About the Game
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...

New Game Mode - Kingdoms - Now Playable!
“This squalid Kingdom, these corrupted lands, they are yours now, and you are bound to them.”
Kingdoms is an entirely new stand-alone strategic campaign game mode available to play now in Darkest Dungeon II.
Featuring a completely reimagined game structure, Kingdoms is a parallel game experience to the Confessions core game mode. You will be challenged to defend a crumbling realm against incursion from all new enemy factions.
Manage a persistent roster of heroes, gather resources, and pursue an epic questline in order to track down and defeat the source of evil before all is lost.
Progress in each game mode is tracked separately, and you can freely switch back and forth between active sessions of either.
Kingdoms is being released in thematic modules, each focusing on a different enemy threat. All three adventure modules - “Hunger of the Beast Clan”, “Secrets of the Coven”, and “Curse of the Court”- are available now!

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.

Screenshots
20 images
Version Information
Steam Patch Notes
Official update history
We're released another hotfix for Darkest Dungeon II. Here's what the build includes:
HELLION
Ravager
🔸 Toe to Toe is now a Path skill
🔸 Toe to Toe+ does not ignore Winded (in fact, it never did for Ravager)
🔸 Toe to Toe+ grants +4% Deathblow RES per Winded removed for 3 Turns
Berserker
🔸 Toe to Toe is now a Path skill
🔸 Toe to Toe+ does not ignore Winded (as above, it never did for Berserker)
🔸 Toe to Toe+ grants +3% CRIT per Winded removed for 3 Turns
Dev Note: Due to a system limitation that lead to a conflict with the Ravager and Berserker Paths' mechanics for ignoring Winded, the "Ignore Winded" component of Wanderer Toe to Toe+ is unable to function correctly on either Path. For this reason, we opted to make Toe to Toe a Path skill for each and replaced that non-functional element with a buff better suited to facilitating Ravager's low health gameplay and Berserker's CRIT momentum.
GAMEPLAY
🔸 Increased Wanderer heroes candle bonus from 1 > 2
🔸 Increased Academic's Honorarium candle bonus from 10 > 15
🔸 Increased region completion candle bonus from 8, 20, 36, to 12, 24, 36
🔸 Increased Biome Bosses Cleared candle bonus from 4, 10, 20 to 8, 16, 24
🔸 Increased Faced End Boss candle bonus from 6 to 10
🔸 Reduced Character Unlocked Candle cost from 8 to 5
🔸 Removed Candle Penalty from all Radiant Flames
FIXES
🔸 Fixed Abomination's Rage+ tooltip to correctly reflect the amount of damage given
🔸 Fixed persisting heroes with no memories equipped reverting to Wanderer without its candle bonus when leaving them behind at the crossroads
🔸 Fixed heroes being able to persist as Wanderer without its candle bonus after being recruited as a reserve hero on a successful expedition
🔸 Fixed persisting heroes recruited as reserve heroes during an expedition having their Wanderer path indicate a possible candle bonus in the UI despite it being inactive for them
We've just moved our previous coming_in_hot build to retail. We also realized there were a couple changes in the last build that we didn't mention, so I'm posting those notes here now!
HEROES
Man-at-Arms
🔸Fixed an issue with Bolster and Bolster+ target playing idle animation during zoom-in if they did not have sufficient stress to trigger the stress heal effect
Duelist
🔸Fixed an issue with Intrépide Path's Aggressive Stance debuff neither displaying nor behaving correctly
Misc Fixes
🔸Fixed an issue with some Death's Head buffs showing on the Conditions tab instead of as direct buffs on the Hero
🔸Fixed a crash that would occur when triggering maximum loathing many, many times in the same play session
Modding
🔸Fixed an issue in both Confessions and Kingdoms where Hero Mods were disappearing on load unless they were in the last slot in the mod list
Send us your feedback!
Last summer we released the hero creation tool for the Darkside modding project. This tool contains everything you would need to create a full Confessions hero. If you are a modder, please let us know about any issues you have with this tool. Furthermore, if you have any suggestions for the Darkside modding project in general, send them our way. You can post your feedback in our Discord (please use the Feedback channel), or shoot us an email at [email protected]
Hello everyone.
We've just pushed a new build with a couple fixes. If you play with mods specifically, it would be great if you could switch to the coming_in_hot branch to test this out.
🔸 Fixed an issue where Hero Mods were disappearing on load unless they were in the last slot in the mod list
🔸 Fixed a crash that would occur when triggering maximum loathing many, many times in the same play session
Fixed narration not playing when arriving at faction combat routes in the Sprawl, Sluice, Tangle, Shroud, and Foetor
Updated Regen token icon
Fixed Death appearing in Kingdoms without Flagellant in the party when the Dam option is enabled. Dam options are meant to affect Confession mode only
Empty Stein: Replaced Target Ally: Strength (95%) or Daze (5%) with When Stress Healed: +1% CRIT (1 Battle) Dev Note: The previous buff was confusing since it didn't interact with Raucous Revelry's ally effects, so it was changed to a more universal buff
Updated Korean localization
Fixed scroll wheel sensitivity and gamepad input issues introduced by our Unity update
HEROES
Hellion
Ravager
