

Darkest Dungeon® II
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.




01About Darkest Dungeon® II
Darkest Dungeon® II is a roguelike road trip through a decaying world: assemble a party, equip your stagecoach and fight through an expedition against impending doom. Turn-based combat, hero relationships and stress management shape each journey. Steam player rating: 74% from 24,477 reviews. Released: May 8, 2023. Interface languages: Simplified Chinese, Traditional Chinese, English, French, Italian, German, Czech, Polish, Portuguese-Brazil, Russian, Spanish-Latin America, Japanese, Korean, Ukrainian, and Spanish.
Credits
Lowest recorded in 36 months
$7.152026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
Show 12 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| Italian | Yes | Yes | — |
| German | Yes | Yes | — |
| Czech | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Spanish-Latin America | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Ukrainian | Yes | Yes | — |
| Spanish | Yes | Yes | — |
Steam PC edition data · 2026-10-20
02Before you buy
Controls and language
The Steam PC version has full controller support. Listed interface and subtitle languages include English, Simplified Chinese and Traditional Chinese; full audio is listed for English only.
Two modes
Alongside the Confessions core mode, Kingdoms is a standalone strategic campaign. Progress is separate between modes, and you can switch between active sessions.
03Frequently asked questions
What is Kingdoms mode?
Kingdoms has a persistent hero roster, resource gathering and a campaign to defend a realm against new enemy factions.
What shapes each journey?
Journeys cross five regions. Heroes form bonds or fall out, so managing their stress and interactions matters to keeping the party together.
Does it support mods?
Yes. The Steam version includes Steam Workshop integration for downloading or creating mods.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
IMPORTANT NOTE If you already own DD1, don't make the same mistake I did - buy the Iron Crown bundle and get DD2 for £25. Steam support unfortunately won't refund the difference.Show moreShow less
As a huge fan of the first game, I found this sequel to be immediately disappointing. The artistic direction is really solid, but some of the design decisions made are honestly bizarre. Taking a huge, 40+ hour campaign where you manage a stable of two dozen or more heroes over time and replacing that with a run-based structure where you grind out single parties of four heroes over and over again in runs that last two or three hours was a bizarre choice, and gating pretty much every upgrade behind one big "candle" resources totally eliminates the push-and-pull resource management that made the first game so dynamic. The cart navigation has a real mobile game feel and systems feel so much more abstract. There are way more menus and combat modifiers, but all they really do is turn battles from XCOM - where you really have a sense of your heroes as characters engaging in actual combat in some real, physical space - to any old card game where you're just crunching whatever numbers pop up on the screen. I don't want to sound snarky, but if you showed this game and the original Darkest Dungeon to someone who had never seen either before, I think there's a high chance they would guess *this* was the developer's first attempt and the 2016 game was the sequel that really made good on the concept. The entire thing seems like a huge step back and I really don't understand what motivated such a dramatic pivot like this. I only played about half an hour, so it's definitely possible things open up more in terms of systems. But the structure of the game is clear, and it's the exact opposite of what I wanted. Maybe this new style is exactly what you're looking for, but I would caution anyone who loved the first game - this is NOT the same thing as the original Darkest Dungeon, and it might really fall flat if that's what you were hoping for. EDIT: Wow, insane number of negative responses in the comments! Not going to respond, other than to just clarify that I played about 10-15 hours on the EGS when it first released in early access. When I said I've only played about half an hour, I meant of the 1.0 version specifically. And when I said "It's definitely possible things open up more," I was just referring to new things they may have added in the late-game since I last played. With that said, carry on!Show moreShow less
