
SteamWorld Dig is back! Dig deep, gain riches and unearth the terrors of the underworld in this platform mining adventure influenced by classic Metroidvania style games.
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.
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): 1.14/day in the week to Sep 12 → 1/day in the week after.
About
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, 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 | $2.99−85% | 9.1Kreviews | 95% | — | $518.3K |
| $19.99 | 1.5Kratings | 74% | — | 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 866 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
SteamWorld Dig 2 is a fantastic sequel with smooth gameplay, rewarding exploration, and a satisfying upgrade system. The mix of mining, platforming, and light puzzle-solving keeps things fun from start to finish. Highly recommended if you enjoy Metroidvania-style games.
World Dig 2 but no Steam 2 🤔 It's a solid game but it ends abruptly after around 6-7 hours
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 0.57/day in the week to Jul 23 → 1.86/day in the week after.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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.
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, Russian
| $19.99 |
| 1.4Kratings |
| 94% |
| — |
| not modelled |
| $19.99 | — | 88%* | — | 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 869 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Wasn't ready for vectron 10/10
good
como o primeiro ele é fantasticamente bom
好评,不错的精品小游戏
Great game, but has an extremely underwhelming ending.
very relaxing
画风有点晃眼,好玩
It's genuinely impressive that they were able to tack on an entirely new core mechanic to the tried and true metroidvania formula and actually make it work. I had been avoiding this game because it seemed excessively gimmick-y and almost child-like and infantile. And I do still think there's a little bit of all those things there. But it's truly exceptionally well designed for what it tries to be - an engaging and compellingly fun game that makes you want to continue playing until the end. This game really does hold your hand and guide you explicitly through it, with on screen arrows pointing to quest objectives, as well as quest objectives labelled on your map. This is aligned with how deliberately accessible the game is in general; there's very little real exploration to be had here. Metroidvania fans who want a world to explore won't really find that. The world holds almost no surprises - sure, you can decide where in a particular vertical shaft you dig down, but ultimately you're going to reach the same set location whethr you choose to descend the left, the middle, or the right of any given shaft. The core gameplay loop is explicitly designed to addict you to the reward of character progression and to continue running on that progression treadmill right until the end of the game. And in this way, and many others, the game is deliberately designed to be as accessible as possible. Especially if you're using the interface guidance arrows and labels, you can safely turn your brain off, and just follow the dopamine. The world is simple. There's no real lore that I was able to discern - perhaps it appears differently to people who are familiar with the rest of the series. But it's mostly just a small set of disparate biomes, each of which either has no real story at all or a very simple superficial one. The overall story itself is utterly simplistic, but it's enough - the underlying engine driving gameplay is the player character progression loop. But all of this is of course aligned with the game's high degree of accessibility One thing that bothered me about the world is that the developers make excessive use of doors that magically and uncontiguously join disparate areas, and in some cases, far-flung areas, breaking the world's continuity. They also make lavish use of "out-of-plane" areas, what they call, I think, "caves", some of which join together different areas of the main map, which can also confuse the contiguity of the world. The game's combat is just flat out atrocious. It has something of the feel of Super Metroid before you become overpowered - your options can be quite limited given spatial constraints and so your only bet is often to run into mobs and face tank them while spamming attack, as given tight confines, as well as a deliberately slippery-slide-y player controller (substantively low acceleration and deceleration values), precision is beyond you. I can only imagine though that the designer's intent is that you often deliberately avoid combat because of just how awful it is. Yet I do distinctly remember there being times where I felt as if, despite this, there are instances where the devs seem to expect precision, for example one particular boss fight that I won't spoil where it can be quite difficult to getg within melee range without taking contact damage. It was also offputting that almost all of the caves are exactly the same terrain as the area you zone into them from, which adds to the jarringness of the map's spatial discontiguity.
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
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| $518.9K | 4.4K | 93% | $4.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $389.8K | 11K | 94% | $1.49 | |
| $215 | 9 | 89% | $0.99 | |
| — | 351 | 90% | $19.99 | |
| $0 | 6 | 83% | Free | |
| — | 0 | — | — | |
| — | 0 | — | — |