Darkest Dungeon II
Darkest Dungeon II is a roguelike road trip of the damned. Form a party, equip your stagecoach, and set off across the decaying landscape on a last gasp quest to avert the apocalypse. The greatest dangers you face, however, may come from within…
Gather your courage and ride out into the chaos of a world undone.
Four heroes and a stagecoach are all that stand between darkness and salvation.
Tried and True Turn-based Combat, Improved
The ground-breaking genre-defining combat from Darkest Dungeon returns, but everything from stats to rules has been refined and improved. The all new Token System helps make your decisions impactful while adding even more depth of play.
Unforgettable Heroes
Uncover and experience the tragic origin stories of each hero. Unlock their full potential via new skills, paths, items, and more.
Roguelike Runs, Each With Its Own Emerging Story
Each expedition lasts from 30 minutes to several hours. Even an untimely end will arm you with resources that can be spent to improve your next journey.
The Altar of Hope
Engage with a massive system of upgrades and boons that opens up new strategies for each expedition. Choose what’s important to you as you formulate your assaults on the Mountain.
The Affinity System
As travels progress, heroes bond with each other or grate on each others’ nerves, leading to desperately needed combat synergies or journey-ending dysfunction. Manage their stress and interaction to keep the team together until the bitter end.
Nightmarish Environs
From the burning Sprawl to the diseased Foetor, the long road to the Mountain will challenge your strategies and your endurance.
Explore five distinct regions, each with their own unique creatures and challenges.
A Moment’s Peace
Rest your weary, shell-shocked heroes at the Inn, where you can relieve their stress and try to improve their relationships with a variety of diversions and delights.
Face Your Failures
Journey to the Mountain and face down five terrifying manifestations of your weaknesses.
Signature Art Style, Evolved
Darkest Dungeon’s genre-defining art now improved with no expense spared on 3D visuals, animation, and visual FX.
A Feast for the Ears
The audio team from Darkest Dungeon is back. Revel in an all new narration performance by voice actor Wayne June, a brand new expansive score by Stuart Chatwood, and bone-crunching sound effects from Power Up Audio.
Steam User 87
Of course, of course, this isn’t DD1.
The first game had a brutally high entry threshold: it punished you over and over while you desperately tried to save as many of your characters as possible through dark, convoluted mechanics and merciless RNG. Over time, you’d study the system, upgrade your recovery spots and gear so your people could survive longer and be better prepared. You’d start to understand the quirks and weaknesses of every party member. And after weeks... months... years, maybe, just maybe, you would finally beat the game.
In the second game? None of that.
Now DD2 is a pretty standard roguelike across three maps, where the main idea is to throw yourself forward and experiment aggressively. Made it to the furthest inn you could reach? Wrap up the run, gather your candles for meta-progression, and get ready for the next go.
The pros: the game is faster, more accessible, has gorgeous visuals, a genuinely interesting story, and some pretty unique mechanics for its genre.
The cons: well, the pros are also the cons. Now when you lose or someone dies — nothing bad really happens. Just pick that hero again on your next run. There's none of that soul-crushing bitterness from the first game.
Also, forget about fun meme-squads like four Lepers — freedom of choice is officially dead.
Ironically, they put way more effort into fleshing out each "character" this time around than they did in DD1. Which honestly feels pointless, because characters die and respawn endlessly, with only the tiniest shred of permanence.
You're not investing in a hero, no matter what the game tries to tell you — you're investing in a class. The individuality of any given character doesn’t really matter.
Still though — it’s a damn good game. Some mechanics got better, some got worse.
...but after almost 300 hours, I still have one question:
Where the hell are the dungeons?
Steam User 53
I put off buying this after hearing some negative reviews from DD1 players. I have to say I like it _more_ than DD1 -- to this not-too-serious gamer it's been a bit easier for me to get a handle on, advance with, and enjoy. The (not entirely, but more) linear paths make it easier for me to parse what decisions to make, I find combat a bit easier (madness seems to accumulate more reasonably) and on the whole, as a casual gamer that doesn't want to explode my brain every time I fire up a game to relax -- it's a good fit for me.
Steam User 91
One of the most significant games to me personally.
Disclaimer: it's nothing like Darkest Dungeon 1, not even close. I am honestly puzzled as to why they called the game "DD2" at all. Whatever minor PR won by this is clearly outweighted by previous game fans' backlash. It's a spinoff at best, both in story and gameplay.
So, why like this game? To me it's mostly themes of the world, the characters, the story. Someone astutely said that there is a Silent Hill vibe (a very different game), because the entire world is build around spiritual torment, and obsession with it. Combined with beautiful immortal voice of Wayne June (who ever lives in our hearts), the games gruelling gameplay becomes more of a meditative experience. You play just to hear another one of his great quotes.
I won't sugarcoat it: this game's triumph is also it's weakness, Wayne carried 90% of it all. Without him this game is pretty much exactly what negative reviews paint it as. Still, visual and sound design, combined with story and again, voice acting come together as something that is bigger than its flaws.