DARKEST DUNGEON 1 PLAYERS PLEASE READ BEFORE PURCHASING DD2 is a fun and approachable standard 3 map rogulite with much of the great art and style of DD1. However, you have to go into this experience with the full understanding that this game is NOTHING LIKE Darkest Dungeon 1. In the first game, there was a steep learning curve as the game punished you over and over again while you tried desperately to keep as many of your characters alive as possible through murky mechanics and unforgiving RNG. Over time, you learn the systems and improve all of your different recovery and gearing locations so that you get your people surviving longer and with better item prep. You got to know the ins and outs, the strength and weaknesses, and the quirks of each of the members of your teams. In the end, weeks... months.... years later, you may get to beat the game. DD2 has none of that. As a standard 3 map roguelite, the whole point of the game now is to charge in and experiment aggressively. Once you get to the farthest inn you think you can make it to, you end the game, collect your candles to invest in the meta game, and get ready to try again; just like every other 3 map roguelike in exsistance. So, this game is faster and more accessible with great art, and interesting story and approach and it has some interesting twists on the standard roguelite, but that is still what you are going to get this time. The irony is, they spent way more time in this game giving each "character" a back story and development, but in the end, there is no development as they just die and come back over and over with extremely limited permanency. You invest absolutely NOTHING in any one character despite the game saying you do. Instead, you are investing in the entire CLASS of character. Each individual means nothing. In the end, if you are looking for a more polished DD1, this is NOT it. If you are looking for a much more normal roguelight set in the same universe as DD1 than you are good to go and will have a blast!Show moreShow less
I wanted to love this game. I loved the first one, and patiently waited for the EGS deal to die and for 1.0 to release. I was wary of the smaller roster, but kept my head in the sand until I played it. I almost wish I hadn't. Almost. With that foreword, I give you... AN EXHAUSTIVE LOOK AT DARKEST DUNGEON 2 THE GOOD The game is beautiful, and the soundtrack, while less memorable, is still good. The iconic 2D style was turned into 3D masterfully, animations and all. The story is solid, but confusingly presented; Only after looking it up was it considerably good. THE HORROR - MECHANICAL MISS DD2 focuses far more on doing hours-long runs of treks to The Mountain than a decent-sized dungeoncrawl, where preparations and planning are thrown out the window entirely. You must slog through, essentially, four DD1 dungeons before reaching the final bossfight of each Act; Do this 5 times, and you win. Many stats, such as PROT and ACC have been repurposed into 1-use 'tokens' that apply to characters, and... It was fine. Not my favorite. Camping is gone, replaced with the 'Inns' after each region. Instead of preparing your camp skills and knowing what it is you can do, you now have to hope and pray that this Inn has what you want. Often, it does not, but the dialogue inside is cool at least. I did not care for the navigational minigame with the carriage and found most Stagecoach items sorely lacking in usefulness. The pancake maker was my favorite. Didn't care for pets, either, but the Shrieker one is cute. Your characters' deaths don't particularly matter, either. Keeping characters often requires an Act boss clear, and there is no combat retreating this time around, meaning it's hard to keep your squad... Oh, and no class dupes. No double HWM, no double Hellion, etc. If you need a Man-at-Arms for your next run but don't want to lose your kept, named one, tough tits. Hero upgrades are, also, per run and not per character. The stress mechanic has been gutted, and can comfortably be ignored. Every negative affliction has been turned into 'Meltdown', which just lowers your health to ~10% and makes people dislike them... and that's it. You can do this as many times as you want in one combat, and there is no Heart Attacks. 'Resolute's do the opposite- Heals, makes people like them. The only unique affliction is Flagellant's TOXIC, which is a boon really, and can help you sweep the game with minimal hassle. Yes, the iconic mechanic of DD1 is gutted and useless, I'm glad you noticed. Remember when I said they abandoned their niche? There's also, paradoxically, a significant focus on per-battle affairs, as getting fully healed after each fight is real easy, despite healstalling being mostly gone (a good thing, I admit). Without caring for the Stress system and everyone getting nearly fully healed after every fight, each run turns into... a horrible slog. In DD1, there was no guarantee of being healed and stress afflictions hampered you significantly. Every fight, even against the same enemies, was different, and is how hundreds of hours were far less stale. And on top of all this, each run can last you up to 3 hours