
Embark on an explorative RPG hack-and-slash adventure where you attempt to re-establish a haven for the lost dwarven civilization. Journey across varied lands, help those in need, gather resources and fight off goblins and monsters as you slowly rebuild a home for your people.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 0.71/day in the week to Aug 6 → 1.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
All that remains of the once-glorious dwarven civilization is dust, scattered exiles, and monster-infested landscapes. Embark on an explorative RPG hack-and-slash adventure as a lone dwarf attempting to re-establish a haven for your dwarven kin - and delve into the mysteries of their forebears.
The former land of the dwarves is as diverse as it is vast, filled with rich veins of resources, loyal allies and fearsome foes. Journey through lush environments, treacherous weather, glowing crystal-filled caverns and more in your pursuits for riches and information. And be prepared to carve your path through relentless enemies, hell-bent on sending the last of the dwarves into extinction.
On your travels, you will encounter dwarven allies in need of assistance. Come to their aid, enlist their help and create a safe haven for your people by rebuilding a civilization. By gathering resources and meeting skilled adventurers, you will be able to unlock new facilities and technologies, furthering your pursuits.
Shape your dwarven hero from their appearance to their preferred style of fighting, through a range of weapons, gear and skill trees for you to explore and experiment with. Approach each encounter as you deem best: Dive straight into the fray with a spear in hand or sneak up close and stab a goblin in the back. Just remember - stay vigilant while fighting, for enemies will adapt to your actions.
Genres
Sums Steam only; GOG 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 | 420reviews | 86% | — | $204.7K |
| $19.99 | 15ratings | 84% | — | 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.
Engagement
Reviews
Themes across 100 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
After a promising start to a new series, this second entry decided that wide as an ocean and deep as a puddle was preferable to building on its world and charm and adding depth. While this title by itself is still laudable, it falls short of its predecessors brevity and focus on core aspects and balance. Which didn't create a "just one more location" gameplay loop, but a "not another run of the mill goblin camp" mentality. The beginning of Regions of Ruin: Runegate follows a common troope of many RPG series in which everything the player achieved, if they were inclined to play the first part, is erased and declared null. You failed, nearly everyone dies and your homeworld is lost. Thought you were the hero? While other games like Gothic would only weaken or reset the player, steal their gear etc. this game literally declares your entire first journey an absolute fail and disaster, killing all you ever build. In Gothic this does work, because you didn't build anything up and have no attachment. This is a kingdom/settlement builder... this leaves a bad taste. It wasn't even necessary, you could have let the former Dwarves fight to reclaim their mountainhome, a scout party (without endgame equipment) is cut-off and then stumbles upon the Runegate to flee to safety. The power reset would be the same, but not only wouldn't all you did be declared worthless, you'd also have the chance for an AddOn to fight back to the surface with your new Runegate settlement and reunite with the other Dwarves to show off the stuff you found and build. Instead Runegate decided all is lost and all but 3 people died. Thanks, I feel appreciated. The gameplay has gotten an overhaul with more modifiers, more gear and weapon sets and unless you play on the highest difficulty, this will seem fine. On the highest difficulty there is balance. Slimes which in the base game are a joke are life threatening on Whitebeard due to seemingly high HP and damage reduction buffs, while other enemies like Orcs are a joke with the right build. It's not the same visceral do or die balanced combat of the first game. A map often is pre-decided if you got the right gear or skills and if not, you jump and run around until you win with some strategy. For those in the know, Runegate is the equivalence of Hand of Fate 2 combat to Hand of Fate 1 combat. It looks prettier, you got more toys, but it is less rewarding in skill and more rewarding in equipment. There are too many locations with nothing of interest or value and some of those locations have some small bugs which remain unfixed and seemingly won't receive a fix either anymore. For the most part this doesn't matter, but regions can "clear" without being "clear" and that will be a major issue if you need to go back to do something you forgot a location had or want the achievements. Further many of those fluff locations are to give resources, resources you won't need and can't collect. Your quartermaster has a quest token each time a worker is in an overfilled job due to storage lack or finished. The issue is you will quickly drown in all resources and constantly have the annoying quest symbol. It will never go away, I hope you don't mind, because there are too many empty pure resource locations for a settlement system which is too shallow to need them. In the first game most resources were useful since you had things to do with them. Here you do not. You couldn't craft something out of stone even if you wanted to in the smithy anyway. You got a few special buildings in the settlement, the pharmacy to get more estus flasks, the smithy, the smelter, the enchantment room and some infinite resource generators. Otherwise a Great Hall to recruit companions and drink bear and a market. 2/3 of the locations and resources in the game are literally not needed. It's wide as an ocean and less deep than a puddle. Visiting locations isn't a chance for more of your base, in region 2 you already finished your entire base. It's just more busywork to look for collectibles at best or worthless resources at worst. You can't even sell excess stone etc. At the very least they could have added an unlimited resource to coin sink at ratios of 10 to 1. The background music is fine by the way, one or two tunes are good enough to not use Youtube music in the background. Overall it's nothing to write home about, but I didn't dislike it. Overall I give Regions of Ruin: Runegate a fair 73 point. The first game with its proper brevity, less resource and time waste and thrilling do or die combat system would be an 82. This game isn't that much worse than its predecessor, even though the combat is more dull, but it does waste your time a lot with meaningless deeds. It doesn't help that the Devs argument to fix something is "join Discord and get a tutorial on how to use -Dev mode to fix X"... that's your job to fix in the first place!
