

Hand of Fate 2
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 Hand of Fate 2
Hand of Fate 2 blends a living board game with deck-building and real-time combat. Choose encounter cards to shape an adventure, while the Dealer guides events across the board. Make careful choices, take on challenges, and fight foes with combos and special attacks. Steam players rate it 84% across 5,291 reviews. The Steam PC version supports several interface languages, including Simplified Chinese, English, French, Italian, German, Spanish, Japanese, Korean, Portuguese-Brazil, Russian, and Polish. Released November 7, 2017.
Credits
Lowest recorded in 36 months
$5.992023-09-11 · GOGBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | Yes |
| English | Yes | Yes | Yes |
| French | Yes | Yes | — |
Show 8 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Italian | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Polish | Yes | Yes | — |
Steam PC edition data · 2026-10-26
02Before you buy
How you play
The Steam PC version is single-player and offers full controller support. Companions can fight alongside you and bend the board game's rules in your favor.
Language
The Steam PC version supports multiple interface languages and subtitles. English and Simplified Chinese also have full audio.
03Frequently asked questions
How does an adventure work?
You build an adventure from encounter cards. The Dealer draws cards as you face the events and challenges on the board.
How does combat work?
Combat happens in real time. Build your combo meter to unleash special attacks, using weapons such as dual daggers or heavy two-handed hammers.
Are there many challenges and cards?
Yes. The game features 22 challenges and hundreds of encounters, artifacts, and items to earn and upgrade.
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.
It's hard to overstate how good this game is. I was a huge fan of the first game, and the second game took everything that was good about the first game and improved it. Essentially the game is a deckbuilder, except you are just as much fighting your deck as drawing from it. You build your deck before each level, and this deck will include challenges, and overcoming those challenges unlocks new cards, which unlocks new challenges, and so on. You then take your deck you've built to one of the 22 cards of the Tarot, each of which has a different gimmick, which is the "story" of the game, so by the end of the 22nd Tarot, you've completed the story, but you've also had 22 rounds (or, more likely, a lot more) to improve your deck. The gameplay loop is consistently fun from beginning to end; what challenges do I want to include in my deck this time around? I'm having trouble beating a particular challenge in my deck, what other cards can I pick that will help me overcome it, but also help me finish the level? If I've had serious difficulty on this level, is it worth bringing another challenge card, or should I just focus my deck on beating the level? Decisions in the level are similar; I could buy this sword that I think will help me complete the level, but this armor will help me complete a challenge, do I think I can do both? There are also some REALLY good puzzles seamlessly integrated into the game. Each of the 22 Tarot has a gold token and a silver token. You get the silver token by just beating the level, but to get the gold token, you have to perform a specific task in the level, which is often significantly harder, but unlocks better rewards. The solution is sometimes easy to do while completing the level, but usually requires careful planning and execution, but you always have the tools, and the solution is often elegant and, let's be honest, makes you feel super smart and cool, and isn't that what playing games is all about? The devs behind this game are SUPER active as well. At the time of this writing, the devs have put out something like 30 patches, in addition to a free mini-expansion, and they don't seem to be slowing down. They seem to really listen to player feedback as well. I haven't bought a game at full price since I got burned on Dragon Age 2, but I decided to take the risk for these guys after my experience with HoF1, and it was worth every penny. I had a fantastic time playing this game, and I can't wait to play it again once the expansion is released for it! (I have also never written a review before, but I liked this game so much, and the devs deserve it so much, I felt like I had to for this one)Show moreShow less
I'd give this a sideways thumbs if I could, but in the end I find that the cons outweigh the pros. Hand of Fate 2 is a mix of boardgame, roguelike and action-oriented combat segments. The boardgame and the strategy involved are actually the most fun parts because you get to choose which encounters you'll get to see and you can also set up your equipment accordingly. There are lots of encounters and equipments to choose from, so the game stays fresh for a long time. HOWEVER: The combat utterly sucks and RNG is too prevalent in the boardgame section. Far too often, I've lost my hour-long run to crappy mechanics and frankly, I'm starting to get fed up with the game because of this. I wanted to like this game, I love the idea behind it, but it has left me outraged one too many times. PROS: + Long campaign and a few extra challenges. + Several companions to choose from, each with their own strengths. + Boardgame part can be fun (until RNG destroys your run). + Lots of encounters and equipment. + Endless mode. +/- Tons of things to unlock, but unlocking stuff is tedious and/or relies on RNG (sometimes excessively). CONS: - Combat is terrible, especially when you have to fight against lots of enemies (like 10+). The controls there just don't feel fluid and half the hits you take will leave you feeling like it wasn't even your fault. For example, sometimes your character gets animation-locked and you take unavoidable damage. So better forget about finishing off stunned enemies, because the animation takes FOREVER and other enemies can and WILL hit you during it. - Damage is unavoidable or nearly unavoidable against some enemies. For example, the Poisoner will always deal damage to you if he comes with enough other monsters. He will set up a poison trap that deals AOE damage until it's destroyed, yet you won't be able to get rid of it fast enough if other monsters block or distract you. It's very hard to do everything right even if the poisoner is the only enemy. - RNG is too prevalent. Some examples: 1) Most non-combat gambits cannot be won with skill, you have to rely on RNG. This can get especially tiring if you NEED to win them to unlock something. 