apiece, which is absolute agony to lose at the Act boss. Even in DD1, if you lost a whole team, it was not preceded by a 2 hour slog beforehand... Unless you were trying to one-trip the Crimson Court. And, of course, each run is entirely distinct and disjointed from the one before and after it. Those do not matter, because there's no simple economy to keep up with, just how many Candles you bring back for upgrades that may or may not effect your current roster. The interesting planning of having to do a dangerous Antiquarian money-run or having to skimp out on supplies after a few bad weeks from DD1 is gone. Entirely. On the old road... Where's my Hamlet? The Hamlet is gone, replaced with a different hub. Keeping money and relics is worthless in a run, because they'll be thrown out for a new currency- Candles. These are what upgrade heroes, unlock trinkets & items, let you keep heroes, let you acquire cosmetics, etc. I was not impressed by many of the new DD2 trinkets. There is an extreme obsession with mixing & matching item sets, now with item types rather than 2 exactly paired items, a-la Crimson Court. I didn't find most of them worth a damn though- usually, simple +20% healing is better than some potential debuffs. ROSTER CUTS From DD1, we've lost Abomination, Arbalest, Antiquarian (Though, they're an enemy now), Crusader, Houndmaster, Musketeer, and Shieldbreaker. And we gained... The Runaway. An excuse to show off the new fire DOT. And Flagellant is a unique blight-based hero now. Utterly. Unacceptable. You can't even equip Bounty Hunter at the Crossroads. You have to hire him at an Inn- where, of course, he may or may not be at. He's super good & versatile, of course, but... But why? And why is Flagellant so different? It's not because you only had two characters who can Blight because Abomination & Antiquarian got axed, is it? It's not that I don't want him to be changed, he's ♥♥♥♥♥♥♥ GREAT in DD2, but... Why ONLY him? It's totally the blight thing. THE INCONSISTENT, HORRIFIC, UNGODLY RELATIONSHIP SYSTEM Oh my GOD this system is hair-pullingly impossible sometimes. All heroes have relationships with one another, gauging how much each of them likes eachother, and the result is entirely, bafflingly random. Heroes aren't assigned different likes or dislikes or flags, such as DD1's 'Religious' flag for camp skills. Instead, every time a choice comes up- Helping people, grabbing trinkets, whether to fight or flee, etc, it's randomly decided who will get along with who. If you don't catch some sour relations early enough, you're in for a Dwarf Fortress tantrum spiral as bitterness begets bitterness and nobody gets along. After resting at an inn with negative enough relations, two characters will become 'Envious' or 'Hateful' with one another, and two skills (one skill each) will DEBUFF the other, sometimes to a HUGE detriment, for the rest of the region. Hope it didn't happen at the Mountain. It's possible to fix these relations with items at an Inn with alcohol, until someone gets the quirk to stop drinking. Hope you unlocked enough Inn items to take care of it! (Which is why early runs will have hateful parties; no unlocked items to remedy it.) You can get positive relations too, and 2 skills will buff each hero, but the transaction isn't equal. Between a MAA and a PD, for instance, the MAA using a Negative skill may give the PD a Taunt & Weakness token, meaning that they'll draw aggro and take a nasty hit. Meanwhile, if they had a positive relationship, the MAA using that same skill would... Heal 1 stress. In a game where Stress doesn't matter. It doesn't help that even if heroes were carried over from a previous run as best friend, they now are strangers and within 10 minutes can be at eachother's throats. Nothing is consistent. A Hellion can help stranded folks out, then a region later, want to rob them. Of all the bad ideas in DD2, THIS one should have STAYED on that whiteboard. And the Bosses? The Lair region bosses were re-used concepts or fairly bland. The Act bosses were unique and tough, but if every boss takes 3 hours to get to, I cannot recommend going in blind just to lose. After all that... Darkest Dungeon 2 is an inferior game to its predecessor. It has taken the beloved niche it carved out and thrown it aside, wanting to become more... generic. It was alarming to find that the Nameless King from Dark Souls 3, a similar 'hardcore' RPG filtered less people than DD2's 2nd of 5 Act bosses. DkS1's Anor Londo, the halfway point, filters less people. It's no wonder why. Play Darkest Dungeon 1 instead.Show moreShow less
A distinctly different and bold take on a new "flavor" of Darkest Dungeon, but one that still has all the same spirit and energy of the original, most enjoyers of which will still appreciate the new. Don't go into this expecting the insane grind or base-establishing/roster-micromanaging of the first. They did away with it to make room for new mechanics to make the roguelite take more palatable. If you go in knowing that, you'll still find plenty to enjoy.Show moreShow less
