The core gameplay of Destroy the Godmodder 2 was similar to the first game. The Godmodder had to be attacked with original, creative, or funny attacks that couldn't be godmodded away, the Godmodder could summon supplementary entities or challenges to help himself, and the players could summon entities and unleash charged attacks in response.
However, the new setting of DTG2 introduced various new elements to the gameplay. Periodically, Minecraft Players would appear that would be terrorized by the Godmodder's creations. These Players could be rescued and recruited to the field as entities to fight against the Godmodder. They had a set amount of respawns to counteract their low HP, and also had a powerful special attack they could unleash that would let them ascend from GodCraft.
In addition, the Godmodder could periodically use a device he called the Wayback Machine, letting him travel into the past and summon entities from DTG1 with higher health and the same gimmicks they had back then. However, the players could not summon entities from DTG1 because of the Curse of Throwbacks.
Unlike the first game, where the only available faction was the Anti-Godmodders, the players of this game could choose to either be Anti-Godmodder, Pro-Godmodder, or Neutral. The players were also permitted to switch factions, but only if it was due to a suitably epic betrayal. New entity-only factions opened up as well: Hostile, where entities were truly wild and attacked multiple factions at once, usually having high HP but with a fatal flaw that could be exploited, and Undecided, for wild card entities that had varying effects.
The first major change to gameplay was the introduction of bosses and Spoils of War in Act 1. There weren't many bosses in DTG1, but in DTG2, they began to spawn at various points in the story. If a boss was killed, it would deal damage to the Godmodder and drop a Spoil of War. Spoils of War were miniature items dropped by fallen bosses as rewards given to the player that killed the boss. These Spoils had unique and powerful abilities that usually required cooldowns after use. Spoils stopped being dropped after Trial 2 of Act 4.
In Act 2, a new gameplay feature was added known as the Alchemiter. Taken from Homestuck, the Alchemiter let players combine two or more items and, in the process, create an "alchemy" with the abilities and appearances of its components. Depending on the power level of the resulting alchemy, it would require a set amount of posts to make. Lv. 1 alchemies only required 2 posts to make, but Lv. 10 alchemies required 11, for example.
The Alchemiter gained many player-created upgrades itself, such as upgrades that it let refine items into higher forms, a built-in brewing stand that could create potions, a garage that could create or upgrade vehicles, and a Sweet Bro and Hella Jeff-ifier that could .jpeg any item put into it.
In Act 3, yet another gameplay feature was added: the Echeladder. Originally conceptualized as the Emerald Arena, a zone centered around PvP, the Echeladder was a leveling system that allowed players to gain XP by damaging entities and level up, unlocking powerful Special Attacks to use in battle. Special Attacks came in three types: Battle Techniques, Combat Operandi, and Comb Raves. The latter was only unlocked in Act 4.
A fully leveled player would have four chains of Battle Techniques (with four levels of the same Technique in each chain that gradually increased in power), three unique Combat Operandi, and a Comb Rave that could only be activated if a set amount of damage was dealt globally by all players.
The endgame of the thread was marked by the Trials, a series of gameplay events where the players had to complete difficult challenges to further the game. Each completed Trial would damage the Godmodder further and eventually destroy him. These Trials were an adaption of the endgame of the first thread, marked by an abundance of game-changing events. The constantly changing battle of that time was echoed by DTG2's Trials.