UnderMine 2 on Steam - User reviews, Price & Information

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Delve back into the heart-pounding depths of the Undermine in this action roguelike sequel! Uncover ancient secrets, battle fierce foes, and conquer Delvemore Castle with a friend by your side!

UnderMine 2 is a early access, action roguelike and roguelite game developed and published by Thorium.
Released on July 22nd 2025 is available only on Windows in 11 languages: English, French, Italian, German, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America and Ukrainian.

It has received 386 reviews of which 248 were positive and 138 were negative resulting in a rating of 6.2 out of 10. 😐

The game is currently priced at 19.50€ on Steam.


The Steam community has classified UnderMine 2 into these genres:

Media & Screenshots

Get an in-depth look at UnderMine 2 through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10+
  • Processor: Dual Core 2.4 GHz
  • Memory: 4 GB RAM
  • Graphics: 2 GB VRAM / DirectX 11+ support
  • Storage: 1 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

July 2025
As I have reached 50 hours of playtime, I think I am certified enough to leave a review on this game. As someone that does not do reviews quite often and only on games that touch my nerve or do a great job at entertaining me, take this with a grain of salt. For the past 5 days since the release, I have experimented with almost every item in the game, found multiple fun ways to break it, and experienced multiple good and bad things. I will list now some of my own opinions on this game, alongside a few notes towards all the negative reviews that have bombarded the game. The positive aspects of this game, compared to the previous one are as it follows: - Improved graphics. From vfx to monster designs, animations and what not, the game improved a lot on the visual aspect compared to the previous title. - More relics. The current build already offers the players around 30 extra relics, while the first one has 166. There are some more besides the approximately 30 extra ones, its just that the unlock requirement is either not accessible or bugged atm. - New characters. As of now we only have access to the well known Peasant, and the previous NPC, Black Rabbit, which is now playable. Each play differently and focus on a stat and game mechanic. Peasant has a personal kit which revolves around gold nodes, while Rabbit focuses on Chests and luck rolls. More characters to come might follow the same design pattern, revolving around a specific stat or feature, which could offer players a large variety of playstyles. - Modding support. With their new modding tool called Anvil, even non modders which do not have coding experience can create simple mods, as scripting can be done visually more or less similar to UE5 blueprints. Besides the fact that modding support by itself will allow the game's content to run for years even after the development stops, its also simplified to allow anyone to add what they want into the game. - Couch co-op. Although there are big issues with how remote play works on steam and its performance, shared screen co-op is still co-op. We do not know for sure if its fixed in stone that the multiplayer aspect of this game will remain like this instead of adding online co-op, so give it some time, we have no roadmap for the game yet so their plans are not clear. - Intricate stat system. Many complain about it being overly complicated and hard to grasp, yet its a very simple system. Items scale with certain stats, which based on the stat, will affect a certain aspect of the players or the relics. Basic stats like strength, dexterity, intelligence and ingenuity are just damage stats. Recklessness makes explosions and any items that have area of effect, bigger. Thats all. Charisma increases familiars damage and decreases prices in shops. Speed is speed. Luck increases chances for all kinds of stuff, for a chest to drop more resources, for your attacks to deal critical damage, for some relic effects to proc. Alacrity is attack speed. Reach is attack range. Caliber is projectile size. Pierce determines how many enemies a projectile goes through, Ricochet means how many walls it can bounce off, Bounce means how many enemies the projectile will jump between from one to the other, and fork how many projectile you shoot at one. All of these are very easily understandable and their explanations are accessible in the stats menu. Your confusion confuses me, all you need to do is hover over the stats themselves and you will be given a simple and clear description of what they do. I do understand one design which is confusing for many, Ricochet being for wall-bounces, and Bounce being for enemy-bounces, but thats all. These stats were already existent in the previous game, some were just hidden and used simply for calculations. Them giving us access to view them and see what items scale with what is a good thing, complaining about it is unreasonable. All of these are very positive points about what the game offers and the promises it holds, lets now talk about the negative aspect of the game, and the issues which players voice in their reviews: - The release came with lots of bugs, whether game crashing, soft locking or annoying and persistent ones. Yes we can all agree that its a bumpy release, but that does not mean the game is unplayable, nor that it will stay like this forever. People, it released 5 mere, little tiny bit days ago, can we cut them some slack? They are waiting for our feedback, gave us a bug reporting tool in options menu and have a discord server where we can just come and lay down all of our issues, we don't have to assault their frontpage with thumbs downs right off the bat. Early Access means it will have bugs, your game will break, things wont work as intended , and even more so at its release. No developer wants their game to have bugs and no player wants to experience them, so lets have some reasoning and give them time. - Salamander tail no longer cooks food!!!! Nooo... no, it actually does, but it procs based on the luck stat and just requires you to spam your ranged attack over the food, thats all. If it does not for some reason, then its a bug and you just have to reload the save and the floor, it will be fixed soon. - Items can sometimes fall off in a cliff when mining gold nodes, opening chests or killing enemies. Devs said that they are gonna work on the code for it. This is an intended mechanic but not supposed to be punishing. Items can fall in pits, but not spawn over them, many just get blocked by objects or walls when the game calculates their trajectory. Wait for the patch. - Expanding on the pits issues, we can tell that its easier to fall in them, whether this is due to the character's design or how far the edge safety extends, I can't tell, but yes it does seem like its a bit easier to fall in them. We don't have a clear answer from the devs regarding this yet. - Gold is scarce early on. This is a known issue and again, devs said that they will adjust the amount of gold players get or lower the shop prices in the beginning. - Meta currency, such as crown coins or thorium (the purple crystals), are restricted to boss chests and occasional thorium chests found randomly, and also a limited way through the donation box in the shop. They said that they will increase the amount you receive from them, alongside some other little changes "We have plans for other changes as well to improve the early game. Increasing gold and thorium drop rates, lowering the amount of traps that show up, and balancing some of the earlier enemies." - This comes to another issue, early game difficulty. In the previous game, the game's difficulty scaled based on your