Fixed an issue with Toe to Toe not correctly converting Winded into Taunt
Leper
Monarch
Fixed an issue with Purge+ having extraneous information in the tool tip
Fixed an issue with Ruin Has Come+ token inflicting DMG instead of stress
Fixed missing Mastery icon on Ruin Has Come+ token
MONSTERS
Cultists
Fixed an issue with Cultist Altar not correctly granting Worship in certain Confessions when using "Altar of X" skills
Fixed an issue where it could be possible for the Cultist Altar to use Altar of Denial or Altar of Resentment and not have those skills reveal in the Academic View if the first time seeing them occurs during an Extended Confession
Cherubs now spawn with an additional Dodge+ token in Kingdoms
FIXES
Fixed an issue with several strings not using the new regen icon
Fixed an issue with the Initiative order skipping ahead and then back after skill use
Added additional clarity to Rotten Tomato and War Paint item descriptions
Extended Act 1 boss now has a buff that adds +50% Max HP
Note: Patch size is due the Unity version upgrade due to that security breach, which resulted in all of our asset bundles to get rebuilt.
Known Issues
The version upgrade seems to have made the mouse scroll wheel very sensitive
Prevent the game from locking up when you open the hero sheet on the kingdoms map when you also happen to be mousing over the status bar for one of the heroes in your party
Fixed a reoccurring soft lock on the Victory Screen of modded runs
Fixed fast combat option issue, when turned on and exiting to main menu would result in game being incorrectly sped up
We just pushed a new build with the following changes:
Added 33% chance to obtain Human Blood (Resilient) from Assistance Encounter Provisions while on the quest step to collect resilient blood
Added 50% chance to obtain Human Blood (Resilient) from Assistance Encounter Militia while on the quest step to collect resilient blood
Assistance Encounter locations are now always scouted while on the quest step to collect resilient blood
Fixed excessive Chirurgeon location spawn rates in underground regions while on the quest step to collect resilient blood
Fixed Bloodworn Syringe not providing Bloodsucker Blood when used on Bloodsuckers in Sieges after the collect resilient blood step is completed
Fixed inconsistent Health, Stress, and Fatigue heals when arriving at Camps adjacent to infected regions
Fix stagecoach visual upgrade mods that are using visual overrides to not have their materials overridden at spawn time
Fix attempt for crash that could occur when opening the Character Sheet of a character who has the Crimson Curse
Yesterday afternoon we pushed a new hotfix to the game. That update contained the following:
Updated the Sync Audio option to make the change immediately instead of requiring a restart
A fix attempt for the game failing to load just before the final Confessions boss
Another fix attempt for the persisting black squares after Confession Inn
Another fix attempt for a soft lock that occurs after revealing skills on Embark Screen
Fixed Travelogue entry from multiple deliverables shows wrong Mastery point total
Fixed excessive creature den spawn rates in underground regions while on the quest step to collect resilient blood
- Updated the Sync Audio option to make the change immediately instead of requiring a restart
- Another fix attempt for the persisting black squares after Confession Inn
- Another fix attempt for a soft lock that occurs after revealing skills on Embark Screen
- Fixed Travelogue entry from multiple deliverables shows wrong Mastery point total
- Fixed excessive creature den spawn rates in underground regions while on the quest step to collect resilient blood
We've just pushed another build with a slight tweak to one of the Curse of the Court quests:
Reenabled The Purifier cleansing infected regions when arriving at camps and updated item description
This build resolves the following issues:
Removed Crimson Curse requirement for travelling to the boss region
Creature Den spawn chance while on the quest step to collect resilient blood is now guaranteed
Fixed issue where The Purifier was cleansing the crimson contagion when arriving at camps when it should only cleanse when arriving at inns
Fixed cases of Bloodsuckers missing Hive buffs
Fixed an issue with Veteran Fighters not triggering the En garde! achievement if they killed an Esquire with Riposte
Fixed "Social Distancing" achievement from completing in the wrong module
Updated logic to award the Killing Moon achievement to players who completed the Coven module on Blood Moon difficulty before we added the achievement. (Will also handle any other gang and/or difficulty achievement types that didn't get awarded for whatever reason)
Fixed an audio issue where combat and driving music would overlap in the K3 Kingdoms Module at Resistance Encounters choice screens
Fixed an input issue when pressing Inventory hotkey at the moment you open any Kingdoms Inn Section resulted in the Inventory not appearing
Attempted fix for soft lock that could occur after revealing skills on Embark Screen
Attempted fix for a soft lock at Victory screens in modded runs
Gamepad: Fixed an issue where users were able to access the Inventory while at the Crossroads in Kingdoms
Gamepad: Fixed an issue where users could not navigate between Encounter Story choices
Current Release
Not available
System Requirements
How to Install
setup.exe
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
3.2 GB
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