
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
This is my favorite of the modern space 4X games. Starting off with the pre-warp setting really gives you the feeling of exploration, which is why I play 4X games. Slowly, steadily making my way out into the cosmos. Just a complete vibe.
this game is freaking cringe
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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
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.
Grown on me very quickly compared to the original. More understandable, the GUI is compact and I am having no problems in making good use of the Automation tools. Also good to have a decent level of graphical detail too. Now after more playtime the best way to play is manual control and use those automation tools which suit your play style. This is a fantastic upgrade and I look forward to more content.
Después de 120 horas jugando a DW2, debo decir que me ha decepcionado: no es lo que buscaba. Da igual que juegues automatizando la mayor parte de las cosas o poniendo todo en modo manual, hay muchas cosas que simplemente no puedes hacer. Principal: No puedes construir a tu antojo en los planetas. No puedes construir granjas, ni fábricas, ni laboratorios, ni centros comerciales, ni bancos... Eso te impide desarrollar los planetas en el sentido que quieras. Ciertas tecnologías te permiten construir mejoras en los planetas, pero muy costosas y normalmente sólo una por planeta o incluso a veces sólo una en todo tu imperio. Segundo: no puedes construir estaciones de investigación donde quieras, sólo en los planetas que tengan bonos especiales. No puedes tampoco construir puertos espaciales donde quieras, sólo en tus colonias. Tercero: da igual que inviertas un montón de tiempo y dinero en investigar, tus capacidades de colonizar otros mundos siempre son muy escasas. Escasean enormemente lo planetas con suficiente calidad como para ser colonizados, y los que hay suelen estar ocupados por colonias libres o por otros imperios. Eso no te deja más remedio que invadir a los demás, y en eso parece consistir todo el juego: invadir, ya que toda la economía y la investigación va a depender en la práctica del número de colonias que controles. En eso de guerrear e invadir, el juego es bueno: puedes adaptar tus naves y tus tropas a cada enemigo. Pero al final todo va a depender de la economía, que es también lo que te permite desarrollar una buena tecnología (eso y el espionaje), y por tanto del número de colonias que tengas, que no va a poder ser alto a no ser que invadas las demás... Todo esto, en conjunto, esa falta de flexibilidad en la construcción y en la colonización, no te deja en realidad construir nada. Todo lo más, expandirte (si puedes) a base de violencia, ya que la otra vía, la diplomática, tampoco te permite gran cosa. Además, me pasa algo extraño, y es que mi reputación en diplomacia siempre acaba bajando, y no hay modo de impedir eso por más que investigue (al menos, todavía no lo he conseguido). Seguiré jugando, ya que puede haber cosas que me he perdido (es un juego muy muy lento y cada partida son muchas horas), pero por lo pronto yo no diría que es un juego 4X, tan solo 2X o así (explorar y exterminar; lo demás simplemente no se puede hacer o está muy limitado). Estaba dudando entre recomendar o no el juego. Al final lo recomiendo, porque no deja de ser entretenido, aunque no es el tipo de juego que yo personalmente estaba buscando.
**游戏汉化**需通过创意工坊获取,在此特别感谢汉化作者的辛勤付出。 ~这是一款太空4X游戏,其深度的系统与丰富的内容提供了极具策略性的游玩体验。虽然游戏允许托管AI处理决策,让玩家专注于宏观战略布局,但想要真正掌握精髓仍需投入大量学习成本——与其研读100多页的手册,不如观看教学视频。在最初的10小时里,由于不熟悉AI管理系统,操作体验如同与系统"左右互搏";直到逐步调整好AI设置后,体验才逐渐流畅。 ~探索系统与《群星》类似:星图没有固定航道,跃迁范围完全取决于飞船超光速引擎性能与燃料储备。资源分为生产材料、燃料和奢侈品三大类,并采用写实的物流体系——所有资源均需通过民营货运船队实体运输,而非"虚空传送"。 ~经济体系构建精细:以人口红利为底层逻辑,通过殖民地税收调控与民营经济协同运作。民营经济主导货运、客运及采矿船队运营,玩家虽不能直接管控,但可通过政府订单刺激需求、兴建采矿枢纽、开发太空旅游或放宽移民准入等政策扩大其规模。只有足够庞大的民营经济,才能支撑帝国物流网络的高效运转。财政分配需平衡军费、殖民地发展与科研投入。 ~科技树庞大丰富,不仅可通过传统研究解锁,还支持"考古"获取——打捞古代飞船逆向工程,或发掘星球遗迹直接获得顶级科技与全局神器,大幅提升探索趣味性。 ~外交系统需先投入资金改善关系,再通过条约深化合作。高好感度可交易科技,而与海盗交换科技的风险相对较低(因其无发展需求)。 ~战斗系统在AI托管下运行流畅,但前提是自己设计舰船(建议跳过小型舰,直接从T7开始)并自己设置舰队模板,否则预设配置战力有限。
Game is great - just will recommend if you play this game don't overestimate you system specs as late game starts to get sluggish.
Game shows a lot of potential, even though i've played only 20 minutes(lol) i can see already how great this game could be if only you're hardcore enough. Unfortunately UI is so hardcore that I'm not hardcore enough to play it further :( I really wish there was neutral recommendation. If you're really into Space-sim 4x games and learning a new ui/game/systems isn't scary for you go for it. I can bet you'll sink for hundreds of hours. On the opposite site, if graphics matter to you and a good UI is a must, try, skip or wait long enough for UI to get better.
J'aime bien les jeux vidéos se déroulant dans l'espace. Et DW2 avec ses 2000 étoiles est excellent pour moi. Je trouve que l'IA c'est améliore depuis la sortie du jeu . On peut jouer avec ou sans conditions de jeu pour que la race choisit s'étend au détriment ou non des autres races. Surtout on peut jouer tout manuel ou tout automatiser , ou alors faire manuellement les catégories qu'on voudrait faire nous même. Et puis avec les races anciennes mis au gout du jour et les nouvelles races et les dlc , ce jeux n'en seras que plus passionnant et prenant.
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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