
Welcome Admiral! Select your fleet, assign weapons, and sink the enemy fleet by controlling each of your ships down to setting the aim and range of each weapon's shot. Features include full open world Pacific & Atlantic campaigns, cross-platform multiplayer and awesome turn-based naval battles.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 10 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h3]RANKING:[/h3] [table] [tr] [td] [h3][strike]AVOID | FLAWED[/strike] | [b]MAYBE[/b] | [strike]WORTHWHILE | COMPELLING | UNMISSABLE [/strike] [/h3] [/td] [/tr] [/table] [h3]SYNOPSIS:[/h3] [table] [tr] [th][b]ASSESSMENT:[/b][/th] [/tr] [tr] [td] Battlefleet 2 is a semi-convincing naval wargame with an emphasis on turn-based encounters comprised of arcade style manual targeting & movement. While the experience delivers tactically, the strategy layer suffers a real lack of sophistication, with many elements not deeply modelled. Something that suggests it could be an after-thought, these need to be flushed out. As a consequence the gameloop is lean. Customisation allows ships to have an anti-ship, sub or air role or mix thereof. No research component means there is never a need to upgrade these. Audiovisuals provide fair immersion, but are crude in places. At least content unlocks from its mobile origins can be bypassed in the settings. While very repetitive it is quite fun & addictive at times. [b]MAYBE[/b] one to consider if mobile ports are your thing. [/td] [/tr] [/table] [table] [tr] [td][b]STATUS:[/b][/td] [td]A mature product, with its first dlc. Numerous features are in need of QoL & some bug fixing [/td] [/tr] [tr] [td][b]APPEAL:[/b][/td] [td]For fans of turn-based naval combat requiring some skill. That don't mind the heavy repetition of movement & aiming, who prefer their strategy lite [/td] [/tr] [tr] [td][b]VALUE:[/b][/td] [td]For what it offers would only consider at around 50% sale [/td] [/tr] [/table] [quote=]Key supplied by developer through curator [url=https://steamcommunity.com/groups/tbtactics/][b]TURN-BASED TACTICS[/b] [/url] | Click to follow & get updates[/quote] [i]More info below....[/i] https://steamcommunity.com/sharedfiles/filedetails/?id=3626272774 [h3]HIGHLIGHTS:[/h3] 🟡 NAVAL COMBAT is a lot more fun than it should be. Mainly due to the cathartic mix of targeting, hitting & sinking ships. The turn sequence of individual ships gives it a chess-like feel. Yet due to its simple nature & the constant need to fiddle around to move ships, it is incredibly repetitive. Ship vs ship fights are the best part of the game. AA screens are effective. Submarines add a little depth. 🟡 AIM SYSTEM works off facing, line-of-sight & range. It can be fun, but does not incorporate enough modifiers to affect targeting much. Its too easy to get a ship's bearing & hit it multiple times in a turn. Minor telemetry adjustments do allow players to tailor which ship section to hit. The process proves inefficient as previous attempts disappear forcing fresh guesswork in hitting the mark. https://steamcommunity.com/sharedfiles/filedetails/?id=3626316239 [h3]OFF TARGET:[/h3] ⚪ GAME MODES are built around the same core gameplay with a mixture of historical quick battles & campaigns. Clean slate modes are essentially sandbox variants allowing starting fleets to be purchased with points. Custom engagements come defined by map, factions, fleet purchase points & time limit. ⚪ ENCOUNTERS are the cornerstone of gameplay, occurring in large numbers during a campaign. Are fought on the same maps for scenarios or in a campaign map zone. Covered with a fog of war & sometimes airfields & coastal defences. Distribute ships randomly across x3 pre-defined zones per side during deployment, causing tactical problems of a positional nature to immediately rectify. ⚪ AIR COMBAT is restricted to engagements when attacking air squadrons meet defending ones &/or ships with anti-air turrets. They operate from airfields, some ships & carriers. Up to x4 units available to send on recon, air defence or to attack specific targets. Rotated on a cooldown. ⚪ DAMAGE MODEL works on arbitrary hit point damage that varies depending on the armaments & precision. Good enough for ship combat with the ability to cripple components such as the engine, bridge, rudder, ammo or weapons. Limiting their use or capability. A shame that holing below the water line is not modelled. Coastal defences are too easy to destroy. ⚪ SHIPS are differentiated across x6 specific classes, greatly reducing the nuance in ship building. Only cruisers having a light variant. Limited customisation defines particular roles: Anti-ship, anti-sub or anti-air, by outfitting a number of slots with specific weapons. Only destroyers can be fitted with depth charges & smoke generators to extend tactical options. Carriers house bomber or torpedo bombers when unlocked. Player defined classes cannot be saved for quick builds. ⚪ AI behaviour is inconsistent, but better at the tactical than the strategic level. Has a some idea where to recon & send fleets. Makes fair use of the ships it has at hand. Prioritises land defences. Keeps a decent screen near capital ships sometimes. Picks up & plays tactical cards. Knows which zones to seize & naval bases to occupy. Can easily be led into ambushes due to its use of smaller fleets. Repeatedly attempts to grab unoccupied zones. Doesn't disengage early enough when losing. ⚪ UNLOCKS for new game modes & variants, harder difficulty, additional ship classes &, aircraft & strategic cards are the remnant of its original