 2 is a platform-adventure game with cinematic style and tons of customizable psychic powers.
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.
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.
No United States chart position — it charts only in the markets below.
Same day: best AU #72, worst BR #86 · 2 markets collected
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): 2.43/day in the week to Aug 26 → 6.43/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.
About
Razputin “Raz” Aquato, trained acrobat and powerful young psychic, has realized his lifelong dream of joining the international psychic espionage organization known as the Psychonauts! But these psychic super spies are in trouble. Their leader hasn't been the same since he was rescued from a kidnapping, and what's worse, there's a mole hiding in headquarters.
Combining quirky missions and mysterious conspiracies, Psychonauts 2 is a platform-adventure game with cinematic style and tons of customizable psychic powers. Psychonauts 2 serves up danger, excitement and laughs in equal measure as players guide Raz on a journey through the minds of friends and foes on a quest to defeat a murderous psychic villain.
Experience an imaginative, cinematic story that mixes humor and intrigue, brought to you by legendary game designer Tim Schafer (Grim Fandango, Brütal Legend, Broken Age).
Explore unique environments using Raz’s ability to dive into people’s brains to battle their inner demons, unlock hidden memories, and resolve their emotional baggage.
Leap acrobatically through the air, traversing tightropes and trapezes in a varied, challenging, and joyful platforming experience.
Wield a powerful array of psychic powers to blast, burn and levitate things, or even slow down time itself to solve environmental puzzles and battle strange enemies.
Genres
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; Xbox, PlayStation publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $59.99 | 14.5Kreviews | 96% | — | $18.5M |
| $59.99 | 12.6Kratings | 92% | — | not modelled | |
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 951 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
saved my cat from dying and cured cancer
Il primo è tuttora uno dei miei giochi preferiti: uno dei punti più alti raggiunti dalla mente geniale di Tim, sicuramente il miglior lavoro di Double Fine. Questo seguito è un more of the same ma che perde, inevitabilmente, quell'effetto wow del primo capitolo, riciclando praticamente tutte le idee dell'originale e impacchettandole in una confezione bella, si. ma che sa di già visto. Cheers...a Raz.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 17: 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.
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, Portuguese - Brazil, Russian, Spanish - Latin America, Simplified Chinese*languages with full audio support
| $59.99 |
| 6.5Kratings |
| 87% |
| — |
| 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.
Hours played at review time, across 953 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game has groomer propaganda in it, there was a character that you're introduced to early in the beginning and they're talked about the entire early game like you're going to mee them later, they're very hyped up, and by the time all of the curtains drop the big reveal is that they were just gay and then there's just gay sex jokes and innuendos and graphic groomer propaganda in your face. It doesn't appear or switch up until past halfway through the game so you can't refund by the time they reveal it.
I think this game is better then the original not saying the first game is bad but i think some aspects of this game are better then the first. Bigger hub world map and more brain worlds to explore and a lot new interesting characters. Collecting in this game felt a little bit less frustrating and the parkour felt smoother.
经典的两部作品、第二部在十几年后依然有着顶级的关卡设计和美术风格、幽默的文本加上精致的演出让这款游戏变得无与伦比 唯独可惜的就是人气太低、这是一部被埋没的佳作
It's really good. It's much less janky than the original, but I wish it was as weird and funny as the original. There are some great levels, but occasionally the collect-em-up tasks feel like a slog. Some really good story twists, but it took me so long to play through the game that sometimes I lost track of all the characters.
