Info about UnderMine 2:

Official game description:
Building on the best aspects of UnderMine, an acclaimed action-adventure roguelike, UnderMine 2 takes dungeon crawling to a whole new level! Discover, combine, craft, and transmute powerful relics and take your lowly peasant from zero to hero. Trivial human politics distract as cosmic machinations unfold — there is more than one war in Delvemore. While King Faraam IV attempts to regain control of his kingdom, the unseen war between two daemonic siblings ripples the fabric of reality.  
PLAY WITH A FRIEND
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Invite your friend to drop in and play through the entirety of UnderMine 2 together! Two-player co-op lets you tackle the game with each other, presenting a dynamic challenge and opening up new strategic options.
PLAYABLE CHARACTERS
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Discover, unlock, and play as new characters, including Black Rabbit, a lucky and ambitious treasure hunter. Each character has unique stats, abilities, upgrades, and relics.
BRANCHING PATHS
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New regions of the Undermine have been revealed, and each branches off into various other areas. Navigate it to complete builds, quests, and different objectives. Your final challenge depends entirely on your decisions throughout the run.
ARCANA
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Wield new, interactive relics called Arcana. Each adds a new ability to your character, from casting fireballs to summoning skeleton minions to rearranging time and space.
FULL MOD AND WORKSHOP SUPPORT
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Easily create new items, characters, encounters, quests, and more with paintable tilesets, a visual scripting editor, and other included development tools. You can also easily download other players' creations through Steam Workshop.

Release date: Jul 22, 2025

Categories: Roguelike, Dungeon Crawler, Cooperative Multiplayer, Character Progression, Exploration, Resource Management, Build Crafting, Mod Support


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics: No data
- Time-to-fun: No data
- Player Archetypes: No data


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Excellent sequel, improved gameplay (weight 1): Players overwhelmingly praise the game as a significant improvement and worthy successor to the original. They highlight its enhanced gameplay, polished feel, and successful balance of familiar elements with fresh additions, making it highly enjoyable and replayable.
- Improved and beautiful visuals (weight 0.23): The game's visuals receive strong positive feedback, with players noting improved graphics, more vibrant and detailed scenarios, and better lighting. The art style is consistently described as beautiful and charming.
- Rewarding meta-progression system (weight 0.2): The meta-progression system is highly praised for being fun, rewarding, and providing meaningful evolution to mechanics. Players appreciate the new options and the addictive nature of unlocking new elements, which enhance the overall experience.
- Engaging new characters (weight 0.17): The addition of new playable characters, particularly the Black Rabbit, is well-received. Players enjoy the varied combat styles and the depth these characters add, with Black Rabbit specifically noted for making runs easier and more dynamic.
- Responsive developer support (weight 0.11): The development team is highly commended for their responsiveness and active work in addressing issues and bugs. This dedication to improvement fosters player confidence and satisfaction.
- Deeper build crafting options (weight 0.09): The game offers deeper item and run building, with new stats and mechanics that allow for more controlled and diverse build crafting. This enhances replayability and strategic depth.
- Significant Early Access content (weight 0.08): Players are impressed by the substantial amount of content available even in Early Access. This indicates a robust initial offering that provides many hours of gameplay from the start.
- Innovative Arcana system (weight 0.08): The new Arcana system is highlighted as an excellent addition, providing new ways to approach runs and making combat more fluid and versatile. It significantly contributes to run variability.
- High-quality roguelike experience (weight 0.07): The game is recognized as a high-quality roguelike/roguelite, featuring challenging dungeons, bosses, and a compelling story that aligns well with the genre's core tenets.
- Robust modding support (weight 0.06): The inclusion of mod support, particularly via Steam Workshop, is a significant positive. Players are excited about the potential for community-created content and customization.
- Charming music and sound (weight 0.06): The game's music and sound design are praised for being charming and amazing, contributing positively to the overall atmosphere and player experience.
- Precise character handling (weight 0.05): Character handling feels fresh and precise, indicating improvements in player control and movement that enhance the gameplay experience.
- Overpowered item synergies (weight 0.05): Specific item combinations and high luck stats can lead to extremely powerful runs, allowing players to accumulate vast amounts of gold and easily manage health, which can make the game significantly easier.
- Preference for original game (weight 0.05): While generally positive, some players express a preference for certain aspects of the first game, particularly its progression feel, suggesting a slight divergence in design philosophy that might not appeal to all veterans.

