Compare Titan Quest II prices across trusted key stores and find the best deal. Developed by Grimlore Games. Published by THQ Nordic. Released on 8/1/2025. Available on PC. Genres: Action, RPG, Early Access.

Diablo's loot treadmill with a stamina bar bolted on: sharp, deliberate combat and genuinely flexible dual-mastery builds, hobbled by a campaign that stops mid-myth.

Diablo IV trained me to hold left click until the screen empties, and Titan Quest II unlearned that reflex in about an hour. The culprit is a stamina bar tied to your dodge roll, which turns every mob pack into a small negotiation instead of a blur. Grimlore Games has built an isometric ARPG on the Greek myth bones of the original and then bolted on a defensive layer the genre usually leaves to Souls-likes. Enemies wind up, telegraph, and commit. You read the tell, you roll, you punish, and if you spend your stamina badly you get flattened by something with a goat's legs and a grudge. It is slower than the click-till-they-drop competition, and after the first few hours I stopped wanting it to be faster. The build system is why I kept going long after the story lost me. You pick two masteries and the overlap between them becomes your class, the same dual-spec idea the series always ran on, but the trees here are far more willing to let you specialize into one strange mechanic and see whether it survives contact with a boss. Better still, respeccing is cheap and painless, so testing a hunch does not cost you an evening of grinding. That matters more than it sounds. In most ARPGs I commit to a build by hour ten and then defend that decision out of pure stubbornness. Here I rebuilt three times, and each version actually played differently rather than just producing a different color of damage number. Loot supports the experimenting with affix rolls that occasionally rewrite what a skill does rather than nudging a percentage, and pulling one of those out of a chest at hour forty is a genuinely good feeling. Where it disappoints is the part I care about most. The writing is competent tour-guide work: you move through myth-adjacent regions, meet figures you recognize, and get a serviceable framing about titans and the mortals caught underneath them. It is pleasant. It is not trying to be Disco Elysium and it is nowhere near BG3 on consequence, which is fine, but I would settle for a story that finishes its own sentence. The campaign stops before the mythology does, and you can feel precisely where the content ran out rather than where the arc resolved. Your choices are tactical, not narrative, so if you came for branching outcomes and companions who remember what you said three zones ago, recalibrate now. There is a world here worth being curious about, and the game keeps declining to be curious with you. Padding is the other gripe. Certain stretches ask you to clear the same shape of camp three times to open a gate, and I could feel the XP curve doing the asking rather than the level design. It is not egregious by genre standards, but it is noticeable exactly because the combat rewards attention, and attention is the first thing repetition kills. Drop-in online co-op takes some of that edge off. With one other person the stamina management becomes a duet, where one of you eats the boss's telegraphed swing and the other cleans up behind it, and the drop-in structure means nobody has to schedule an evening. Controller support is real support rather than a remapped menu afterthought, and Steam Cloud means the build you were fiddling with at lunch is the build waiting for you at night. So who is this for? If you loved the original and wanted someone to modernize it without converting it into a live-service chore, this is that game, and the moment-to-moment fighting is the most interesting thing to happen to isometric action RPGs in a good while. If you want an ARPG where reading an animation matters more than your gear score, also yes. If you want a finished story with a payoff, hold off, because no amount of build variety papers over an ending nobody has written yet. I will be back for the rest of the myth, ideally with a spear build that should not work. Monika, Scout Team

Titan Quest II
ActionRPGEarly Access

Titan Quest II

Aug 1, 2025Grimlore GamesTHQ Nordic
GamerScout Says

Diablo's loot treadmill with a stamina bar bolted on: sharp, deliberate combat and genuinely flexible dual-mastery builds, hobbled by a campaign that stops mid-myth.

PC
Best Price Available
€30.43
at Gamivo
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GamerScout Verdict

Best for ARPG players who want dodge timing and build tinkering over loot spam, and who can accept a story that stops early.

