Compare UnderMine 2 prices across trusted key stores and find the best deal. Developed by Thorium. Published by Thorium. Released on 7/22/2025. Available on PC. Genres: Action, Adventure, Indie, RPG, Early Access.

Thorium's three-person studio bet four years on a sequel that swings harder than the original. The dungeon is wider, the roster deeper, and the Early Access rough edges are real but honest.

My first hours in UnderMine 2 felt like returning to a neighbourhood that had been quietly renovated while I was away. The bones are familiar, the mood is the same warm-dark pixel aesthetic I remember from the original, but almost every system has been pulled apart and reassembled into something more ambitious. This is still a top-down action roguelike where procedurally generated floors chew through peasants, but the sequel leans further into the roguelike side of that equation and pulls back on the persistent meta-progression that made the first game feel so rewarding run over run. Gold is now an in-run currency rather than a resource you carry home to spend on permanent upgrades, which changes the texture of every decision. Some players who loved the first game's gentle snowball feel will notice the shift and not enjoy it. The new systems are where UnderMine 2 earns its keep as a sequel rather than an expansion pack. Arcana are interactive relics that go well beyond passive stat bumps. A fireball Arcana changes how you position. A skeleton summon totem changes how you kite. Time-and-space manipulation changes how you think about the room entirely. The branching path structure means your final challenge shifts depending on which zones you route through, so two runs of the same character can feel structurally distinct. Speaking of characters: the Peasant is still here as a familiar entry point, but Black Rabbit and Inquisitor Dante bring genuinely different stats, ability sets, and even which relics they can find. Each character changes the feel of the game enough that swapping between them is its own kind of replayability. The co-op implementation is something I want to call out specifically because it matters. Drop-in, drop-out local co-op with dynamically scaling difficulty is not a tacked-on mode. Certain item and character synergies only appear in co-op, which means playing with a partner is a distinct mechanical experience. Remote play is available for those who cannot be in the same room. The Steam Workshop is live at Early Access launch, with a visual scripting editor and paintable tilesets included, which signals that Thorium wants this to be a creative platform as much as a game. That is a generous investment for a three-person studio. Honesty requires noting where the game needs work. Controls have been described by a portion of the community as clunkier than the original, and some systems, including the Rabbit Shop as a relic-banning mechanism and the iron-based Forge, are not intuitive without outside reading. Certain UI elements do not clearly communicate stat relationships. These are solvable Early Access problems, and Thorium proved with the original that they patch thoroughly and listen to feedback. The 0.7 Duskfall update, which added a new starting zone, a new boss duo called Bul and Gogi, a market area called the Thimble Thicket, and a new difficulty mode called the Grim Crucible, shows the studio is moving at a meaningful pace. The developers estimate the Early Access window at one to two years, which is consistent with how long the original spent in that phase. If you bounced off the original or have limited patience for systems that reveal themselves slowly, this is one to revisit at 1.0. If the original is in your top ten and you want to watch a small studio build something more layered in real time, the foundation is already worth the hours. Kai, Scout Team

UnderMine 2

UnderMine 2

Jul 22, 2025Thorium
GamerScout Says

Thorium's three-person studio bet four years on a sequel that swings harder than the original. The dungeon is wider, the roster deeper, and the Early Access rough edges are real but honest.

PC
Steam Deck VerifiedProtonDB Platinum
Best Price Available
€0.00
at N/A
Historical low: €1.65

GamerScout Verdict

Best for fans of the original willing to invest in a rougher but more ambitious sequel that is actively being built in the open.

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Price History

Historical low
€1.6510 Jul 2026
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€0.00€6.39€12.78€19.175 Jun16 Jun27 Jun7 Jul18 Jul
5 Jun — 18 Jul
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About UnderMine 2

My first hours in UnderMine 2 felt like returning to a neighbourhood that had been quietly renovated while I was away. The bones are familiar, the mood is the same warm-dark pixel aesthetic I remember from the original, but almost every system has been pulled apart and reassembled into something more ambitious. This is still a top-down action roguelike where procedurally generated floors chew through peasants, but the sequel leans further into the roguelike side of that equation and pulls back on the persistent meta-progression that made the first game feel so rewarding run over run. Gold is now an in-run currency rather than a resource you carry home to spend on permanent upgrades, which changes the texture of every decision. Some players who loved the first game's gentle snowball feel will notice the shift and not enjoy it. The new systems are where UnderMine 2 earns its keep as a sequel rather than an expansion pack. Arcana are interactive relics that go well beyond passive stat bumps. A fireball Arcana changes how you position. A skeleton summon totem changes how you kite. Time-and-space manipulation changes how you think about the room entirely. The branching path structure means your final challenge shifts depending on which zones you route through, so two runs of the same character can feel structurally distinct. Speaking of characters: the Peasant is still here as a familiar entry point, but Black Rabbit and Inquisitor Dante bring genuinely different stats, ability sets, and even which relics they can find. Each character changes the feel of the game enough that swapping between them is its own kind of replayability. The co-op implementation is something I want to call out specifically because it matters. Drop-in, drop-out local co-op with dynamically scaling difficulty is not a tacked-on mode. Certain item and character synergies only appear in co-op, which means playing with a partner is a distinct mechanical experience. Remote play is available for those who cannot be in the same room. The Steam Workshop is live at Early Access launch, with a visual scripting editor and paintable tilesets included, which signals that Thorium wants this to be a creative platform as much as a game. That is a generous investment for a three-person studio. Honesty requires noting where the game needs work. Controls have been described by a portion of the community as clunkier than the original, and some systems, including the Rabbit Shop as a relic-banning mechanism and the iron-based Forge, are not intuitive without outside reading. Certain UI elements do not clearly communicate stat relationships. These are solvable Early Access problems, and Thorium proved with the original that they patch thoroughly and listen to feedback. The 0.7 Duskfall update, which added a new starting zone, a new boss duo called Bul and Gogi, a market area called the Thimble Thicket, and a new difficulty mode called the Grim Crucible, shows the studio is moving at a meaningful pace. The developers estimate the Early Access window at one to two years, which is consistent with how long the original spent in that phase. If you bounced off the original or have limited patience for systems that reveal themselves slowly, this is one to revisit at 1.0. If the original is in your top ten and you want to watch a small studio build something more layered in real time, the foundation is already worth the hours.

Kai
Kai · Scout Team

Indie & narrative

Tags

singleplayermultiplayercooplocal-coopachievementscontroller-supportworkshopcloud-savestier:aaaArcana BuildsBranching ZonesDrop-in Co-opCharacter RosterWorkshop SupportGrim CrucibleRun-based GoldRelic Synergies

System Requirements

Minimum

OS
Windows 10+
Memory
4 GB RAM
Storage
1 GB available space
Graphics
2 GB VRAM / DirectX 11+ support
Processor
Dual Core 2.4 GHz

Recommended

OS
Windows 10+
Memory
8 GB RAM
Storage
2 GB available space
Graphics
4 GB VRAM / DirectX 11+ support
Processor
Dual Core 3.0 GHz

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Game Info

Developer
Thorium
Publisher
Thorium
Release Date
Jul 22, 2025

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Frequently asked questions about UnderMine 2

How much does UnderMine 2 cost?

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What platforms is UnderMine 2 available on?

UnderMine 2 is available on PC.

When was UnderMine 2 released?

UnderMine 2 was released on 22 July 2025.

Who developed UnderMine 2?

UnderMine 2 was developed by Thorium.