2) In Endless mode, you often lose random items which can utterly destroy your strategy and screw you over completely. 3) It's also RNG how many/which monsters you'll get to fight in battle encounters, so you never know how hard a fight is gonna be, especially in the lategame - could be laughably easy, could be nearly impossible. 4) Sometimes, you even die to RNG without being able to do anything to prevent it. That should NEVER happen in a game where a run can take HOURS. Clearly, the game doesn't value your time investment at all. RATING: 5.5/10 - I'd like Hand of Fate 2 way more if combat was improved upon and if the RNG in the boardgame was toned down considerably. As it stands, I can't really recommend the game, it's way too frustrating right now. Combat and excessive RNG were also the main drawbacks of the first game, yet the devs did nothing to improve these shortcomings.Show moreShow less
Hand of Fate 2 is a real sequel, with massive improvements, but no drastic changes to the core gameplay (which is good). If you liked the 1st one, you will definitely like this one even more. -Combat gameplay improved but can get repetitive. -More gambits (Dice, precision, spin wheel) apart from the Chance cards -Companions, challenges, different ways to play each time Great game overall ! I'm really looking forward to playing Endless mode (to be released soon, but there is already PLENTY to do at the moment). PS : Luck is still a very important factor to win. It is a double edged sword. Sometimes it will make you go insane, but it can also be a great weight off your shoulders.Show moreShow less
This review might contain spoilers. This review is not a "this game sucks" review, I actually liked the first game a lot and left an enthusiastic, positive review of the first game. I would give this sequel 6/10 overall, but if I ask myself whether I am happy with the direction the game moved from the first iteration, the answer is a sad NO, so the binary evaluation Steam demands must be regretfully negative. While the game still retains some of the qualities of the first game, what was good was unfortunatelly diluted by "filler" content that while makes the game "bigger" by volume, does not necessarily makes the game better. If I used the booze analogy, it's like when a producer decides to replace his old, 0.7l solid whiskey blend with new 2 liters bottle of a new blend, where aged, flavorful components are cut back with raw, unaged distillate and neutral grain spirits to cut costs in order to "provide more" for the same price - and while 2l > 0.7l, the quality and thus enjoyment one draws from each glass will be significantly lower, so is it really such a good bargain? In Hands of Fate, the good, aged, flavorful component was the atmosphere and the narrative - the mysterious figure of the dealer, his ambivalent attitude towards the player (he was a narrator, a mentor and a nemesis in one person in the first game), the tarot-resembling card set that is an established cultural trope, pondering about fate, free will, luck and consequences of one's choices. Unfortunately, this premium component was severely scaled back in the sequel - the narration does not feel fresh and imaginative anymore, merely as a prop to various minigames that are supposed to be the core of the sequel's innovation. Also, many elements of the plot are poorly introduced/paced, so when we finally arrive to the much telegraphed conclusion, it does not bring shock, catharsis, conclusion nor meaningful answers, just a tired nod. The main component of the game, where you will spend most of the time (and by that, I mean really a LOT of time) is the combat. Unfortunately, it's the weakest component of the game, and is very bad on its own. First of all, it always plays the same - there are no surprises, you always fight X enemies of Y type and Z enemies of Q type, and they are always the same, that means punching bags with lots of hit points that barely move around. Occasionally you are hesitantly attacked by one enemy, and you are required to respond with pressing the correct button according to a color-coded prompt - and that's really all there is. There is no precise dodging, no ranging, no specific tactics, the game chooses targets for you, if you are too far, you "slide" into position. Movement is imprecise, the controls are laggy, and the rules are full of counter-intuitive mechanics - for example, you interrupt "green" attacks by making a "block", but not by smacking your opponent with a hammer. Some things work, some don't, but there is little logic in the whole system. The "ripostes" look outright weird. Besides combat, there are "gambits" - while the original had only shuffling card gambits, we now have three more types - the dice, the pendulum and the wheel of cards. While there is some skill component to every one of them - you can reroll dice according to probabilities, you can track the shuffling cards, and both wheel and pendulum must be stopped in the right moment, they can make you fail a critical quest and force you to replay the whole map, which results in tedium. There are soft "silver" victories for each map that allow you to advance