Common complaints:
- Unfinished, uninspired sequel (weight 0.9): Many players feel the game is an unfinished, unpolished sequel that reuses too many assets and mechanics from the first game, leading to a sense of it being more like an expensive DLC than a true successor. This results in a lack of novelty and a feeling of disappointment.
- Unrewarding meta-progression (weight 0.85): The meta-progression system is widely criticized for being slow, unrewarding, and feeling like an excessive grind. Players report a lack of meaningful character growth or a sense of increasing power after runs, diminishing motivation for continued play.
- Unfair difficulty spikes (weight 0.81): The game's difficulty is perceived as unfairly high and poorly balanced, especially in early stages and boss encounters. Players feel it relies on artificial inflation, such as enemy spam and high damage, rather than a gradual, fair challenge, leading to frustration.
- Clunky character controls (weight 0.69): Players report that character movement, jumping, and controls feel clunky, sluggish, and unresponsive, a regression from the first game. This impacts the overall fluidity of gameplay and contributes to a less enjoyable experience.
- Poor gold/currency system (weight 0.52): The new gold and currency system, particularly the shift from persistent gold to in-run resources and boss-dropped 'crown coins' for meta-progression, is widely disliked. Players feel it removes the satisfying progression loop and makes gold largely useless, hindering the sense of reward.
- Frustrating level design (weight 0.48): The game's level design is criticized for being overly cluttered with visual elements, too many enemies, and an excessive number of pits and traps. This leads to frustrating, unavoidable damage, chaotic combat, and difficulty in discerning threats, especially in early levels.
- Overpriced shop items (weight 0.21): Shop prices are considered excessively high, making it difficult for players to afford useful relics, blessings, or healing items. This issue is exacerbated by the perceived lack of sufficient gold or currency drops, making early shops feel useless.
- Nerfed altar mechanics (weight 0.14): The changes to altars are viewed negatively, as they now often require significant curses for minor blessings, making many options feel not worth the trade-off. This reduces the strategic value and appeal of altar interactions.