If pure gameplay is what you're here after, then first: bad idea; second: let's talk about that.
Combat wise it's a significantly simplified version of DD1 gameplay. Hits are guaranteed unless specific effects indicate otherwise. Buffs and debuffs no longer stack to same extent as they used to, values are easier to remember. Something to the effect of "15% 25% 50%". There has also been some attempts at innovation, giving some heroes unique buffs and debuffs and the like. For example, Occultist now needs to accumulate and spend Celestial Autism (not real name but idk) tokens to cast his strongest spells. In some cases it's okay, in others it's kind of annoying and you just avoid a character so you don't have to construct your entire party to accomodate for this one character's BS. Generally, I think tactical encounters actually got casualized, it's a strategy layer that gets to people. And yes there are bosses. Those I think might be the worst offenders of tactical layer. Actual run-end bosses are alright, but do be sure to google what they do, because they are gimmicky (more so than in DD1). As for "mini" bosses - completely awful, I am an adamant defender of this game and I hate them. Each "mini" (not really) boss is a ticking clock towards party wipe, and you either hardcounter them throught one "correct" strat or you feel so helpless it's not even funny. End-run bosses are legit much easier.
As for strategic layer, you have a kind of "car in zombie apocalypse" scenario, where you travel down a forking road on a carriage. There are several biomes, each with very specific hazards. At the end of each biome you can restock, replace fallen heroes and choose the next biome (out of 2 available). In every individual map you have a forking highway I mentioned, and you essentially travel from one mini-location to another, by choosing to turn one way or another. And naturally you can't go back, because the protagonist wouldn't be where they were, if they were intelligent. The mini-locations have either prompts, tactical encounters or long-term hazards. Some locations are known beforehand, some are not. Most mid-late biomes are insaaaanely long, taking about 20-30 mins each. Artistically it's interesting, because it really does make you feel fatigued, but in a good way. From a pure gameplay perspective, however... Eh... I mean like I said, this game has a big case of "videogames are art". And if you believe the same, this game will test your conviction.
Oh and the stress system got revamped, it's easier to tell from scratch, rather than what's different. So when heroes' stress is at maximum (it's now 10/10 rather than 100/100 by the way), heroes generally have their health reduced to 10-20% of what it was and relationships with other heroes suffer. There are no longer permanent stress conditions like "abusive" or "masochistic". Although having frequent mental breakdowns does give bad quirks as well as ruin relationships. Speaking of, what is a relationship? It's something they replaced stress buffs/debuffs with. Can be weirdly wholesome, but just difficult as the mechanic that was replaced. It's neither better nor worse than stress conditions, really. At any rate, heroes that hate each other will get debuffs when their nemesis does certain skills (it's marked by blue outline) or move, ect. Basically powerful negative modifiers to skills of both rivals; you will either avoid these skills or tough it out. Positive relationships act much the same way with some skills being "blessed". A relationship is re-rolled on entering every new biome, so there is an elusive hope of turning things around, should everything go bad. Since whiskey items improve friendship between heroes, keeping a mountain of alcohol is recommended.
A detour about RNG. It's... Not so bad, actually. You see, RNG is complete ass unless your party is jack of all trades. Which is the only good party composition in this game (sadly). Your party needs to be as flexible as possible, otherwise it will depend on OP trinkets and obscure strats and yeah, with that in mind RNG will absolutely not be your friend. I have found however, that a balanced party doesn't really need good trinkets to come out on top. Although ofc you probably won't beat a final boss being naked and afraid. When creating a party, expect each hero to be able to hold their own, should the worst happen. No hyperspecialized heroes, otherwise it will all go to pieces the very moment your ranks are broken (so basically immediately). It is also wise to chose the weakest biome relative to your party specialization. Yes, this was in DD1 too, but in DD1 this choice was far, far more reliable.
Naturally, if you die, you find yourself in hub with accumulated resources, and generally a party wipe after 80% of a run still gives a ton of resources. It's mostly the frustration that gest people, I think. An average run is like beating 4-5 DD1 missions back to back with no breaks. And like I said, you need certain knowledge to enjoy this. Google the crap out of minibosses, make versatile parties. The balancing is off, yeah. "Pretentious" characters are harder to make viable than "big stick smash". I still love this game and I think if you're not here for mechanically good gameplay, then I think you can too. Strange as it sounds, many iconic games were... Challenging to play.
Steam User 58
I'm a huge fan of the darkest dungeon series and thoroughly enjoyed DD1, but I think I have to make it clear:
DO NOT GO INTO THIS GAME EXPECTING A REPEAT OF DARKEST DUNGEON ONE.