in the game even if you fail some objectives, but completionists will want perfect, gold rewards, which is where a single failed gambit can cost you the game. While I appreciate the attempts to innovate by constructing various minigames from the cards, I think it further dilutes what was good in the first game. Probably the best level in the game is The Devil - if most maps were like this, I would probably not complain so much. But most maps require you to trudge around large maps where nothing important to the plot is happening. The introduction of companions was a good attempt, each even has a narrative arc which is the best part of the feature, but outside of that arc, they resemble lifeless dolls, providing a passive gambit bonus (most useful), and participating in combat, where they perform as poorly as the AI. I had great fun with the first game. I have mixed feelings about this second game that are mostly drowned in exhaustion. If there is a third game that continues in the same way as the second, I won't probably buy it. In my opinion, the game needs to rework its fundamentals - mainly the combat - so that the activity players spend most time participating it is worthwhile on its own.Show moreShow less
If you enjoyed Hand of Fate you'll enjoy Hand of Fate 2. It's as simple as that. The good: Combat is a fair amount smoother which was a larger issue in the first game. New mechanics - New card mechanics such as the wheel of fate and dice rolls are a welcome addition, having just the "pick a card" got boring very fast in the first game. Enemy diversity - New enemy types that require their own personal touch to defeat, helps keep you on your toes and makes combat interesting throughout. Challenge diversity - Challenges feel unique with their own encounters and objectives, no more are you just rushing to the exit. Food has been tweaked. You now only starve if you encounter an unrevealed card with no food. No more are your runs ended because you took path A and don't have enough food to backtrack. Camping - You can camp before moving allowing you to trade with a minor NPC and consume food without moving. Fame - Certain stronger equipment require fame to use, fame is gained by completing encounters. Some people will complain about the fame mechanic but I like it, it adds some balance to the stronger equipment you can get and forces you to try out other pieces you otherwise wouldn't touch. The bad: Some nasty FPS drops during the encounter transition phase, not experiencing it anywhere else in the game. Companion AI is pretty terrible, I've been using Colt or whatever his name is and every combat he's swinging at dead enemies while I'm surrounded by the other six. Dodging is a pain in the ass at least in my experience, I'm dodging attacks moving several metres away from enemies but yet they still hit me. I don't know whether it's a hitbox issue or if the animation is faulty but it makes kiting enemies more dangerous then just using hit and run tactics. During combat animations such as finishers I'm still getting hit by attacks with no way to avoid them, this is especially noticable with weapon specials, I'll activate it and still take damage from enemy attacks where I can't dodge or block because I'm stuck in the animation. Unskippable cutscenes - Changed your weapon? Enjoy a cutscene you've already seen a dozen times you can't skip. An enemy type you've already fought? Enjoy a cut scene introducing them you can't skip. Replaying a challenge? Enjoy all the cutscenes again that you can't skip... Seriously make these skippable it's becoming unbearable.Show moreShow less
The more I played Hand of Fate 2 the less I liked it. Short and bitter. 1) The combat is tedious and there's a lot of it. 2) As the game progresses, it relies more and more on punishing RNG and gotchas rather than skill to raise difficulty. Long and still bitter. Ten hours in, I was enjoying the game quite a bit and was prepared to write a glowing review. 15 hours in the luster somewhat dimmed and I started to hesitate. By 25 hour mark I became annoyed as all hell and finally dropped the game. Normally I'm the stubborn kind of player who finishes the game even it's not particularly enjoyable, but I couldn't bring myself to spend another minute on HoF2. How it goes: The story mode consists of 22 campaigns. Before starting a campaign, you can choose a number of cards which will be added to the campaign deck along with some predefined ones. This deck is then laid out on the table to create a field. You traverse this field, moving token from one card to an adjacent card. Each card you step on is an encounter - an event that is usually resolved in one of the four ways: 1) Trade. Get some, lose some, voluntarily or otherwise. 2) Gambit. A mini game of chance and/or luck. Dice, shells, roulette or timing. 3) Combat. An arkham-style battle against one or several enemies in a small arena. 4) Some combination of the above. For example, if you lose at dice, you have to fight some soldiers. Combat is the centerpiece of HoF2. It is also the weakest part of this game by far. I am not great at action games, I have no intrinsic abilities, I've died a million times in Dark Souls. But even I find this combat insultingly easy. It is a mind numbing repetition of (mostly) two or three buttons that is frustratingly tedious and entirely unsatisfying to perform. There's a very limited number of enemies which you are going to be fighting again and again. The only real danger that combat presents is that you will get hit because you got too bored and started stealing glances at a stream going on your second monitor. The combat is bad and there is no way around it. Which wouldn't be a deal breaker if there wasn't so ♥♥♥♥♥♥♥ much of it. Later campaigns (around 19 and 20) attempt to ramp difficulty quite sharply. And they do it (among other things) by shoving more and more combat encounters into campaign