Psychonauts 2 is a platformer that is focused on the characters and a well told story. There is your typical exploration of levels, finding collectibles, completing side quests and unlocking new powers in order to get to certain spots. There are around 4 'hub areas' and over 10 proper levels. Each of those proper levels can be quite long and one of them even has a mini hub area within it. You also fight enemies and using your powers can make that process faster. When you level up, you can use the points earned to make the powers stronger. There are also pins you buy and equip (3 at a time) to add passives or funny effects. The game's selling points are the characters and how charming the entire package is. From the graphics, to the sound effects, the voice acting and the facial animations. It's always sweet to see Raz reacting sad or happy to the conversations around him. The story is personal, but it's also a treat to fans of Psychonauts. It continues the events from the first and the VR game (there is a summary for the ones who are new or need a refresher). You get to learn more about the original founders and you'll get some resolutions to character developments. I especially like what they did to Cruller Ford but I'm trying not to spoil too much! The levels are fantastic, each one has a different vibe. It must have also been expensive to make them as most of them have unique assets. I completed Psychonauts 1 not too long ago. And while I enjoyed the game, there were some pain points for being an old game. Psychonauts 2 is modern the way you would expect in terms of quality of life options. Awkward platforming is also minimised. The flaws I noticed are mostly minor. The main one is how there can be too many cutscenes and talking sometimes. It surprised me enough to leave an impression. Luckily, the story is good but I just wanted some action too. The other one is the method we are given to find the rest of the collectibles. When you complete the game, you unlock a camera filter to help you with spotting the collectibles you missed. It doesn't work perfectly, I had to look up a video guide with one or two collectibles. And lastly, the fights are not the best. They can feel repetitive when they throw so many waves at you. I think the game would have been better off if there were less enemies on screen. Just a little bit. Nitpicks aside, Psychonauts 2 is a great game. I'm positive most fans will be happy with what they got. And it's a fine game for newcomers as well. You might miss out on some fanservice but the summary at the beginning and the way the story is told is easy to digest. 60 euros is quite a lot of money and I can see it being worth it for many. I got it on sale when it was around 6 euros and I feel lucky. It's definitely a game worth grabbing when it's on sale even if the sale price might not be 6 euros again. It took me around 28.5 hours to complete the game and get all the achievements. Most of the achievements come naturally, the rest involve finding everything, complete every side quest and max every power.
A fantastic sequel to the cult classic platformer.
[h1]Feo por fuera, enorme por dentro[/h1] En 2018, Psychonauts 2 era técnicamente un juego huérfano. Lo habían pagado sus propios futuros jugadores en una campaña de financiación colectiva tres años antes, y la editora que iba a distribuirlo, Starbreeze, acababa de quebrar y llevarse por delante el acuerdo. Un juego sobre cabezas rotas a punto de morir de trauma financiero: la ironía se escribe sola. Que en 2019 apareciera Microsoft, comprara Double Fine entero y se quedara con los derechos de distribución no fue solo un rescate, fue el permiso para terminarlo como estaba pensado en lugar de amputarle la mitad de lo previsto. Y esa es la primera cosa que se percibe a los mandos, antes incluso de entender de qué va: aquí nadie tuvo que pelearse con una hoja de cálculo para defender una idea rara. Lo llamativo no es que haya dinero detrás. Es en qué se gastó. Porque el presupuesto no se fue en resolución de texturas ni en fotorrealismo. Visualmente Psychonauts 2 es más sencillo de lo que su factura sugiere, y arrastra bastante del aspecto de un juego diseñado hace más de una década, con modelos y materiales que no aguantarían una comparación técnica frontal con nada de su generación. No importa lo más mínimo. Todo el gasto está en dirección artística, y por eso cada mundo se te queda grabado como una imagen antes que como un nivel. Aquí el presupuesto sirvió para construir más ideas, no para pulir las mismas. La fórmula, sobre el papel, es la de siempre: te metes en la cabeza de alguien y esa cabeza se convierte en el escenario, con su propia lógica visual y sus propias