
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 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




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 cannot, in good conscience, recommend it. I played hundred of hours the previous game in it's "Universe" edition. (I’m sorry if a dev reads this.) The interface is worse. I am not kidding. And the more I dig, the more I could extend this review. Who was in charge of this ? Did they play the previous game ? Did they had any class or experience in UI design ? I don't mean to be rude, but this is not ok. They took the worst interface in the genre, and managed to make it worse. How ? By displaying less information, but with more clutter, with even less intuitiveness, and less shortcuts. Example : you have a table that say that your intake of 10 resources is critical. Ok. This is a table that regroups info for your entire empire. Surely, if you hover your mouse of the info, you will have more information that will explain what the resources are ? A way to click ? No. You have to go in another menu, and then play with the filters to try to find the concerned resources. To be fair, the issue was in the previous game... If only this was made with the benefit of hindsight. Another example : at time of writing, you cannot change the home base of a fleet from the fleet screen. Or from the fleet tab at the lower left hand side of the screen when you have selected a fleet. No, you have to select your fleet, zoom out to wherever the hell you were, and then zoom to the wanted base, right click, and make it the home base. It only takes a minute. And I do mean a literal minute, as many things do in this game. But rest assured, it’s normal, because, you cannot do much to edit or control what your fleets are outside the templates, unless you want to handle most of it by hand... But, you know, this is Distant World. Automation is supposed to be the strong suit. It's not anymore. I mean, it’s still is, there is even more options. Look at all of them. If only you had a way to understand how the ♥♥♥♥ they all interact with each other. In the first one, I was able to understand what I automated and what I didn't. Not anymore. Just an example : you can turn off shipbuilding. But, if you have fleets, remember to turn off the automatic top-off of your fleets. If you do not, fleets will keep on adding units to replace the lost ones. Can be nice and useful once you know about it. But you first have to know about it. By the way, where the ♥♥♥♥ are the population policy controls ? Seriously, I looked everywhere for something that was front and center in the previous game. In the first game, you had your exploration ships and construction ships on a shortcut. Where is it now ? Well, in a menu. Kind of a good addition, that one, the menu, I mean. In the previous game it was a sidebar, apparently, which was helpful because, well... you had a shortcut ! Not anymore. Three clicks are more practical and intuitive than one, I guess. You cannot minimize the choices for your inbox of messages. I will phrase it better : if you want to read your messages, you have to keep the option menu for the messages open. That... after a dozen more hours, I still cannot figure out what is going on there. I went to the previous game, and oh my god... there was a logbox, visible, but not in the way, that told you the usual minutiae, and you had popups for important messages... Holy hell, it's the same mechanics and info, but they managed to make it worse ! Again ! The automation of the taxes is the same as in the previous game, as far as I can understand it... but the menus give you less info about what the triggers are. So the mechanic is the same... but you have less info than in the previous game to explain to you what happens. Nice ! And so on. What, the, living, hell... Oh, and the performances are not good either, even at the start of the game. 3D can create cool moments, I know, it's neat. But look at the vids made by the community : it's mostly spreadsheets. I do not understand how people can like this hollow copy of the previous game, that is an unstable software, with terrible sound design, worse controls, worse interface. We spend most of our time, not in the system view, but in the galaxy view. So why did the devs put effort into making 3D we won’t look at most of the time, because we claw at the menus trying to figure out where is that damned button ? I dunno. 2D can be magnificent and clear, and crisp. Look at StarSector. Or the previous game with modding. And of course, the faults of the previous game are still in there. If you want to know what a given ship part actually does... well... off to the wiki, sorry, Galaxipedia you go ! No tooltip there. No search bar in the Galaxipedia either. Why would you need one, am I right ? And the shipbuilding seems to be worse too. In the previous game, you had ship categories, yes. But you did what you wanted with them, they were more guidelines. Here ? It's more like with Stellaris : an escort has a given number of slots, which is fine... but not coming from the previous standpoint, because it suddenly feel VERY limiting. I think they should have gone in the direction of Endless Space, with more modular ship design, so this issue of "the 3D models need to make sense with what the player put in them"... or just not cared that much about this issue. No space to detail what I mean here, but better options existed. We have lost something, yes, but mostly, we have even more clutter in the menus because of all the added classes. Fleet this, and heavy that, and so on, as if this game wasn't already complicated enough to get into. No options either to hide the "old" categories. And, again, off to hit the books you go if you want to know how the AI handle differently different ship classes. For example, is it possible to try to have only medium freighter ? Can you skip one class of military ship completely ? From what I gather, read the wiki, do not find your answer, then go out looking for people who read the code of the game. They did remove SOME of the hassle that came with the living space / life support duo… But again, they could have remade the system in a much, much better way. Space sim are less rare now. Terra Invicta, Nebulous Fleet Command… It’s not just that it could have been better, it’s just that I could have been good. Special mention to the writing of the story, which is mostly on the good side… but with typos and easily skippable because of… you know… the interface. I will play the previous one if I want that specific itch scratched. At least the interface responds to inputs where it should. Or StarSector. Or Stellaris even. These two have the benefit of having a clearer way to understand the game, instead of having to fight to take part in it. And the sound effects seem to be part of this decade. Because yeah, I forgot to mention it, but sound, in a game, is important. Most good games have great sound effects and ambiance. This game ? I played on mute, while I automated mechanics that were not fun because of the menus… or just because I could not find the menus… I tried. I hope the devs will try to do a new installment that learns what the indie dev community has known since the end of the 2000s. Put the money where it matters. Interface, sound design, reliability, and, again, for this game, INTERFACE, (and QA, the long forgotten element...). It’s supposed to be fun to be able to parameter your AI… Wow. I went to replay the previous one just to refresh my memory. The previous one is better in many aspects... and that's in it's vanilla state. With mods, the interface can be flat-out better, and the game will have, of course, more content. Still. I am burned out now. Hope the third will be better software. I wanted to like this game. I am very frustrated that I could not. A comment add some info.