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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, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America
Hours played at review time, across 101 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Fun sequel that gets most of the stuff right from the first game and improves on it. But forcing only one save and not having any type of backup or restore system if it gets corrupted is unforgiveable. Lost 10 hours of progress because I want to a new location and as it was saving the game crashed. Reload game ASAP as every game made in the last decade has a backup feature if it forces you to only have one save file, but not this one. If your only save gets corrupted it just deletes it and you start over. Most game companies learned that if you force people into one save you still need backups to restore if the current one is corrupted but not here.
Good fun until a save game bug occurred that causes the game to just make a drum sound and never load the character. Fun while it lasted, but starting over would a total chore and not worth the time. Plenty of odd other bugs like: No matter what button you push another button with activate on controller. Like you hit X for something then the companions menu loads. This stays until restarting the game. Dialogue wont advance or change even when the quests are complete. This stays until restarting the game. Basically, you get to play for a bit and then restart the game until it decides your save is boo-boo then that's it for that character.
If you played the original Regions of Ruin and were disappointed, this is probably the game that you hoped the original would be. Doesn't get everything right, but it's still a bargain at the price, especially given the amount of content (including an editor) and the possibility of future updates.
Overall I like the game. The flow of building your settlement, exploring new areas, and going through the quests is fun and satisfying. That said, I also think the game has some real issues with the moment to moment gameplay and how it controls, especially in fights and when platforming. For platforming, there are a few problems: - it can be hard to tell what is background decoration vs a platform you can stand on. There are lots of cases of wooden platforms + wooden logs laid out horizontally, in a way which sure looks like it could be a platform until you fall through. - when you press the button to run, it starts you dashing/running even if you have not input a movement command. It would be better if this meant that when you did move, it would be a run. It makes it way too easy to fall off stuff, overshoot, or randomly jump off a platform right after climbing a ladder. - in general, you fall through platforms far too easily. I don’t know what logic makes this happen (maybe something around ladders), but it really needs fixing. This is exacerbated by platforming being a really common part of fights. For combat, I think it’s less clear exactly what the issues are, but it doesn’t feel great. The parry system feels like it breaks down almost instantly once you’re fighting multiple opponents, which you almost always are. It’s hard to read or space enemies when there are like 8 semi overlapping ones. It often feels like you’re getting hit randomly and the best move is to just spam heavy attacks (or at least that it’s not much worse than playing carefully). I don’t think this needs to hit the levels of a Dead Cells or anything, but the combat really needs improving. Some enemy design could be improved- eg the lightning shaman who hits you from offscreen while you fail to platform up to him due to the problems above is not super fun. It’s not that combat is super hard, it’s just not very rewarding. Altogether the character movement just doesn’t feel super fluid or responsive and it can make moving around frustrating. I think these are big issues for the game, since these are the two main activities you do in each area. Some small other things also grate a bit, eg you teleport on the map once to go to an area’s hub, which is empty. You then walk forward a bit to a wagon that teleports you to your base. It seems like the map could just send you straight to your base and nothing would be lost but extra clicks. All that said, I still do recommend it. I really enjoy the core loop in general and the basic mechanics of the game. It improves on the previous game in many ways, which is great. The lighting can get genuinely shockingly great for a game with this art style- one rune puzzle especially stood out. So don’t let the above stop you from trying it- you will be able to tell pretty quickly if the control issues stop you from enjoying the game itself imo.
I enjoyed the story and characters. As a player who prefers story-rich games and good writing, I recommend this game! Was not much of a fan of platformer type puzzle challenges throughout the game but I just have no talent or patience with that type of gameplay. I enjoyed the pixel art style. I think it added to the humour in some scenes. I also am learning that I have an affinity for dwarven folklore due to more games exploring this fantasy race! The only thing i would have liked changed is the final outcome. In the game, dwarves are treated as 2nd class citizens and fighting against slavery. Yet when the dwarf player saves the realms, the dwarf communities from those realms are not included in the future planning meetings. A better outcome for the dwarves would increase the replayability of this game for me.
FOR THE DEVS: As soon as the GLARING issues are fixed, I will change this review to an in-depth positive one explaining everything good about the game. I love this game series. I love the original, I love what the devs with this one. This game could be amazing, maybe it even is. I wouldn't know though, because it's currently borderline unplayable. The ice skating movement is bad enough, even after their initial "fix", which only limited it so it doesn't scale too much with your movement speed. Gone is the precise movement of the original, now you're sliding everywhere, even when not sprinting. This combines with the second, and bigger, issue, to make the game an absolute pain to view and navigate, and it's a HUGE accessibility issue. The camera movements are atrocious. They are smooth, sure, and they look nice, but the swinging and swaying of it is nausea-inducing, and turns complex fights into utter guesswork - I have to close my eyes and imagine where the enemies are, because if I'm dodging and jumping and looking at the screen, I'll throw up. This is a 2D metroidvania RPG with soulslike elements. You NEED precision. You NEED predictable movement and clear vision. Save the pretty camera and fluid movements for cutscenes. Also, significantly smaller but still annoying issues so far, with the UI: you can no longer select dialogue options with the number keys, as you were able to in the original. You also cannot skip the animation of the text so it all appears at once; pressing any key just skips the dialogue line entirely. This has been standard for the industry for over a decade, and it even worked in the first game. Come on. I'd be happy to list everything good about this game. Once I am actually able to play it without having to take anti-nausea medication, I will. For now, though, it hurts me to say, but I can't recommend that anyone buys the game in its current state.
Fun 2d dwarf explored rpg puzzle game. You do dwarf things and build a dwarf colony. Fight goblins, longshanks, and orcs and such. Crafting, exploring, puzzles and passably good pixel art and animations. Good return for the money.
Властелин конец в пиксельной графике. Гномобабы с бородой, много пива, ор и решение вопросов насилимем. 10 из 10
Mon seul reproche serait peut-être vis-à-vis de la traduction Française, qui est un peu étrange parfois, selon moi.
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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