Darkest Dungeon 2 is controversial when it comes to being the successor of the first game, but if you can look past that you'll find something fantastic. Darkest Dungeon 2 is more appealing to me because of how easy it is to start a new run. It excels at being easier to jump into than the first game, as runs could take multiple weeks irl in DD1. If you don't have the time or commitment necessary to complete the first game I wholeheartedly recommend Darkest Dungeon 2 in its stead.
RIP Wayne June and thank you for your contributions to this series.
Steam User 90
Recommending this for 1 reason and 1 reason alone. There is a mod called GIGADUNGEON on Nexus mods that fixes so many weird issues with the game. All around there are a lot of very strange design choices but this 1 mod fixes most of them in one fell swoop.
Fun game, but must be modded imo.
9/10 thanks to the workshop and dedication from fans.
Steam User 36
I remember hesitating to buy this game, given the difference in format compared to the first game. Instead of the dungeon crawler, rogue-lite campaign of the first game, lasting many many hours, you instead embark on one and a half to two and a half hour journey's that end with a boss fight. Despite the reservation, given how much I loved the first game, I still wanted to see the characters I had grown to love in all their 3-D glory on a new journey, and I regret nothing.
This game is so much fun, albeit extremely frustrating. The Lovecraft/Gothic style from the first game continues to present itself in an updated and beautiful way. The characters are fleshed out with stories, revealing their past and helping the player to understand certain aspects of their kits and demeanor. The game play is similar to the first game, but with another layer of complexity through the combo token system as well as a few other new combat tokens that require you to think more in combat. New as well as some returning enemies, as well as new locations make for an interesting and fresh atmosphere for the player to become familiar with.
There are new gameplay systems as well. You move throughout 2-4 regions throughout your journey, with an inn at the end of each journey where you can buff your team for the next region using inn items or stagecoach items (the stagecoach is the way you move throughout the regions), as well as buying from the inns shop and using upgrade points to unlock and use new abilities for your team. You can buy combat items as well, providing you with buffs and tools in fights. At the end of each run, you receive candles of hope, allowing you to upgrade your heroes, unlock new items (stagecoach, inn, combat, etc) and upgrade other aspects of the game. You can unlock different difficulties through the stagecoach flames, adding different challenges for your future campaigns.
There is a lot more to this game than just this, including awesome mini-boss and boss fights, another game mode completely that is more similar to the first game (Kingdoms), hero relationships, different hero paths, cosmetics, and so much more.
I could talk about this game for hours. I really believe it is in it's prime at the time that I type this review, and I believe the developers have some awesome things in store for the future.
Plus, more Wayne June (Rest in Peace).
Steam User 44
Disclaimer: This is my first review, I don't do reviews for Steam, but I find the current ratings so unfair to the quality of the game that I want to bring my perspective for someone in doubt.
For DD1 fans: I have over 300+ hours in the first game and if you want an exact sequel for the former I suggest exploring the mods for DD1 and do a new run. Because DD2 is a "spin-off", you can accept the new formula and appreciate the greatness that the game has and have fun, or don't have fun. Adjust your expectations is the wise move here.
For the problem of long runs: That are mods that make the driving faster and I would say it's a MUST HAVE in this game. I think that is the most fair critic of the gameplay, the runs are indeed long, but they are worth it.
I didn't play the Expansions
THE GREAT:
Darkest Dungeon series should be an textbook example on how to build tension, immersion and atmosphere for the player. The art, visuals, animations, background, sound effects are incredible and the new models are superior to DD1. The characters feel more alive, the post attack animations are so satisfying to watch, and the little details express the personalities of our heroes.
The soundtrack continues to be an marvelous work of art. Some of the tracks are otherworldly, and connects so well to the theme of the game.
Less RNG. Maybe the biggest complain of DD1, but in this game all hits are 100% guaranteed, except if a token is modifying it, you are totally aware of what you are getting into.
Tokens. I love the idea of the tokens, it's different, fresh for me and easy to understand.
Paths. Incredible ideia, it's like subclasses for the heroes. I would say it's the equivalent of choosing the trinkets in DD1 in function of the role you want for your character.
Mastery. If you want more abilities for your heroes, you have to explore their memories and PLAY their stories. I absolutely love the concept, it's so fun and addictive. Maybe only The Witcher 3's Gwent was more addicting for me. Some runs I only cared for finding the towers of reflection.
Challenging. The difficult are in a great level for me. You get punished for building bad parties, especially in the bosses. Prepare for a good dose of adrenaline and big moments.
THE NOT SO GOOD:
The UI is a bit confusing and not great to navigate but you get used to it in after some runs.
Lack of specific details of the paths of the heroes, making you have to search for the information.
MY COMPLAINS:
More enemies would be great.
Native faster traveling or more speed like Slay the Spire does.
Not full roster of DD1. That was a hard pill to swallow. Where is Houndmaster, Arbalest?? They are some of my favorites and they would look amazing in DD2...
The storytelling is weaker than the first game and I felt that the narrator took a step back. He was the star in DD1's show, but in DD2, I found his presence less impactful.