
Delve into the dangerous, ever-shifting labyrinth that is the Undermine. Discover, craft, and combine hundreds of unique items. Pair them with an ever-expanding roster of distinct playable characters for a new run every time! Grab a partner and uncover UnderMine 2's secrets together in local co-op.
Modeled estimate, not a reported figure. How we estimate →
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 24 → 0.29/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
Building on the best aspects of UnderMine, an acclaimed action-adventure roguelike, UnderMine 2 takes place immediately after the events of the original game, but can be played as a completely stand-alone experience.
Hundreds of new and classic items return and present a nearly infinite set of build possibilities. Charm enemies and use their abilities to your advantage. Cycle your potions endlessly and push your stats over the limit. Or grab a Fuel Injector and meme your way to victory by nuking a boss with a bomb that is far too large.
Camilla, demoted to Third Disciplinarian by King Faraam, struggles to bring the Goldmine back into operational form. Aid her, rescue helpful characters from the depths of the Undermine, and uncover what King Faraam is really up to. (Eventually, we are still in Early Access, after all.)

Discover, unlock, and play as new characters such as the lucky and ambitious Black Rabbit, or the dark and brooding Inquisitor Danté. The trusty Peasant is, of course, still an option. Each character has unique upgrades, abilities, and interactions, making for a fresh experience every run.
The Well, a never-ending challenge, awaits you at the bottom of the Undermine. Powerful enemies and bosses will test your skills and build. Discover its unique challenges, plan your run to overcome them, and see how far you can truly delve in this highly replayable adventure.
Wield new, interactive relics called Arcana. Each adds new abilities to your character. Leave your regular, basic abilities at the door, and form unique builds around devastating meteor barrages, sentient homing bombs, skeletal army totems, or dozens of other wild options.
Grab a friend and play through the entirety of UnderMine 2 with two-player local co-op. Discover character and item synergies that only exist when playing with a partner, or have someone to hold you if things get overwhelming.
Easily create new items, characters, encounters, quests, and more with paintable tilesets, a visual scripting editor, and other included development tools. You can also easily download other players' creations through Steam Workshop.
Engagement
Reviews
Themes across 78 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Title: A step back from the original's addictive loop I thoroughly enjoyed the original UnderMine and was looking forward to the sequel, but unfortunately, this title falls short of its predecessor’s high standards. While the early-game progression feels satisfying and fast-paced, the pacing hits a wall after a few hours. I managed to max out all weapon and armor upgrades relatively quickly, but after that, the upgrade path becomes opaque and stagnant. There is a lack of clear direction or meaningful scaling for the subsequent tiers of progression, leaving the character feeling static. The core gameplay loop is hampered by tedious map navigation. Too often, runs devolve into mindless backtracking across the map, hunting for a specific key to unlock a door that gated progress. This design choice makes individual runs feel bloated and artificially prolonged, transforming what should be an exciting roguelite experience into a repetitive and boring chore. I hope the developers address these pacing and navigation issues in future updates, as the foundation doesn't currently live up to the first game.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America, Ukrainian
Hours played at review time, across 78 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The first two hours felt pretty good, but the constant hunt for good enough runs to progress quests start to annoy really quickly. My first frustration started, when a teleporting enemy started teleporting on a teleporting plattform the moment I teleported into his part of the room. The three minutes I chased it, I wont get back. Instead of focussing on the fun part: The fighting, the game seems to pursue a weird platforming dream, introducing way too many traps. Shock appears to be selfdestruction mode, as all your attacks, range and melee are some kind of area of affect which will constantly cause lightning to strike you. It is overloaded and in my oppinion not balanced. The first game is more fun. I would give a middle thumb if I can. But especially the many quests essentially will waste your time. At least it felt like it for me.
As a huge fan of Undermine 1. I was so excited to play Undermine 2 with my friends, but having Split Screen for Co-Op ruined it for me. I wish there was a way to play with online co-op that wasn't split screen.
More DEI in video games... yay!