I've really tried with this game. My EGS account has 70 hours on top of the 1.6 I have here on steam - but I need to emphasise how much of that was me convincing myself that I was having fun. I'm a huge fan of the IP and didn't want to -not- enjoy the game. Now it's released in this 1.0 configuration, I can say definitively that... Yeah, It's a let down. I still support the developers endeavours, so I've purchased it on steam in hopes they'll eventually produce something I like more. I'm not some bitter gamerchud that wants to see this project or future ones fail. I think it's cool they're at least trying to branch the gameplay far enough away from Darkest Dungeon 1 that the sequel exists separately from that game. But I think they've entirely overstepped the mark and forgotten the design pillars which made Darkest Dungeon work originally. For me, it comes down to three design choices I do not enjoy: 1:Your long-term progression happens at a snail's pace. 2:You don't stay with your party long enough to form any bonds with them like you may've in the first. In DD2, you will never have a dramatic moment where *that* character dies - You will merely have frustrating moments on your runs where a guy that rolled well when you started dies. 3: Even when you play well, you're still punished in ways which make it hard to enjoy the experience of being on the back foot in a fight. I understand that last one may *sound* pretty appropriate for Darkest Dungeon. The idea of needing to bite the bullet to play well is likely a familiar concept to anyone that's played the first. But, due to the nature of this game now playing more like a rogue-like, playing tactically rewards you less than the first by a mile Let's say you're playing the original game and: You retreat because you -know- you're going to lose. That may be a good decision which will pay off for you later when you need the characters from that run to fight in a circumstance they're more suited for than anyone else in your roster. You also keep your loot! And that can be used to bring new characters up to a higher level. But in darkest dungeon 2? Congratulations, you've retained the cross-run resources that allows you to increase ONE character's deathblow resistance by 0.05%!!! If you like the game, cool! I myself am probably still gonna load it up every once in a while to enjoy its visuals and atmosphere. But by comparison to the original? This ain't it. Sorry.Show moreShow less
While this game does change what was DD1, it pulled it off. The rogue lite aspect is undenaibly brilliant while keeping the same core gameplay in spirit. From a tone / story perspective it subtly shifts it to be more hopeful than the first. On it's own merit DD2 is a great roguelite experience that is surprisingly brutal in a lot of place. The game is beatiful with a godlike narrator to boot. A gripping combat system that will make you jump in joy after tough fights or scream at that one party member that keeps trying to kill himself. So yea a great game !Show moreShow less
It's so much worse than the first game. While in DD1 you have a very long game which opened itself as you managed small victories within each dungeon, DD2 decides that it will be a game with a third of the size of the first one, but it will lock everything behind "candles", that are the unlocking currency of the game. And when I mean the game will lock all its content away from you, I do mean everything. Characters, skills, itens, equipment. Everything needs to be unlocked before it even appears in the game. Making it so your first runs are failure after failure with very little to show for progress. Then comes the fact the game doesn't even have dungeons anymore. Yes, the game lacks the thing that gives its very title. Instead of widing deep dungeons that you explored, bringing itens to help you brave it. DD2 decides to copy Slay the Spire, and having corridors with 2 or 3 options of pathways. Gone to are the unique biomes and enemies linked to their locations, now these "darkest corridors" are linked with no reason behind it. You can go from a forest, to a port, to a burning city, in any sequence the game decides to throw at you. With no more exploration, you just press W and watches the characters walk forward. Then comes that all the useful skills of the characters are locked and to unlock them, you need to visit specific shrines in the map. Meaning until you unlock all the moves of all the characters, you don't even have a choice of destination. You're obligated to visit those places if you want your characters to not suck anymore, and until then, you have a crippled version that you're forced to drag along. They took the worst aspects of rogue-likes, slapped on top of a game with a third of the size of the original and called it a day.Show moreShow less