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€30.43
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€34.99
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About Titan Quest II

Diablo IV trained me to hold left click until the screen empties, and Titan Quest II unlearned that reflex in about an hour. The culprit is a stamina bar tied to your dodge roll, which turns every mob pack into a small negotiation instead of a blur. Grimlore Games has built an isometric ARPG on the Greek myth bones of the original and then bolted on a defensive layer the genre usually leaves to Souls-likes. Enemies wind up, telegraph, and commit. You read the tell, you roll, you punish, and if you spend your stamina badly you get flattened by something with a goat's legs and a grudge. It is slower than the click-till-they-drop competition, and after the first few hours I stopped wanting it to be faster. The build system is why I kept going long after the story lost me. You pick two masteries and the overlap between them becomes your class, the same dual-spec idea the series always ran on, but the trees here are far more willing to let you specialize into one strange mechanic and see whether it survives contact with a boss. Better still, respeccing is cheap and painless, so testing a hunch does not cost you an evening of grinding. That matters more than it sounds. In most ARPGs I commit to a build by hour ten and then defend that decision out of pure stubbornness. Here I rebuilt three times, and each version actually played differently rather than just producing a different color of damage number. Loot supports the experimenting with affix rolls that occasionally rewrite what a skill does rather than nudging a percentage, and pulling one of those out of a chest at hour forty is a genuinely good feeling. Where it disappoints is the part I care about most. The writing is competent tour-guide work: you move through myth-adjacent regions, meet figures you recognize, and get a serviceable framing about titans and the mortals caught underneath them. It is pleasant. It is not trying to be Disco Elysium and it is nowhere near BG3 on consequence, which is fine, but I would settle for a story that finishes its own sentence. The campaign stops before the mythology does, and you can feel precisely where the content ran out rather than where the arc resolved. Your choices are tactical, not narrative, so if you came for branching outcomes and companions who remember what you said three zones ago, recalibrate now. There is a world here worth being curious about, and the game keeps declining to be curious with you. Padding is the other gripe. Certain stretches ask you to clear the same shape of camp three times to open a gate, and I could feel the XP curve doing the asking rather than the level design. It is not egregious by genre standards, but it is noticeable exactly because the combat rewards attention, and attention is the first thing repetition kills. Drop-in online co-op takes some of that edge off. With one other person the stamina management becomes a duet, where one of you eats the boss's telegraphed swing and the other cleans up behind it, and the drop-in structure means nobody has to schedule an evening. Controller support is real support rather than a remapped menu afterthought, and Steam Cloud means the build you were fiddling with at lunch is the build waiting for you at night. So who is this for? If you loved the original and wanted someone to modernize it without converting it into a live-service chore, this is that game, and the moment-to-moment fighting is the most interesting thing to happen to isometric action RPGs in a good while. If you want an ARPG where reading an animation matters more than your gear score, also yes. If you want a finished story with a payoff, hold off, because no amount of build variety papers over an ending nobody has written yet. I will be back for the rest of the myth, ideally with a spear build that should not work.

Monika
Monika · Scout Team

RPGs

Tags

auto-admittedDual Mastery BuildsStamina-Based DodgingGreek MythologyBuild VarietyIsometric ARPGTelegraphed Boss FightsLoot AffixesDrop-In Online Co-opRespec FriendlyDeliberate Combat PacingMythological BestiarySkill Tree ExperimentationUnfinished CampaignBoss Pattern ReadingCheap Respec EconomySpiritual SequelLight Narrative Focus

System Requirements

Minimum

OS
Windows 10 64bit / Windows 11 64bit
Processor
Intel Core i5-8600K / AMD Ryzen 5 2600X
Memory
16 GB RAM
Graphics
8 GB VRAM, AMD RX 6700 XT or NVIDIA Ge…

Recommended

OS
Windows 10 64bit / Windows 11 64bit
Processor
Intel Core i5-12400 / Ryzen 5 5600X
Memory
32 GB RAM
Graphics
12 GB VRAM, Nvidia GeForce RTX 3070 Ti…

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Reviews & Ratings

Steam
82%(18,138)

Game Info

Developer
Grimlore Games
Publisher
THQ Nordic
Release Date
Aug 1, 2025

Features

Single-playerMultiplayerCo-opOnline Co OpFull controller supportSteam CloudFamily Sharing

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Frequently asked questions about Titan Quest II

How much does Titan Quest II cost?

As of 7 September 2026, the cheapest in-stock offer for Titan Quest II is €30.43 at Gamivo, out of 2 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Titan Quest II cheapest?

The lowest in-stock price we track for Titan Quest II is €30.43 at Gamivo (7 September 2026). We compare 2 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Titan Quest II available on?

Titan Quest II is available on PC.

When was Titan Quest II released?

Titan Quest II was released on 1 August 2025.

Who developed Titan Quest II?

Titan Quest II was developed by Grimlore Games and published by THQ Nordic.