Verdict: Undermine 2 is great, but it is pretty dishonest about how much content is recycled from the first game, which, at this point, is just superior in terms of available content. I would say 'Wait for full release' is fair recommendation Honestly, when I buy a new game or a sequel, I am not expecting for it to be 40% copy pasted content with zero to no changes and certainly not main, unavoidable bosses. + Positives + + Steam achievements (53, a lot are luck based) + 4 playable characters + The game looks great + Tons of items + Branching paths + New quests and items in the hub + Endless mode – Negatives – - No steam trading cards (yet) - Item balance is all over the place - No journal - No option to ban unlocked items (and a lot of them are useless for most runs) - Recycled content from the first game (items, locations, monsters, - Selt, Mortar and Noori are copy pasted from Undermine 1 - Hard cap on some meta resources - New recipes won't drop until you craft the old ones - Character balance is all over the place honestly
Maybe when it gets closer to done? Right now you hit an iron wall when you get to the third tier or so. Very unbalanced. You get hit twice and you're dead by the third tier (library), and with no controls on what you start with any success depends HIGHLY on a very unforgiving RNG. The permanent upgrades are kind of lackluster. 20 more health, 2 more dex, 3 more str. Nothing really game changing especially when you get deeper and you can go from full health to zero in a few seconds. I've gotten all the upgrades for the characters I have unlocked. Fully upgraded you start with 300 health. Drops that increase Str, luck, health, etc. Have been extremely rare in my experience. I might see one or two a run and they'll buff str or int. I have never gotten enough health upgrade drops to offset damage ramping up. Resources like bombs and keys often swings from drought to flood. Secret doors you are supposed to reveal with bombs have no indicators if a bomb doesn't go off in the room first. That's a huge problem when you are in one of those bomb droughts. Regaining mana can also be extremely swingy to the point that I felt anything that used mana was useless and always passed for any upgrade that was just a straight relic. eg. You get a magic item that uses 60-80 mana, you have 100. You can use that thing maybe once in 1-2 levels. There is no natural mana regen and you have to hope mana beads/fruit fall out of stuff you break. Armor is the same way. You get a pip that will take one hit over damage, but replacing it is so rare it is more like a one time shield than not. The first two bosses aren't bad and have some solid pattern memorization with good wind-ups so it never feels cheap fighting them. I can't comment on any further bosses. I keep getting murdered within a few seconds of entering the first room with mobs in the library. Full health -> No health game over. Once or twice, I could see as a skill issue but I've put several hours into it and there are no upgrades left to buy. Unlocked some church dude with a whip who really just sucks even with all the upgrades. It's terrible trying to aim the whip and his fire does equally low damage. Bought some upgrades that mentioned something about shockwaves but I can't tell that it made a difference with him. The game says something about seeds, but I'm not sure what it would do since it's all random every time anyway. Shouldn't the seed change with every game? Read some discussions on the forum indicating you need to do a bunch of fail runs and save blue prints/plans and build specific starting artifacts with the purple metal you find to start a run you want to try and progress on... that seems like ♥♥♥♥ way to build a game. Every run should be able to be a progression run and saving and expending resources across a few runs so you can make one good attempt then have RNG smite your run with something stupid like three dragons hitting you and once. TLDR: The game depends too highly on RNG and the mob damage is overtuned. Not fun.
The game is a direct upgrade from the original, featuring new content and lore to further the story of undermine. I urge returning players to give it a try, as well as players new to the games, as it is very enjoyable for all types of players.
作者优化一下无尽深坑模式,我到深坑第五层的时候,商店购买的遗物和遗物房间全是十字面包,并且我在第五层喝下变化全部圣物药水的时候,全部圣物变成了十字面包,游戏很好玩,但是还有很多瑕疵
Excellent update to the original game with a huge amount of content, new strategies, and challenging new playable characters. While unlocking some of the more obscure areas and items can be challenging, the overall gameplay is excellent and this is a worthy successor to the original. While I was provided with a review copy of the game, I have continued to play it long after my review concluded and expect to continue to play it further for a long time, which is my idea of the mark of a good game.
Can dig for gold, blast enemies, meanwhile i eat curses for breakfast, lunch and dinner. Would recommend to blast through enemies again,
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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