After spending over 900 hours immersed in Darkest Dungeon 2, I can confidently say it is a challenging yet rewarding masterpiece. The game strikes a balance between punishing difficulty and the exhilaration that comes with overcoming it. If you're looking for a game that demands strategic thinking, and rewards adaptability, this is it. Initially, I found the level of randomization in the game—particularly at launch—to be overwhelming. Too often, failure felt like the result of bad luck rather than poor decision-making. However, the developers have worked to address this issue through a series of updates and balance changes, creating an experience where every loss feels like an opportunity to learn and grow. Today, success in Darkest Dungeon 2 is far more about your strategic choices, your understanding of the game mechanics, and your knowledge of enemy behavior. This shift has made victories feel even more gratifying and defeats less frustrating - most of the time :) One of the most impressive aspects of the game is how it encourages experimentation. Every team composition is now viable—a huge improvement from the early days when certain combinations felt sub-optimal. With a bit of understanding of game mechanics and enemy abilities, you can succeed with any group of characters, which has transformed Darkest Dungeon 2 into a sandbox of tactical possibilities. The journey itself—navigating the game’s haunting, beautifully rendered landscapes—is unforgettable. Every step feels consequential, and every decision matters. Whether you’re managing your team’s stress levels, deciding which encounters to tackle, or weighing the risks of pushing your luck for better rewards, the game constantly challenges your ability to think ahead and adapt on the fly. The tension is relentless, but it’s this very pressure that makes every small victory feel monumental. Another standout feature of Darkest Dungeon 2 is its community. The game’s fans are incredibly supportive, and the tight-knit nature of the player base fosters a sense of camaraderie that’s rare in today’s gaming landscape. Whether you’re looking for tips, sharing war stories, or just enjoying the creativity of small but dedicated content creators, there’s always something to engage with. The content creators, in particular, deserve praise for consistently producing entertaining and insightful material that enhances the overall experience. In its current state, Darkest Dungeon 2 has become everything I hoped it would be and more. It’s a game that demands your respect, tests your resolve, and rewards your persistence. While it’s not for the faint of heart, for those willing to embrace its challenges, the payoff is unparalleled. Whether you’re a seasoned veteran or a newcomer, this is a journey worth taking—a journey into madness, perseverance, and triumph. Darkest Dungeon 2 isn’t just a game; it’s an experience, one I’m thrilled to recommend to anyone who dares to face its horrors.Show moreShow less
Bottom line: If you loved DD1, you will probably hate a lot of DD2. If you love great roguelikes such as Slay the Spire you will probably hate a lot of DD2. If you hated DD1 and also are not super into roguelikes you might like DD2. First and foremost this is clearly a game with a lot of love and care put into it. I'll also preface this by saying Darkest Dungeon 1 is one of my favorite games of all time so I'm not without a lot of bias here. I want to love this game even more than I did the first. The music is fantastic. Saying the art department knocked it out of the park is an understatement. But I don't love this game, I constantly find myself actively hating it. I've come to realize the reason for that is because Darkest Dungeon 2 is trying to do two things at once and it's doing them both quite badly. Firstly It is a bad successor to Darkest Dungeon. It kept elements of the combat system and the classes and it does some things right here but so much of it is just poorly designed. While I can see where they were trying to go the tokens are a big downgrade in my opinion. Their stated goal was reducing RNG and making combat easier to follow. In practice it feels just as random as DD1 if not more so while also being significantly more complicated thanks to all the tokens and hidden buffs and debuffs. Half the time in combat things are happening that seemingly come out of nowhere and take Sherlock levels of snooping around to figure out. Most egregiously the token system makes it so that you *have* to work with it or you'll be miserable. This means that most of your combat encounters are going to go relatively the same each