
Distant Worlds 2 is a vast, pausable real-time 4X space strategy game.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 0.43/day in the week to Jul 23 → 1.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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




Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 820 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I have no idea what the problems in my empire are (let alone fix them), so there’s nothing to do. I’m kinda winning a war, but there’s no way to tell what could improve it, so I just sit and watch. Kind of a ♥♥♥♥ game
05 Apr 2026 I came back to see whether the automation systems, my biggest frustration last time, had finally improved. Early game is fine, as you’re doing most things manually anyway. But once you rely on automation, it’s still a no. My main concerns: (1) Troop automation. Still horrible. If you automate troop recruitment, the AI takes ages to assemble a force big enough for a proper war, so you end up doing it manually. And no, there’s still no mass recruitment interface like the one for ships. You must click a planet, click the troop panel, click once per unit, click the next planet, repeat. That’s a lot of clicks. But no, that’s not the end. There is no rally point, so you cannot hire a bunch of troop carriers to gather troops from your planets and deliver them to a rally point for your invasion fleet to pick up. Instead, the invasion fleet will gather troops itself, a few at a time. No wonder I spent 30 hours. (2) Fleet roles. On paper, you have attack, defence, raid, and invasion. In practice, there is very little distinction between the first three. My 300k attack fleet, set to “attack”, proudly targets an enemy mining station, while my 6k raiding fleet suicides into an enemy attack fleet because my defence fleet is relaxing on the far side of the map, even though I have enemy bases within my own territory. And yes, all attack and defence points were set automatically, because the whole point was to test automation. I wish there were clear options like: target large/small enemy fleets at home/everywhere, target enemy mining stations at home/everywhere. (3) The invasion fleet. This is somewhat better, at least it tries to do what it’s intended to do, albeit foolishly. But after the first invasion, more often than not, instead of picking up the assault troops from the captured planet, it goes to the next one with only a fraction of its force, which gets decimated, of course. So you need to manually instruct it to load troops, then restore the so called automation. Add to this the severe freezing in the end game, even if the game is paused, even if I don’t change the zoom (which is very weird) and you’ll see that it’s still undercooked. Incidentally, I didn’t experience any technical issues during my first try in July 2025, so basically it has got worse. 6/10 Will try again in a few patches. ----------------------------- 27 Jul, 2025 The good thing about this game is that it offers lots of automation; the bad thing is that much of it doesn’t work properly. I’ll give it another try later, but for now, it feels undercooked. It was a lot of fun at the start, but by the end, despite having a huge fleet, a huge army, and a huge budget, I eventually had to quit after almost 70 hours without finishing a single match, because the game had become a buggy mess. It was painful to watch all the stupid things the AI “assistant” did with my assets, but I couldn’t be bothered to deal the manual micromanagement hell in a game that’s supposedly all about automation.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 820 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
没得中文
[h1]Distant Worlds 2, essentially Stellaris on Hardcore mode. [/h1] It's a Brilliant game, but it is not for the casual strategy player. There's a lot of depth in its mechanics from micro to macro. The pace is deliberate, driven by the truly massive scale of the game. This creates a deeply immersive empire management experience, where every decision demands time and resources before its effects are felt. Everything is simulated—right down to the smallest ships reallocating resources and personnel across your empire, as well as the various components of each ship: shields, armor, weapons, radar, inventory, and more. It’s the perfect formula for creating compelling stories. Given the immense scale, managing everything on your own is nearly impossible. Fortunately, the game offers extensive automation options. Set the rules, decide what your empire will handle autonomously, and focus on what matters most to you. With a tutorial and an encyclopedia built in - if you're patient, it’ll all come together, and you'll find yourself having a blast. Here's a list of some of its features if you want a better idea of how large this game truly is. - Fully Real Time Simulated Galaxy. - Multithread Real-Time Simulation. (Excellent performance.) - Detailed economy. (You'll be dealing with two economies.) - Colony management. - Customizable ship designs. - Large-scale space battles. - Detailed ground combat. (Various troop types with their own strategy.) - Modding support. - Deep diplomacy and espionage mechanics. (Take control over your ambassadors or spies) - Unique factions each with its own strenght, specialties and weaknesses. - Automated empire management systems. - Dynamic borders, that change depending on your influence.
没有中文·不支持汉化·中国市场不重要啊·
I've played galactic strategy games for as long as PC's have been around and this is my favorite, by far. It's a very deep game and creates a very satisfying experience. Also, at the tougher settings, it's a very challenging game - which I much prefer over the "follow the story line and win every time" type game. The options and flexibility of the set up make for great replayability.
Possibly the only true deep space empire 4X sim out there, well worth the investment and only improving with every expansion.
Imagine if Stellaris had actual RTS combat rather than being a grand strategy autobattler. That's basically Distant Worlds 2. Grand strategy, empire building, and actual RTS space combat with individual unit control. It's a lot more open-ended too, like a space game should be. There are a lot of automation options for convenience but they are not required and some are not optimal to use (like AI fleet control). Reviews getting hung up on automation are missing the point. In general they can enhance the game by skipping certain things the player might subjectively find tedious. That's all. DW2 has a moderately high learning curve so might not be fun before understanding the basic systems and controls. There are a fair number of rough edges that could, in theory, be improved or reworked. For instance, the ship upgrade system could use better streamlining. And the map needs more view modes that can be toggled on and off permanently.
The game itself is proper. Then I got myself informed about modding and hit roadblocks - because somebody thinks that obfuscating the whole Code to make modding impossible is the right way. While other games practically live from mod-ability, this tries hard to make modding anything relevant impossible. And then there's the license. I really suggest you check out the licence for this game (AI Chatbots are helpful). Here's some issues that ChatGPT has with this licence: Single-user, single-PC only: Strict “one license = one user on one computer.” No sharing or transfers without written permission. Broad bans on non-personal use: Explicitly forbids commercial, academic, research, and military use without prior written approval. UGC rights grab: Any mods/scenarios you create grant the publisher perpetual, worldwide, irrevocable, sublicensable rights; other players may freely use/modify your UGC without attribution or payment. “As is,” no real remedies: Your sole remedy is to stop using the game; refunds aren’t promised. $1 liability cap: Publisher’s total liability is capped at $1 USD, regardless of purchase price or damages. Aggressive enforcement tools: Publisher claims ex parte injunctive relief (court orders without prior notice) and treats breaches as causing “irreparable harm.” Monitoring & control: EULA allows the publisher to monitor/record communications, remove content, and terminate accounts at discretion (no compensation). Patches become publisher property: All updates, patches, and changes are automatically publisher property. Beta under NDA: Formal NDA required; violations trigger the same heavy legal remedies. Jurisdiction: Governed by England & Wales law. Drafting quality: Long, repetitive, and contains typos for a legal document—suggesting a hardline, copy-pasted template.
Even though I enjoy the game, the fact that you need to buy [b]ALL of the DLC's[/b] to be able to enjoy a mod sounds predatory. I hope the devs fix this ridiculous state modding is in.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $9.3K | 18 | 50% | $14.99 | |
| — | 0 | — | — | |
| $242.6K | 832 | 84% | $9.99 | |
| $92.2K | 121 | 49% | $19.99 | |
| $57.6K | 83 | 76% | $17.99 | |
| $18.9K | 34 | 79% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $5.8M | 22.2K | 81% | $9.99 | |
| $5.8M | 5.1K | 73% | $39.99 | |
| $5.8M | 83.7K | 94% | $5.99 | |
| $5.9M | 13.9K | 79% | $19.99 | |
| $5.8M | 23.6K | 92% | $9.99 | |
| $5.9M | 12.2K | 83% | $24.99 |