PC Games BuzzVerdict

Darkest Dungeon II

3.5 / 5

2023 · Roguelike RPG · PC / Steam


Red Hook Studios followed up one of the most beloved indie games of the 2010s with a sequel that took a hard turn. Darkest Dungeon II swaps the hamlet-building, roster-managing structure of the original for a roguelike road trip through collapsing lands, and that fundamental shift has split the community right down the middle. People who wanted more of the first game’s formula often walk away frustrated. People who engage with the new structure on its own terms tend to find something worth their time.

Reception tells the story. Steam sits at “Mostly Positive,” which for a sequel to a game this beloved reads more like a warning than an endorsement. Dig into the actual discussions and you find passionate defenders alongside equally passionate critics. This isn’t a bad game that people are tolerating. It’s a good game that keeps being compared to a different one.

The Combat That Drives Darkest Dungeon II

Combat is where Darkest Dungeon II earns its keep. The turn-based system has been refined and expanded in ways that make individual fights more dynamic than anything in the original. Positioning still matters, stress still accumulates, and abilities still carry meaningful trade-offs, but the pacing within each encounter feels tighter. Animations bring more personality to each action, and the variety of enemy compositions keeps you adjusting your approach well into the late game. Multiple players have called this some of the best turn-based combat in any indie RPG, and that praise isn’t unearned.

After several rounds of iteration since early access, the relationship system adds a strategic layer that can swing entire runs. Heroes develop positive or negative bonds based on how combat and road events play out, and those bonds have real mechanical consequences. A strong friendship might trigger a clutch heal at a critical moment. A bitter rivalry can cause a character to undermine another’s actions. Managing these dynamics alongside stress, health, and positioning gives each run a distinct personality.

Atmosphere remains a strength. The gothic horror tone, the narrator’s voice work, the oppressive art direction: all of it carries over from the original and then some. The shift from dungeon corridors to a stagecoach winding through ruined landscapes gives the whole experience a forward momentum that the first game’s loop sometimes lacked. Each region has its own visual identity and hazards, and the sense of dread builds naturally as you push deeper.

A free Kingdoms mode, added in early 2025, offers a completely different strategic experience that has won over some players who bounced off the base game’s structure.

The Shortcomings Struggle in Darkest Dungeon II

Most negative feedback traces back to one structural decision, and it’s fundamental. Darkest Dungeon II is a run-based roguelike. You pick a team, set out on the road, and whatever happens, happens. There’s no town to build between runs, no growing roster to develop over time. For players who loved the original’s persistent progression loop, where each expedition fed back into a larger campaign of construction and recruitment, this feels like the heart of the game was ripped out. That’s not a minor gripe. It’s the reason most negative feedback exists.

Run length compounds the issue. A single expedition can stretch past the two-hour mark, and when a run falls apart late due to bad luck or a relationship spiral, the time investment stings. The original had shorter individual dungeon runs that felt like discrete bets. Here, the stakes of any single attempt are higher because of the clock investment, and that makes the sting of failure sharper for players who don’t enjoy repeating long sequences.

Randomness can feel punishing in ways that undermine strategy. Road events, enemy compositions, and item availability all carry significant variance, and experienced players report runs that felt doomed from the second region onward through no fault of their own. The relationship system, while improved, can still snowball negatively in ways that feel difficult to recover from once stress starts cascading.

DLC pricing has also drawn criticism from parts of the community, with some players feeling that paid content expansions for a game this divisive represent a tough sell.

A Sequel That Chose Its Own Path

Understanding Darkest Dungeon II means understanding one decision: Red Hook didn’t make the same game twice. They looked at what they’d built and decided to push into new territory, even knowing it would leave some fans behind. Whether you see that as creative courage or a misread of the audience probably determines your experience with the game more than any individual mechanic does.

Players who stick with it tend to describe a moment where the new structure clicks, where the road trip format and the relationship dynamics start generating stories as memorable as anything the original produced. Getting to that point requires patience and a willingness to let go of expectations shaped by 200 hours in the first game.

Should You Play Darkest Dungeon II?

Fans of challenging turn-based tactics who enjoy the roguelike structure of discrete, high-stakes runs will find a lot to like here. If you appreciate games that create emergent narratives through mechanical systems and don’t need persistent progression to stay engaged, this delivers. Players coming from Slay the Spire, FTL, or similar run-based games might actually connect with the structure more naturally than longtime Darkest Dungeon veterans.

Skip it if the original game’s base-building and long-term roster management were the main draw. If you want a direct sequel that expands on that loop, this isn’t it, and no amount of patching or free updates has changed that core identity.

The Verdict on Darkest Dungeon II

Darkest Dungeon II is a bold, polarizing sequel that trades the base-building loop of its predecessor for a tighter roguelike structure built around doomed road trips. The turn-based combat is excellent, the atmosphere is oppressive in all the right ways, and the relationship system adds a layer of strategy that can make or break a run. But the shift away from persistent progression alienates as many players as it attracts, and the run length can test patience when things spiral. If you can accept it as its own thing rather than measuring it against the original, there’s a deeply rewarding tactical game here.