wins, early, mid, late, everything would have gotten tougher, but this was not a big issue as the personal upgrades allowed the players to adapt to these changes. In the second, the game becomes a bit harder, yet the upgrades do not help all that much. They said they will address this as well. - Some new game mechanics have a bit of unexplained deepness, and can be a bit hard to understand by yourself. Certain items can not only be found and bought, but also crafted at the forge using iron, which you can acquire using some relics, as a rare drop from chests, or by trading some basic items like keys, bombs, armor shards for it at the forge. The items you can craft at the forge are always the same, and just allows players to get an extra relic from time to time if you have enough of that resource. Iron does cap at 20, but its more than enough to get a few useful relics. Theres multiple issues at the moment, but this is to be expected, its Early Access, this is the whole point of it, gaining feedback, improving the game and adding more content.. All of these negative reviews are understandable but its too early to judge the game solely based on its release state. I recommend the game for what its going to be, not only what it is right now. Stay healthy, peace.
Expand the review
July 2025
Great game so far. At the very start, it is definitely a bit harder than the first one to get everything going as far as meta-progression is concerned. But when you do, the game becomes drastically easier just like you'd expect. It's early access, so game difficulty/balance issues are understandable in my opinion. That being said, I'm having just as much fun as I did in the first one now and I'm looking forward to the future updates/progress on this game.
Expand the review
July 2025
I have 150 hours in undermine, and Enjoyed that game a lot. I still haven't unlocked everything, and it has tonns of content. (Go buy it) :) (OBS; early access, so things might change) Even though I wish some things were different in Undermine 2, I have been enjoying the playing. Atm, i recommend undermine 1 if you plan on playing single player only. But I have good beliefs the team will catch up and improve things while in Early access. I wanted to buy also this game as i want to support this team since i really enjoyed the first game. Here are some things i noticed have been fixed since the demo: - eye pop up things, now open secret doors/ ruins rocks - they added a lock angle button, but you got to go into settings and keymap it in yourself. I put it like the old Undermine, so R1 is throw pickaxe, R2 is lock position, L1 and L2 i put Arcana/magic. It works well on controller. - you can now cook food again with the fire crystal - better hitbox now on some stuffs since Demo Only one thing i was worried about haven't been done anything with yet, and that is the familiar dosn't have any progression anymore, it only has one level. Wish-list for the final game: Add more stuff, complexity, synergies, special items and secrets. (I preferred the real items instead of the stat boosts ones) But yeh, I am positive i will get fun hours still from this game, and looking forward to see what they end up with after early access is done.
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July 2025
Really enjoying it - everything I loved about the first, but more, better. Really loving the idea of alternate characters and multiple paths! I'm not sure what's up with some of the negative reviews. Like it has co-op?? (https://www.undermine2.game/remote-play) Do people hate Steam Remote Play? I've always thought it was great, since it means there's also a couch co-op option. It's online. It's co-op. I don't understand people. Actually, let me respond to a couple of points in another review, which I think are a little off-base IMO. From another review: "* You will not gain any meta progression, or anything of value at all unless you reach a certain point apparently. You lose =EVERYTHING= when you die. In a run for 30 minutes? Fall into one of way-too-many pits and die? Time is completely wasted. There is no way to leave without hitting this arbitrary point. This is the primary reason for the review." The change here from the first is that gold is now an in-run currency only, meaning you have to clear the second floor (which has the first boss) in order to be guaranteed any thorium or whatever the seal thingies are called for meta progression. That seems... pretty reasonable to me? Literally the only way you're not making any progression at all is if you can't beat the first 10 to 15 minutes of the game. From the other review: "* You start out with a responsive, quick character with a dash as an intro. Then you're given a terrible jumping character with crazy short range. This would be fine (unlockable character upgrades are great) if not for the above point." Since the above point about meta progression doesn't have a lot of merit, all that's left is that yeah, it'll take time to unlock the good stuff. I feel like teasing you in the beginning of a game with a powerful build and then taking it away so you know what you're working towards is a super common trope in games that goes back for decades. Castlevania Symphony of the Night did it. Super Metroid did it. Etc. etc. I do think the movement of Undermine 2 can feel a little bit sluggish when you first start out (similar to Undermine 1), but I think it's promoting a more deliberate style of play rather than hack and slash. It's similar to Hades or Binding of Isaac. From the other review: "* There are way too many enemies, and projectile enemies when spawning into rooms." It's right on par, or probably honestly a little bit easier than Binding of Isaac. But that's why there's a meta progression so you'll get more health and move faster and deal more damage over time, plus get access to new abilities, etc. I don't feel like it's unreasonable, personally. From the other review: "* Enemies do way too much damage (you can take about 7 normal enemy hits, or like... 4 from some). Falling does too much damage." I think maybe this person just was frustrated that they weren't immediately successful at the game? That's what I'm picking up from these complaints. But I feel like enemies doing a lot of damage and forcing deliberate play rather than just running in and killing everything is kind of the hallmark of this genre. Maybe they'd prefer something more like Dynasty Warriors? And again, you will get more HP and get stronger over time through meta-progression. From the other review: "* You will regularly take damage and get hit when entering these over-crowded rooms." I haven't experienced this. If so, that doesn't feel good. But it's EA. Tell the devs? From the other review: "* Healing is incredibly rare ( I saw one drop in 4 runs for 20 health... Basically healing part of a single damage hit)." Healing drops are pretty infrequent. Again, intentional game play. You're not supposed to be running around recklessly and taking a bunch of damage all of the time. That being said, there is a guaranteed store on every floor, and the floor essentially always has at least one healing item. And especially now that gold is an in-run currency, so there's no pressure to save it for meta-progression, you can buy some healing. From the other review: "* No online co-op." It's got remote play: https://www.undermine2.game/remote-play. Anyway, I'm having fun. But I like this kind of game. Clearly it's not for everybody. But if you like roguelites, this is a fun one.
Expand the review
July 2025
When Undermine first came out it was one of my favorite games. This is just a better version of the first game. They really build upon what worked in the fist game. I can't wait to see what else they will add to it during early access.
Expand the review