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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
没有官方中文我可以理解,但修复了中文玩家可以使用第三方来进行官方中文的bug,并且已经这么长时间了,这就不得不给个差评
A disappointing convoluted mess that doesnt play as well as the first. Ive waited for "updates" but its time to display my review.
I just can't get into it. Having ships not stay together is just not something I can get used to. It totally ruins immersion for me. As a leader, if I tell a fleet to go somewhere, there is no way I would expect that half the fleet goes, part of it stays somewhere else, part of it runs out of fuel and just sits there, some of them take forever, etc. I tried to find a way that would cause my fleets to stick together no matter what, so that if they can't make it to a location together then they tell me and I can fix what's wrong. It really seems like there is a fantastic game here somewhere. I think I may be too much of a sim person and not as much of a strategy person? I like to min/max. I like to click something and it do whatever I clicked it to do. It seemed like this game just fought me every step of the way. I went into the game knowing how it seemed like there were two camps that split fans on this, and that was the fuel. So I tried as much as I could to be objective and understand the fuel thing was going to be a challenge. I just couldn't do it. For my playstyle, my opinion is that it isn't executed well. If they had options behind fleet behavior that allowed you more control, I'd probably be able to deal with it. But since there are no options like that and the game is less about the minutiae of the supply chain, it just turns me off a little. Also, and this bugs me more than I thought it ever could, the overlay showing the empires is way too transparent. I couldn't find a way to make it any better...in fact, when I did find a setting that controlled it it was already on max and I didn't think that could be right but it was. It's just too hard to see borders in this game. Again, seems like there is a great game somewhere but, as a 4x game, I think it plays too niche. But I am not surprised at all that so many people love it.
I really want to like this game, I have come back to it again and again trying to understand and to learn the OVERLY COMPLICATED ropes. But it is just ♥♥♥♥♥♥ insane, Even if you hand over the reigns to the ai fully they cant ♥♥♥♥♥♥ play their own game. I do not recommend picking up this game, it is disappointing
Honestly, not that fun. One of the big advertised mechanics of this game was the automation, but they really rely on it like a crutch rather than using it as an interesting mechanic. When you do decide to actually take control and do things, they don't work intuitively: take trying to attack an enemy with a fleet of your own, you'd think it would be as simple as "click on fleet, then click on who you want them to attack", but nope, instead you have to place a target on what you want to attack, then your fleet will attack it, when the weather is good, the planets align, and they feel like it. Instead they will spend more often attacking random things you don't want them to attack regardless of your orders. But let's say you decide to just leave that and focus on your economy as what you manually control, well too bad there basically isn't much of one. Planets have little to no depth game play or mechanically. Everything is like this, they say its "deep, intricate, hard to understand", make it really annoying to gather information, give orders, and do things so that you automate it, then hope you don't actually spend the time to look into the systems because then you'd find that, if it wasn't layered behind the god awful UI it is simpler than 99% of 4X and grandstrategy games out there.
No clue why this game is getting negative reviews. It's one of the best 4x space games out there.
NO CHINESE, NO RECOMMEND AND ♥♥♥♥ YOU FOR GIVING NO OTHER LANGUAGES AND REFUSING TO FIX THE DAME BUG CREATED BY YOURSELF YOU ABANDON A VAST MARKET YOURSELF!!!!! 用好评求汉化是没希望的,消费者用脚投票!!!!
While game with steep learning curve (that requires third-party sources to boot) might not necessarily be a bad thing in itself, it also commits a cardinal sin of throwing player into the midst of things without much of an explanation only to show that player is not actually needed - the game can play itself just fine. Sure, you can learn how game actually works, and reap the benefits of getting your master's degree in computer game by enjoying the process... but then, by virtue of knowing what to expect, you are made aware of countless little bugs, that, while relatively harmless by themselves, all add up to the level of frustration: - started the game? well , those initial designs that are being built do not calculate upkeep properly, so you'll have to reload if you care about keeping a couple credits you're entitled to - want to capture enemy ships to reverse engineer or use against the enemy? be ready to periodically reload or manually intervene because fleets "forget" about having the ability to capture from time to time - got few admirals? have fun manually reassigning them, because game will pile them up onto a single ship - built few raiding fleets to sow some chaos behind the enemy lines? have fun manually directing them, because automation will make them all attack same target - want resources delivered to the new colony? too bad, automation just queued up all the idle freighters to bring 100 rotten space apples to your homeworld (which each of them will do, despite each being able to carry dozen times more) ...the list goes on, and while this stuff is being gradually fixed, the question remains: how much of it can you take?
I held off on trying DW2 for a long time. DW1 is one of my favourite games of all time, and I wasn't sure whether the depth of that game would fully translate to the sequel. DW2 is a thoughtful iteration on the mechanics of the first game, and while I think the first game does some things better (pirates are more fleshed out, for example), at this point of the development I think DW2 is the superior title. Give it a try if you want to try a space 4x with a compelling and dynamic model of galactic economy, lots of room for experimentation in combat, and the ability to fine tune what parts of the enormous empire simulation you are controlling at a given time. DW2 still has its rough edges, the most obvious being in the presentation of flavour text. You can tell it's developed by a tiny team, but that makes it even more of a triumph in my eyes.
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