
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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
Great 4x game!
Stellaris not as a game but a simulation of galactic proportions. Lets you choose exactly how much you want to micromanage your empire from assigning the combat orders of each individual ship manually to delegating everything to your AI advisors and watching the game play itself.
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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
vERY GOOD
1000H+群星玩家给予的好评。游戏看起来复杂其实上手并不复杂,完全不用像群星一样亲力亲为,自动化程度极高,玩家只用做决策就行了,科研船工程船都是自动化分配的
First of all, do I actually recommend the game? I know this review is tagged as "yes", but there's a serious caveat attached to that yes. If you really wanted to play Distant Worlds Universe, then sure, buy the game! But otherwise, if say you just wanted a nice Space 4X game to enjoy? Stay away, man. CodeForce really went with the mantra of, "why abstract something when you can simulate it?" and frankly, that's not even one of my problems with the game. If anything that's what drew me in. What constantly takes me out of the game is the game's UI. It genuinely feels like I'm actively fighting the UI when I play this game. For example, the event popups on the right side of the screen really don't feel properly integrated with the rest of the game. An example would be a diplomatic popup, where there's zero links to the faction's diplomacy screen. If they tightened up the UI this game would be amazing! An easy recommend! On another matter... the 3D graphics of DW2... I'll be honest, I don't feel like they added much to the game. I'm not normally one to comment on the graphics, but, most of the time you're zoomed out to a point where you don't really see it and frankly when you do zoom in enough to see it, they don't look good at all for 2022/2024. They look like something out of a game from 16 years ago. It's not even a 3D game space with dynamic camera angles. Generally speaking they would've been better off taking the effort put into the 3D graphics (and even relatively primitive 3D graphics take some serious effort over 2D) and put it into proper UI development.
good . worth buy on sale .
A little rough around the edges, but probably the best space simulator out there
Its a pain in the ass. The ship automation and suggenstions for your fleets are borderline suicidal. Couldnt figure out why my fleet stopped capturing a mining station over and over again untill it finally worked on the 5th try. (tested this on multiple stations) Fuel tankers wont refuell fleets sometimes. Blockade planet command isnt working properly.
Ich habe dieses Spiel lediglich für ein paar Euro erworben, muss jedoch leider sagen, dass ich es für den Vollpreis auch ernsthaft bereut hätte. Das Spiel an für sich genommen macht schon Spaß und lädt zum experimentieren ein. Leider hat das Spiel auch sehr viele Schwächen, vor allem für ein Titel aus 2024/25 (weiß nicht genau mehr wann der Release war). Unter anderem: *Das Spiel wird immer langsamer und anfälliger für Abstürze je länger man spielt *Leider sind generell die Abstürze ein großes Problem *Ist ist nach einiger Zeit recht repetitiv *Die Grafik und das generelle Design und Game-Feature's sind nicht mehr zeitgemäß! *Der Anfang des Spiels ist sehr holprig und in keinster Weise irgendwie erklärend, zudem hat man das Gefühl, dass am Anfang so gut wie gar nichts passiert, da man irgendwie kein Feedback bekommt, was man da eigentlich tut. *Das Spiel ist komplett auf englischer Sprache und diese ist nicht ohne externe Mod änderbar! Zu guter Letzt möchte ich jedoch noch den Game Editor, welcher sich wie bei alten Civilization-Spielen mitten im Spiel ausführen lies lobend hervorheben. In einem Sandbox-Game wie diesem würde ich mir dieses Feature auch in anderen Games öfters wünschen. Abschließend kann ich sagen, für ein paar Euro ist es eine gute Investition und für Fans von Strategie und Aufbauspielen im Weltraum sowieso. Allen anderen würde ich raten wirklich zu warten, bis das Game im Sell ist, der Vollpreis lohnt sich meines Erachtens nach nicht!
