
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 2,402 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
Sat on this game for awhile until I had the time to invest to learn. Now I can't stop and decided to buy all dlc. Playing on 2,000 stars well into the late game without a single issue is probably the most impressive part of this game.
The scope of this game is quite massive and it has many complex mechanics. Which is the problem, it is difficult to understand how the game actually functions. In addition the UI is very clunky and does not help easy comprehension of the game nor it's underlying mechanics. While I appreciate the massive thought process that has gone to build this game. However, this game is actually not playable.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
Кривой интерфейс, кривое управление, ноль обучения и тупой ИИ. Спасибо, не надо
Forced to give the game a negative review. Yes, I can tell that the game is very deep. It offers a fair simulation of a galaxy with thousands of stars. The scale is stunning. As stunning as the inconveniences you will encounter. I'll describe just one problem that got me to the point of leaving a review. But don't make the mistake of thinking that this is the only problem. Something as simple as sending a fleet from point A to point B is absolutely impossible in a coordinated fashion. All ships start flying different routes depending on their jump range and at different speeds. Some ships don't depart at all. Some of the ships are left behind because they suddenly run out of fuel. The tankers (which seem to have to make sure that no one runs out of fuel in the middle of the journey) having the highest speed arrive first and start dying from the danger they were called to fight. In the end, the only thing you're engaging is a horrible micromanagement that kills all the fun of the game. Yes, if you put automate everything and just zoom out the game, it will look okay. Only look normal, because the problems I described will remain, but you just won't see them.
Excellent game. Definite upgrade from Stelaris in all aspects of the game. My one issue with the game, for the love of god please fix the AI. Im fed up of some of my units who are on MANUAL control committing suicide. Its pretty lame.
I honestly don't know why I addicted so much to this game, even since the first part. Yes, the UI is a clumsy mess, but beyond it lies a living, breathing galaxy full of struggle, plotting and planning, empires rising and falling in front of your eyes. Recommend 100%
An actually deep 4X game. Wish others had this level of management.
This is a good example of a simulation rather than a game. Fuel is required for travel, but the tankers and freighters are NPC ships that can't be attached to fleets; the user is only permitted to follow them around as an escort service. Ships are pre-designed by slots that only accept a specific type and size of component, with additional restrictions on max counts, with research serving mostly to dole out the developer's designs.
The original game was charming and open ended. What really drew me to it was the ability to design ships in any way, shape or fashion you wanted within space limitations. The sequel lost all of the charm for graphical fidelity. It's prettier, in exchange for cookie cutter ship builds and only lip service to customization.
Great game. Just like Distant Worlds 1 & Universe, but in 3D, with nicer graphics. I do wish, however, that economy gets expanded at one point. This is one of the very few 4X games with an economic simulation. I would like even more control over it, deeper and more complex mechanics. Unlike in Stellaris, I can actually play huge galaxies until mid and late game! Since there is a real resource economy, building and managing fleets is satisfying, however, some things could still be improved, there is still much room to grow.
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.
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