reglas. La diferencia respecto a 2005 es de grado pero también de convicción. Cada mente se distingue de la anterior de una manera tan contundente que ninguna se siente como una variación del molde: cambia la paleta, cambia la gramática de plataformeo, cambia lo que el nivel te pide entender. Es un tipo de variedad que cuesta muchísimo dinero y muchísimo criterio, y que casi ningún plataformas contemporáneo puede permitirse porque implica tirar a la basura la economía de reutilizar assets. Double Fine la tiró. Se nota. Lo que ya no funciona tan limpio es la relación entre esa abundancia y el mando. La decisión de soltarte casi todo el repertorio de golpe, en vez de dosificarlo a lo largo de la campaña, parece pensada para que nunca te sientas limitado, pero produce el efecto contrario: durante las primeras horas hay más combinaciones de las que el cerebro puede sostener, y la progresión posterior —que existe, y que va refinando y mejorando lo que ya tienes— llega cuando el desconcierto inicial ya ha hecho su trabajo. El problema no es tener ocho poderes. El problema es que solo caben cuatro en los gatillos a la vez, que hay enemigos vulnerables específicamente a uno concreto, que algunos son además necesarios para atravesar tramos de plataformas, y que reasignarlos exige mantener pulsada la cruceta, congelar la partida y buscar en una rueda cuál va a cada gatillo, con el combate esperando ahí fuera. Es un cuello de botella heredado del original al que dieciséis años no le han encontrado una solución mejor, y es exactamente el tipo de detalle que separa un plataformas bueno de uno impecable: el tacto está bien, la respuesta es buena, pero el juego te obliga a pelearte con su propio menú en el momento en que más necesitas fluidez. Tardé un par de horas en dejar de considerarlo un defecto grave y empezar a verlo como el precio de admisión. Porque a partir de ahí Psychonauts 2 empieza a hacer lo que de verdad sabe hacer, que es escribir. El humor está traído con una naturalidad que se ha vuelto rarísima: nace de la situación, del absurdo interno de cada mente, de personajes que tienen su propia lógica y no de un guionista buscando el remate. Nada suena a chiste insertado. Y sobre ese suelo el juego construye lo que constituye su mayor logro, que es la manera en que aborda la salud mental sin convertirla ni en lección ni en broma barata. La ansiedad, el trauma, la adicción, el duelo: todo aparece traducido a espacio jugable, con la comedia funcionando como forma de acercamiento y no como anestesia. Hay una elegancia real en cómo el juego se ríe con sus personajes sin reírse nunca de su dolor, y ese equilibrio es más difícil de lo que parece; basta ver cuántas obras lo intentan y acaban en la moralina o en la guarrada. El paralelismo con Del revés es inevitable y le hace justicia a ambas. Las dos parten de la misma intuición: que dibujar el interior de una cabeza puede ser a la vez divertidísimo y devastador si se hace con cuidado suficiente. La diferencia es que Psychonauts 2 puede además ponerte a saltar por dentro de esa cabeza, y eso le da una ventaja que la animación no tiene. Cuando un nivel te hace atravesar físicamente la lógica retorcida de un trauma, no estás viendo una metáfora: la estás manejando. Que la crítica de su momento cargara contra los combates contra jefes y contra algunas decisiones jugables sueltas es comprensible, y en buena medida acertado. Pero también revela una manera de mirar que este juego no merece del todo. Psychonauts 2 nunca se la jugó al desafío mecánico ni a la profundidad del combate; se la jugó a que te importara lo que estabas viendo, y en ese terreno gana con una comodidad que hace irrelevante la mitad de sus problemas. La prueba está en la única métrica que importa cuando algo funciona: seguí jugando sin tener que convencerme, con la curiosidad puesta en el siguiente mundo antes de haber terminado el anterior. Lo que queda, cinco años después y con Double Fine otra vez fuera del paraguas de Microsoft y despidiendo gente para mantenerse en pie, es un juego que existe casi de milagro y que gastó ese milagro en lo correcto. No en verse mejor. En tener más que contar.
un npc se parece a mi ex, pero disfrutable uwu
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3M | 12.3K | 96% | $9.99 | |
| $13.8K | 58 | 100% | $9.99 | |
| $2.6M | 5K | 92% | $39.99 | |
| $911.3K | 4.2K | 87% | $11.99 | |
| $14.3K | 40 | 88% | $14.99 | |
| $1.2K | 6 | 100% | $7.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $18.6M | 36K | 97% | $29.99 | |
| $18.5M | 5.9K | 53% | $69.99 | |
| $18.4M | 13.7K | 96% | $69.99 | |
| $18.4M | 48.5K | 89% | $13.99 | |
| $18.4M | 24.9K | 94% | $19.99 | |
| $18.7M | 61K | 97% | $14.99 |