Gameplay feedback:
- New meta-progression currency (weight 0.12): The meta-progression and upgrade systems now use a new currency, such as 'crowns' or 'tokens,' instead of gold. Gold is now primarily an in-run currency.
- New character attribute system (weight 0.1): The game introduces a new character attribute system, allowing players to invest points into various stats like Strength, Intelligence, and Dexterity. This system is more streamlined than the previous game's, with some attributes being simplified.
- Co-op gameplay available (weight 0.1): The game supports co-op gameplay, including local split-screen and online co-op via Steam Remote Play. This allows players to team up and experience the game together.
- New mana and spell system (weight 0.08): A new mana bar and Arcana (spells) system have been implemented, adding more depth and variety to combat. Spells are activated using mana, expanding player combat options.
- Early boss progression focus (weight 0.08): The game features a structure where players encounter a boss after only two levels. Beating this first boss is crucial for early progression, as it provides tokens or thorium for meta-progression.
- Gold is in-run currency (weight 0.07): Gold's role has shifted; it is now exclusively an in-run currency used for purchases during a run. This changes the dynamic from the first game where gold was also managed outside of runs.
- Increased game difficulty (weight 0.06): Players find the game challenging, noting it's more difficult than its predecessor, partly due to curses from altars. The difficulty can be adjusted by enabling additional items or lowering damage.
- Infinite gold farming possible (weight 0.05): There are specific builds or mechanics, such as 'lucky gold stream' or repeatedly buying gold-dropping potions, that can lead to infinite gold farming within a run. This might be an exploit or an intended mechanic.
- Similar to original game (weight 0.05): Many players feel that the game is very similar to the original Undermine, with most core mechanics remaining largely unchanged. This suggests a familiar experience for returning players.
- Random attribute blessings (weight 0.03): Out-of-run attribute growth has been changed from direct investment to random attribute blessings obtained from gold mining, altering meta-progression.
- Demon altars for stat trade-offs (weight 0.03): Demon altars are present, allowing players to upgrade their stats in exchange for a negative effect or 'malus,' adding a risk-reward element.
- Keys required for unlocks (weight 0.03): Keys are required to open various elements in the game, including blessings, shops, and relics, adding a resource management layer.
- Puzzles and hidden rooms (weight 0.02): The game features puzzles and hidden rooms, encouraging exploration and offering additional content for players to discover.
- Potion-selling machine unlocked (weight 0.02): After rescuing the Black Rabbit, a potion-selling machine becomes available in her room, providing a new vendor option for players.
- Hub with merchants (weight 0.02): The game includes a central hub area where various merchants are located, providing a base for players to interact with vendors.
- Slippery pitfalls noted (weight 0.02): Many players have commented on 'slippery pitfalls,' suggesting environmental hazards that are difficult to navigate or avoid.
- Forge system included (weight 0.02): A forge system is available in the game, suggesting mechanics for crafting or upgrading equipment.
- Multiple playable characters (weight 0.02): The game offers different characters for players to choose from, suggesting variety in playstyles or starting abilities.
- Recycled enemy types (weight 0.02): Many of the enemy types (mobs) are copied directly from the first game, indicating a lack of new enemy variety for returning players.
- Key-based strength relic (weight 0.02): There is a core relic that provides a strength increase based on the number of keys the player possesses, linking two different mechanics.
- Active item mechanic (weight 0.02): The game incorporates an active item mechanic, allowing players to use specific items with activated abilities during gameplay.
- Gold-stealing slimes (weight 0.02): There are specific slime enemies that have the ability to steal gold from the player, adding a unique threat during runs.
- Multi-phase Archbishop boss (weight 0.02): The Archbishop boss has two distinct phases and two health bars, indicating a multi-stage boss fight.
- Charm attribute affects discounts (weight 0.02): A 'charm' attribute exists that specifically affects discounts, influencing player economy and shop interactions.
- Game features zones (weight 0.02): The game is structured into different zones, suggesting distinct environments and progression paths.
- Map teleport function (weight 0.02): A map teleport function is available, allowing players to quickly navigate between different areas on the map.
- Swindler's Coin Arcana (weight 0.02): A specific Arcana named 'Swindler's Coin' exists, indicating unique spell abilities related to currency or luck.
- Stuck mini-chest interaction (weight 0.02): Players can still acquire items from mini-chests that appear stuck by jumping up and down, indicating a specific interaction or minor exploit.
- Character color changes (weight 0.02): Character colors change, which could be a visual customization option or an indicator of status/effects.
- Black Rabbit attack rate (weight 0.02): The Black Rabbit character or enemy attacks at a rate of twice per second, providing specific combat detail.

Performance notes:
- Frequent performance issues (weight 0.05): Players are experiencing significant performance issues, including frequent lags, delays, and freezes, even when graphics settings are reduced. These problems appear early in the game, starting from the tutorial.
- Game-breaking damage bug (weight 0.05): A critical bug prevents players from taking or dealing damage, which halts progression during scripted events like death scenes. This issue makes the game unplayable past certain points.
- Good Steam Deck performance (weight 0.03): The game is reported to run well on the Steam Deck, provided that some graphics settings are adjusted or turned off. This indicates good compatibility with portable gaming devices.
- Resolution and FPS caps (weight 0.03): Some players are encountering issues with resolution and frame rate caps, specifically being stuck at 1080p and 60fps. While an FPS unlock option exists, it doesn't seem to resolve the issue for everyone.