This game feels like a better, but smaller scale version of Star Ruler 1 or like Stellaris with actual ships. Or a top down version of X4 Foundations with planets or the defunct MMO Shores of Hazeron (but without control over mining and transportships). It does lack real ground combat, but it's intriguing enough. Initially the game can feel overwhelming, but once you learn what to automate and what not, and what each option does, it becomes more enjoyable. The first few attempts, I was severaly annoyed by fleet automation and bottlenecks. I also colonised either too fast or too slow. Turning off autofunding was perhaps the biggest factor towards success. Once you know what needs to be done you can anticipate and progress alot quicker, to the point that in my current playthrough I had several colonies and more than twice the fleet when I first met the most agressive race who had just one colony. I think this game might even dethrone SW:Empire at War (with AotR mod) as my favourite top-down rt4x (I know some people consider SW:EaW an RTS, but the Galaxy map plays like an rt4x). It also has this "spread scarce resources over different fronts" feel (though perhaps to a lesser extent than SWEaW). The only reasons I'm not sure, is because it lacks real ground combat and the ship battles are nowhere near being as engaging as those in SWEaW. Ofcourse the scale of the game and lack of instanced battles would make this hard. It is also referred to as "grand strategy", but I personally don't like that term (for any game). Positive aspects: - Real ships that can be part of a fleet aswell as operate individually, even while in a fleet (as long as you don't give a fleet order). - Has everything from corvettes ("Escorts") all the way to battleships and carriers. No skipping destroyers like SoaSE or cruisers like X4. - Real logistics: every transfer of resources happens through (civilian) ships. Even migration happens through passenger ships. Only the transfer of "hero" characters does not seem to use ships (or I didn't notice it). There is no teleportation of resources of any kind. - Both large scale fleet encounters aswell as single ship or small fleet encounters/pirate attacks. - Diplomacy with ambassadors, espionage with different option (steal tech, territory map, galaxy map, assasinate, destroy facility, incite rebellion). You can even wage proxywars. - Stories based on discoveries and sometimes research. Both good and bad: - The economy is done entirely by civilian ships, which you don't directly control. It is realistic, but sometimes annoying. You just take care of the infrastructure and can set supply goals and then just wait for them to fill it out. Mostly positive but has some issues. - You can automate different tasks to different degrees: fully automated, ai suggestions are executed unless you cancel, ai suggestions are not executed unless you confirm, or fully manual. Some things are only either manual or automated. This can also be changed for individual things like troop management or taxes on individual planets and for both each fleet and each invdividual ship. The automation is cool to some degree, but the AI makes weird suggestions at times, so for example fleet control is best not fully automated. Negative aspects: - Pathing is sometimes ridiculous, like flies right by destination but goes to another system first. - Fleets do not persist after every ship is killed, meaning you have to create a new one and therefore order in the list to add ships to a fleet changes, even if you rename it to the original. My OCD doesn't like this. - Ship (de)selection is a bit hard at times. You cannot (afaik) deselect an individual ship from the list of selected ships, but only by Ctrl clicking it in the gameworld. - the "Refuel from tankers" command doesn't always work, so sometimes in the middle of a war you notice a fleet gets stranded and you have to manually click all 28 or more warships in a fleet to refuel them. - If you keep autoupdate on for civilian ships they will all want to update their design when e.g. a new engine is researched. That's not bad if you have a handful and are at peace, but if you have over 400 sitting at your capital during wartime, that sucks. It causes shortages everywhere. Sure there are ways to avoid this, but they require micromanagement: manually redesigning civilians ships every so often and/or researching it only when peace and not planning to construct government ships. - Unlike Stellaris the game distinguishes between independant colonies and empires. So you cannot just observe or aid a colony to become a spacefaring empire. You can however by first conquering them and then granting them independance though. - No hold fire order, which means ships often kill targets you try to capture. (or I don't know how it's done) - No hold position, though you can change settings to approximate this (engagement range), a single button would be nicer. - Diplomacy lacks some aspects that I would like the ability to trade/exchange worlds at any time. Also once you vassalise someone you cannot just upgrade them to ally, without breaking other agreements first. There's also no option for immediate counteroffers, like in Supreme Ruler. - It has a "show location" button under messages about construction, but not for attack suggestions. The location of the potential target does blink when you zoom out and hover over the message, but it's annoying. If you just accept without checking it could mean you send a 2k power fleet to attack a 10k fleet or group of spacemonsters. - This might be silly to most of you, but the use of the name dreadnaught for the heaviest battleship bothers me. Dreadnaughts were just a type of battleship and the name was only used for like 20 years and only because the first battleship of this type was HMS Dreadnaught. It's like calling a pen a bic (well maybe not as that's a brand).The strongest destroyers are called fleet destroyers. So I would have preferred fleet battleship or just have it stop at heavy battleship. Or perhaps just a single version of every ship type. Which brings me to the next issue. - Maybe there are too many hull types: cruiser, light cruiser, exploration cruiser, fast cruiser, long range cruiser, heavy cruiser. Some are even the same size, but just have a different number of max slots you can use... So this cruiser hull which is the exact same size as this other cruiser hull, has the exact same amount of hardpoint and system spots, but I can't use them just because it has a different name ... I feel like just light, regular and heavy would be enough. Then equipping them differently based on needs would make them exploration or whatever. More fuel, more guns or more armour or shielding. That's basically what you're already doings atm, but with artificial limits per hull and a large number of hulls types unnecessarily filling up the construction menu. Conclusion: Overall I like the game alot, but it does lack some options mostly for ship control and diplomacy. Distributing scarce resources over multiple fronts with a sense of urgency, real logistics and real battles imho make this game superior to titles like Stellaris and Crusader kings.Different people might have different priorities. As said earlier, not sure if it's my favourite top down rt4x yet, but it certainly is my favourite one without 3D land combat atm. I hope someone makes a game like this with ground combat. There's one coming (Beyond Astra), but we'll see if the ground combat will be well implemented. Then also make it first person and perhaps MP and you got a new iteration of the game of my dreams.
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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