mobile gaming design. Thankfully all of these can be instantly unlocked in the settings menu. Though this will somewhat impact the game's longevity. ⚪ STAYING POWER is good, with REPLAY VALUE coming mainly from the enjoyable combat mechanics, but also the different make-up of encounters. Otherwise it would be a lot more repetitive than it already is. Some LONGEVITY comes from levelling up the player level to unlock content. Steam Achievements are easy. https://steamcommunity.com/sharedfiles/filedetails/?id=3626007599 [h3]SHORTCOMINGS:[/h3] 🟤 STRATEGY feels limited with campaign options restricted to fleet movement, zone recon, ship construction, refits & automatic repairs. Mostly a little cat & mouse between engagements. Defence installations are generic & fixed to predetermined zones. New ones can't be built or upgraded. Solo ships or subs can wrest control of sea zones without a fight. At least transports are needed for those with bases. 🟤 LACKS SOPHISTICATION such as: randomised deployments. Minefields are abstracted through cards. There is no real concept of logistics, fleet patrols or even a need to resupply. No weather or day & night. Nor submarine nets or convoy war. No radar too. Only a lite implementation of sonar for subs. No research for equipment upgrades. Ship commanders experience provides an abstracted benefit only. Repairs require a single turn & have no bearing on damage. Torpedoes can target submerged submarines at depth. Friendly fire is possible where air units shooting down their own aircraft in return. Replacing lost aircraft requires no cost in industry points. 🟤 RETREATING from engagements is a drawn out affair as ships inch their way out of bounds while trying to avoid being seen & attacked. The lack of quick retreat option to hasten this pedantic endeavour is a real hassle. 🟤 PRODUCTION needs to be better. It does have a decent amount of polish, but numerous bugs have been reported which sadly impact the experience. OPTIMISATION is fine at 60FPS. STABILITY is without issue. QoL is needed across many features to bring them up to standard for a PC strategy game. BUGS in the * FULL REVIEW * [table][tr] [td]Click for:[/td] [td][h1][url=https://steamcommunity.com/groups/TheIrregularGamer/discussions/0/687492779657612160/]Full Review[/url][/h1][/td] [/tr][/table] [table] [tr] [td][b]REVIEWED WITH:[/b][/td] [td]Build v 1.700. No VR. INTEL i5 6600 3.3GHz, 8GB RAM, GTX970 4GB @ 1920x1080 fullscreen, EVO850 SSD [/td] [/tr] [/table] [quote=]Thank you for reading | Click to follow my curator[url=https://store.steampowered.com/curator/40556040-The-Irregular-Gamer/] THE IRREGULAR GAMER[/url][/quote]
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Polish, Russian*languages with full audio support
Hours played at review time, across 41 reviews with recorded playtime.
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Gameplay Mechanics: 7/10 Narrative: 4/10 Graphics: 6/10 Sound and Music: 5/10 Replayability: 6/10 Innovation: 7/10 Battle Fleet 2 is a turn-based naval tactics game that combines classic strategy with manual aiming mechanics—making each shot feel personal and impactful. It’s not a flashy game, but it carves out a unique niche in WW2 naval warfare. Gameplay mechanics are the core attraction. You command fleets in turn-based combat, carefully maneuvering ships, managing firing arcs, and manually aiming your shots for maximum damage. It adds a layer of tension and skill not seen in most turn-based games. Score: 7/10. Narrative is basically nonexistent. There’s a loose campaign structure and some brief context for missions, but it’s more of a tactical sandbox than a story-driven experience. Score: 4/10. Graphics are simple but serviceable. Ships are cleanly modeled, the UI is functional, and explosions look decent. It won’t win any visual awards, but it gets the job done for a strategy title. Score: 6/10. Sound and music are a bit barebones. The effects are basic, and the soundtrack fades into the background quickly. Nothing offensive—just forgettable. Score: 5/10. Replayability is okay. You can try different fleet builds and play through skirmish or campaign modes, but there's not a ton of long-term variety. Score: 6/10. Innovation scores well for the manual targeting system. Unlike most naval strategy games, you actually aim your guns, which creates a more tactile and engaging feel during battles. It’s a cool mechanic that adds a lot of personality. Score: 7/10. Bottom line: Battle Fleet 2 is a fun and unique naval tactics game with an old-school feel. It’s not deep or cinematic, but the manual aiming and fleet management make it worth checking out for fans of WW2 strategy and turn-based combat with a twist.
Decent gameplay, has potential... but when you load a saved game, everything is a mess. The map doesn't show ownership, ships have barely any turrets, so on and so forth. Would not recommend until they fix the save-load system.
If you are in to turn based naval games......this is a Gem
Easy to play and deep.
Easy but really fun to play.
its fun. like play many times.
This game is very fun! It is a fun WWII strategy game with fun immersive PvE combat action. It also requires math to calculate range, angle and strategy to play. 10/10. My favorite steam game
love this game , wish it was a tad harder
Easy to play, but with enough difficulty to make it enjoyable.
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Players by region
Where this game's players are, estimated from review languages.
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