Recommendations:
- Wait for game improvements (weight 0.38): Many players are hesitant to recommend the game in its current state, often suggesting waiting for further development or a sale. Some have even refunded the game, indicating significant dissatisfaction with the current version.
- Optimism for future development (weight 0.33): Players express optimism for the game's future, especially given its Early Access status. They hope for continued development, content additions, and improvements to address current issues, believing the game has strong potential.
- Compares to Undermine 1 (weight 0.23): There's a strong sentiment comparing the game to its predecessor, Undermine 1. While some find it a worthy successor, many feel it doesn't yet live up to the original, suggesting new players try the first game instead.
- Good for roguelike fans (weight 0.09): The game is recommended for fans of roguelike and roguelite genres, drawing comparisons to popular titles like Binding of Isaac and Enter the Gungeon. Players who enjoy these types of games are likely to find this game appealing.
- Improve meta-progression (weight 0.05): Players are requesting changes to meta-progression, specifically hoping for the return of gold usage for permanent upgrades and the addition of starting artifacts or similar bonuses.
- Current players satisfied (weight 0.05): Some players are satisfied with the game in its current state, finding it enjoyable and feeling comfortable with its mechanics and gameplay loop.
- Boss difficulty needs tuning (weight 0.04): Players suggest that boss difficulty needs to be reduced. There's also a specific suggestion to remove the permanent upgrade bonus after defeating the first boss multiple times to maintain challenge.
- Strong negative sentiment (weight 0.03): Some players express strong negative emotions, finding the game 'disgusting' or 'regrettable,' indicating a very poor experience.
- Add manual difficulty (weight 0.02): A specific suggestion is to implement a manual difficulty adjustment system, similar to what is found in Hades, allowing players more control over their challenge level.
- Increase boss currency drops (weight 0.02): Players recommend significantly increasing the amount of coins and thorium dropped by bosses, which would likely impact progression and player economy.
- Adjust altar spawn rates (weight 0.02): A specific design suggestion is to swap the rarity of non-corruptive and corruptive altars, making non-corruptive altars more common and corruptive ones rare but more enticing.
- Increase forge frequency (weight 0.02): Players suggest that the forge, a key mechanic, should appear more frequently, ideally on every level or at least after the first boss, to improve player experience and progression.

Other player notes:
- Early Access needs more content (weight 0.34): Players frequently mention that the game is in Early Access and express a strong desire for more content, complexity, and diversity. They anticipate significant improvements and additions as development progresses, hoping for a more polished and expanded experience.
- Address keyboard input issues (weight 0.06): Some players experienced critical gameplay issues, such as being unable to move or losing gold, due to keyboard malfunctions. This suggests a need for robust input handling or clearer error messaging when input devices fail.
- Negative reviews are unjustified (weight 0.06): Several reviewers expressed surprise at the volume of negative feedback, suggesting that some complaints might stem from resistance to change or a lack of understanding of the game's full scope or early access nature.
- Bought to support developers (weight 0.04): Some players purchased the game primarily to support the development team, highlighting community support as a motivation for purchase.
- Adjusting to new game elements (weight 0.03): Players acknowledge that the game introduces significant changes and that it takes time to adjust to these new elements and differences compared to previous iterations.
- Display keybinds for items (weight 0.03): A specific quality-of-life improvement requested is the display of keybinds or buttons alongside associated in-game items like Arcanas and Bombs. This would help players remember controls more easily.
- New character system improves runs (weight 0.02): The new character system is positively noted for its potential to create more distinct gameplay runs and improve the cooperative play experience.
- New items and curses are cool (weight 0.02): Players appreciate the introduction of new items and curses, finding them to be a cool and welcome addition to the game.
- Bring back specific pets (weight 0.02): There's a specific request for the return of certain pets from the previous game, particularly the spirit that facilitated mass consumption of bottles, indicating a desire for familiar mechanics.
- Anticipate more characters (weight 0.02): Players are aware and looking forward to the addition of more characters in future updates, indicating anticipation for expanded roster options.
- Balance new and old content (weight 0.02): A specific suggestion was made regarding the balance of new versus old content, with a preference for a 75% new to 25% old ratio.
- Recent update fixed issues (weight 0.02): A recent update has reportedly addressed some previously identified pain points, suggesting ongoing positive development.
- Spanish translation available (weight 0.02): The game's translation into Spanish is noted, indicating accessibility for Spanish-speaking players.