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Frequently Asked Questions

UnderMine 2 is currently priced at 19.50€ on Steam.

UnderMine 2 is currently not on sale. You can purchase it for 19.50€ on Steam.

UnderMine 2 received 248 positive votes out of a total of 386 achieving a rating of 6.19.
😐

UnderMine 2 was developed and published by Thorium.

UnderMine 2 is playable and fully supported on Windows.

UnderMine 2 is not playable on MacOS.

UnderMine 2 is not playable on Linux.

UnderMine 2 offers both single-player and multi-player modes.

UnderMine 2 includes Co-op mode where you can team up with friends.

UnderMine 2 does not currently offer any DLC.

UnderMine 2 is fully integrated with Steam Workshop. Visit Steam Workshop.

UnderMine 2 supports Remote Play Together. Discover more about Steam Remote Play.

UnderMine 2 is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for UnderMine 2.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 01 August 2025 07:26
SteamSpy data 01 August 2025 15:00
Steam price 01 August 2025 12:51
Steam reviews 31 July 2025 15:45

If you'd like to dive deeper into the details about UnderMine 2, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about UnderMine 2
  • SteamCharts - Analysis of UnderMine 2 concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck UnderMine 2 compatibility
UnderMine 2
6.2
248
138
Game modes
Multiplayer
Features
Online players
425
Developer
Thorium
Publisher
Thorium
Release 22 Jul 2025
Platforms
Remote Play