deck. I've spent over an hour on a single campaign and around 45-50 minutes of that time was wasted on combat. One encounter after the other, more and more dummies. The game expands each encounter by adding more enemies into it, but that doesn't really make it harder, only longer. Combat becomes a chore that you muddle you way through just to get back to the table. Another problem with combat being easy is that it invalidates every other system and card that impacts it. There's little reason to chase after good weapons or armor because you can still win easily using starting gear. Well, you can speed it up by using a more powerful weapon, but then equipment that affects gambits offer real value and you should choose that over combat gear. Any buffs (blessings) or debuffs (curses) that affect combat are also essentially useless. I cannot stress this enough: this combat is bad. Additionally, in later campaigns the game starts to break its own implicit rules and throw gotchas at the player just to screw them over and ramp up hours. For example, the straw that broke the camels back for me was this. For the entirety of the game if you encounter an enemy token, you fight these enemies. In the penultimate campaign there are guards patrolling the board. "No problem, I'll just fight em". I run into a guard token and I have to do a gambit. I lose gambit, take a ton of damage and have to restart campaign, losing about half an hour of my time. Instead I uninstall the game and write this review.Show moreShow less
Listen, this isn't Slay the Spire. You're not going to be hurling cards left and right. It's not even a card game. It's more like an intimate game of D&D, so come ready to hear a story, make choices, manage resources, and do some Shadow of Mordor-ish combat. Persistent unlocks and great storytelling are this game's strong points.Show moreShow less
This might be because I'm playing on a desktop and not using a controller, but holy cow is the combat clunky as hell. It's not very responsive, nor is it particulary intuitive, and the combat STILL feels way too simplified. I enjoy the card system and the way the story is told, but the combat ruins it.Show moreShow less
Is HoF2 perfect? No. Is it a vast improvement from HoF? Yes. Is it FUN? Heck yes! Honestly, I tend to be very weary of sequels; especially when they're sequels for games I adore. Hand of Fate is already a great game, so I was both excited and cautious when 2 was going to be different from what I already knew. Well, turns out it was different in mostly -good- ways. HoF2 is definitely more story-driven than the first, and even when you pull your random encounter cards, it doesn't derail the story that's currently happening. Rather, it just adds another layer to the story being told in that particular campaign, I think. There's also the addition of companions and their stories, which was a nice touch, I'm glad they got stories instead of just being 'cards' played in battle. The new chance mechanics are interesting, I actually really like the dice and card wheel as additions. The pendulum has a weird reaction time (more on reaction times in a bit), but it isn't a deal breaker. The addition of Fame and its requirements to use certain equipment is pretty cool, too. There's also a lot of entirely new encounters that add a new level to the gameplay, rather than the regular success/failure mechanic in HoF. Of course the Dealer is back and as sassy as ever, along with some other familiar faces. I'm also liking that we can customise our player, even if it's as basic as skin tone, hair/hair colour and armour pattern. However it's not all good news, the battles feel a little too unresponsive and 'loose', I prefered the battles in HoF by far. As I said earlier, the reaction times are pretty off. I have a really hard time dodging and parrying because I'm constantly 'missing' the prompts. Again, the pendulum chance suffers the same problem. If you're expecting tight action controls, unfortunately, you won't find them here as of this review. (Hopefully they'll be fixed up soon!) Probably the MOST annoying thing however is the little 'warp' cutscene that happens when you enter and exit battles. They're far too bright and too flashy/busy, so if you're sensitive to bright lights and effects, it's something to keep in mind. And as of right now there's no Endless Mode (although hardly an issue, there's PLENTY of story content to work through!). But overall, if you enjoyed Hand of Fate, it's definitely worth picking up. It's not perfect but it's FUN and you can tell that a lot of love and dedication has gone into making it.Show moreShow less
I really liked the first, the story of the HoF2 is good and the fighting/arpg system is enjoyable even though it is quite mediocre. Game feels like a 1 on 1 DnD session with a DM, which I think is a cool concept. Atmosphere is very cool too. I'd really like to give this a thumbs up but the thing with this game is that it just has too much RNG. I did enjoy my spurs with it and I like hard games (roguelikes etc) but in the end the sheer randomness of this one just turns me off each time. I mean you can prepare all you want, have a great run, but the chances of the game (DM) screwing you over are quite high. The minigames are so fast or require so much precision at certain stages of the game that you really just rely on a good bit of luck to win those. There are items that can help to make these easier, but these items often also require the same RNG to get. If these minigames were more skill based I'd play a whole lot more of this. But having to do everything over and over again until you get the luck you need to make it through is just tedious, it makes it unnecessarily frustrating and this gates the fun experience the game should provide.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
Looking for another game? Use thesearch abovefor full price comparison + reviews.