Emotions:
- Satisfaction (weight 0.23): Players are highly satisfied with the game's overall quality, depth, and content, particularly enjoying the improved visuals, smooth gameplay, and new mechanics. The successful implementation of meta-progression, synergistic build potential, and a fun co-op experience also contribute significantly to positive player sentiment. Many feel it's a strong improvement over the first game while retaining familiar enjoyable elements.
- Disappointment (weight 0.23): Disappointment stems primarily from perceived changes to core game mechanics, such as the gold and progression systems, which players feel are less rewarding or fun than in the previous installment. A significant cause is the feeling of a lack of innovation, with some content being reused, leading to the perception that the game feels more like DLC than a full sequel. Issues with co-op implementation, unfulfilling progression, and a lack of newness also contribute to this sentiment.
- Frustration (weight 0.22): Frustration is largely driven by unfair difficulty spikes, grindy and luck-based progression, and problematic level design, including frequent pitfalls and visual clutter. Players also express frustration with resource scarcity, particularly key drops, and various bugs that hinder progression or gameplay. Changes to core mechanics like gold collection and the inability to move while attacking also contribute to a sense of unfairness and annoyance.
- Excitement (weight 0.07): Players are excited about the game's future potential, anticipating new content, characters, and further development, especially given its Early Access status. The challenging gameplay, new mechanics, and the overall quality of the game's release after a long wait also contribute to a strong sense of excitement.
- Anger (weight 0.04): Anger is expressed due to strong negative feelings about specific design choices, such as poor balance, frustrating enemy encounters, and the implementation of the co-op mode. Some players are also angry about the perceived lack of innovation and recycled content, feeling that the developers made poor decisions.
- Hope (weight 0.03): Players express hope for future improvements, more diverse content, and fixes, particularly within the Early Access development cycle. This indicates a belief in the game's potential to evolve and address current shortcomings.
- Optimism (weight 0.03): Optimism is rooted in the belief that the developers will improve the game, especially given its Early Access status. Players are hopeful for future polish and the realization of the game's full potential.
- Confusion (weight 0.03): Confusion arises from unclear game mechanics, currency systems, and overall game design choices, particularly in the early game due to poor guidance. Players also struggle with judging attacks and movement, and find some systems overly complex.
- Joy (weight 0.03): Joy is experienced through continued fun, particularly from the game retaining beloved aspects of the first installment while introducing new and enjoyable challenges and systems. The positive community and developer engagement also contribute to this feeling.
- Mild frustration (weight 0.01): Mild frustration is caused by minor inconveniences such as slow unlocking speeds, issues with seed entry, and some early game problems related to translation and graphics. A specific bug also contributes to this feeling.
- Anticipation (weight 0.01): Players anticipate future updates and the ongoing development of the game, indicating a forward-looking interest in its evolution.
- Support (weight 0.01): Players express a desire to support the developers and see the game succeed, indicating a positive sentiment towards the creators and their work.
- Confidence (weight 0.01): Confidence is shown in the developers' work and the ongoing Early Access development, suggesting trust in their ability to deliver a quality product.
- Concern (weight 0.01): Concern is raised regarding the balance of the 'Black Rabbit' character and the high difficulty level for new players, indicating worries about game accessibility and fairness.
- Mild criticism (weight 0.01): Mild criticism is directed at specific aspects like the forge/upgrade system and issues with shop prices and unclear puzzles, suggesting areas for minor improvement.
- Pride (weight 0): Pride is felt upon achieving the first win in the game, indicating a sense of accomplishment and satisfaction from overcoming challenges.
- Lack of motivation (weight 0): A lack of motivation to replay the game suggests that some players do not find sufficient incentive for continued engagement after initial playthroughs.
- Relief (weight 0): Relief is experienced when players find a way to reduce the game's difficulty, indicating that the initial challenge was a source of stress or frustration.
- Love (weight 0): Deep enjoyment of the game signifies a strong positive emotional connection and overall appreciation for the experience.
- Caution (weight 0): Caution is advised regarding the purchase of the game, suggesting that potential buyers should be aware of certain aspects before committing.}