time. That's not great for a game like this which leads me to the other thing DD2 doesn't do well... Darkest Dungeon 2 is not a good roguelike. I can appreciate that Red Hook didn't want to just make a straight sequel to DD1, I think they should have because there was a lot of room for improvement and interesting ways to go but I can respect the decision. However if you're going to switch genres with your sequel you need to compete with the heavy hitters in those genres. DD2 does not come close to the likes of Slay the Spire, Risk of Rain 2, Dead Cells, Hades or FTL. The biggest reason is that RH seemingly cannot get a handle on pacing. This was also a major issue in DD1 and a stated reason for switching to the roguelike formula for DD2. The pacing in DD2 is abysmal, the pacing for a roguelike is borderline offensive. Runs take way too long but what's worse is that restarting takes absolutely forever. Every time you lose or end a run, which is constantly, you go back to the black room where you get to watch several slow animations play out showing your gained meta currency from the last run, the place to spend said currency, then a slow animation looking at a building where you select your difficulty, then about 10 seconds of the same narration said a hundred different ways, then you get to party select, you select your party but don't forget to set all their skills and don't forget to set all their paths, no you can't save these configurations, then you go to the tutorial area and fight a tutorial battle, finally you get to the first inn. I forgot to mention that throughout all of this you have to watch your stupid cart drive along to each thing. But now you can begin the preparation phase of equipping and buffing your party, then your stagecoach, selecting which skills to buff, selecting zone, trying to build relationships. Now the run actually begins. All of that can take anywhere for 5 to 10 minutes. Every. Single. Run. I do not want to play a roguelike that is this dreadful to restart. It used to be significantly worse with you having to basically repeat the entire tutorial every time. Smooth and fast restarting of runs is a core pillar of the genre and DD2 is terrible at it. Another crucial roguelike pillar that is lacking in this game is run variety and progression. Because of how the bosses, combat system and routes are designed you're going to use the same handful of party compositions all using the same handful of skills and paths for every run. Similar starts aren't the end of the world but the progression throughout a run is also terrible. Short of losing a character mid-way the same thing you're doing at the beginning of a run is the same exact thing you're doing at the end of a run. There are so little meaningful power ups or game changing things that it makes it incredibly samey. You make very few meaningful decisions outside of the tactical combat. All of these are essential ingredients to a good roguelike and DD2 just falls flat on the lot of them. These could be improved on with a substantial revamp of the game but frankly I don't think it's worth it. What is good here is the same thing that was good in DD1. Some lesser but foundational issues I have to harp on: The stagecoach sucks. It just does. It did in beta and it does now. It is not fun, engaging or even especially narratively satisfying. The switch from DD1's corridor crawling heroes interacting with curios to DD2's samey wooden box careening down a road as it absent mindedly bumps into piles of trash is such a step down it's not even funny. Ditch the whole thing, have the characters sides roll down the road on foot with a cart or something. Anything would frankly be better than what is essentially an excuse to set it to auto drive and stare at my phone. The theme and setting are a big downgrade. DD1 has a pretty straightforward but captivating setting. You're the heir of a crazy old man, you've inherited his estate and now have to fix his mess. You do so with mercenary heroes looking for treasure and glory. DD2 loses this framework in favor of the whole road trip thing. The world is basically over and your gaggle of heroes are rushing to a mountain to die. All the while a zombie librarian waxes poetic about vague esoteric things and grand metaphors. It's not necessarily bad but it's much more convoluted than the original and, frankly, ineffective as a narrative frame for a video game. Again, I want to love this game so much. It's incredibly frustrating because underneath these major issues is a fantastic sequel to an incredible game. However currently Darkest Dungeon 2 is not it and in my opinion is not even close. I hope that at some point Red Hook releases proper modding tools so that someone else can make the sequel Darkest Dungeon deserves.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.