
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 2,515 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
Costa quasi come un titolo tripla A ma non lo è. Dovrebbe essere considerato early access, molte cose sono incomplete e altre mancanti. Ci sono ancora placeholder (delle grafiche temporanee per chi non lo sapesse) in giro oltre che dei modelli che lasciano a desiderare con il realismo. Il vero problema è che il gioco è noioso. Genstirlo manualmente sarebbe impossibile, in quanto diventa troppo vasto perciò bisogna lasciare automatizzare ad una ia che gioca contro se stessa. Alla fine puoi solo stare a guardare. Mettiamoci anche che ogni nuovo contenuto che sta uscendo è un DLC a pagamento e che non costano nemmeno poco, rende le prospettive poco attraenti. It costs almost as much as a AAA title, but it's not. It should be considered Early Access; many things are incomplete and others are missing. There are still placeholders (temporary graphics, for those who don't know) floating around, as well as models that leave much to be desired in terms of realism. The real problem is that the game is boring. Managing it manually would be impossible, as it becomes too vast, so you have to leave it to an AI that plays against itself to automate the process. In the end, you can only watch. Add to that the fact that every new piece of content that's being released is paid DLC, and that's not even cheap, making the prospects unattractive.
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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
Un space 4X qui manque de travail sur l'interface ce qui rend redondant et peu pratique les actions. Surtout quand il faut selectionner plusieurs appareils ou leurs donner un ordre rien ne valide vraiment ou confirme. Beaucoup de choses sont automatisées mais de manière médiocre ça ne marche pas souvent. difficile de recommander car ça ne conviendra qu'à peu de monde. Il y a aussi des bugs et ce n'est pas traduit en français pour ma part ça aurait aidé un peu. bref c'est un mi-cuit. malgré du potentiel
The fact I can't group ships with ctrl+(number), why even bother? This game does things it's own way and some is fine but basic grouping and other basic things, like have to hold ctrl to select multiple ship with lmb, that is stupid! Don't bother.
Cudo, dla każdego coś dobrego, lubisz dbać o każdy aspekt swojego imperium proszę bardzo i powodzenia, lubisz automatyzować rozgrywkę co moim zdaniem konieczne z czasem też proszę bardzo, bardzo rozbudowana gra, w stellarisa od lat nie grałem więc ciężko mi porównać ale wydaje się dużo bardziej rozbudowane. Ekonomia i drzewko tech to tutaj cudo, każdy odblokowany budynek/część statku itp w tech wymaga coraz różniejszych surowców, co wymaga od nas zadbania o supply chain, bez surowców konkretnych nie zbudujemy nic, bez paliwa nie polecimy daleko, ekonomia posiada sektor państwowy nad którym mamy kontrole i sektor prywatny nad którym mamy pośrednią kontrole, zlecamy budowe stacji wydobywczych itd z budżetu prywaciarzy, prywaciarze sami budują statki cywilne czyt. transport, mining, statki pasazerskie(turystyka) zależnie od wyboru rodzaju rządu sektor prywatny może się inaczej zachowywać jak np. sami zlecają budowę statków eskorty, za wszystko sektor prywatny nam płaci. Oczywiście ekonomia działa dynamicznie nie jest to 100$ co sekunde tylko zmienia się zależnie od ilości zebranych podatków wpływu korupcji w koloniach, sprzedanych surowców ile sektor prywatny będzie nam płacił za wszystko, ogarnięcie ekonomii tutaj to podstawa ale nie jest to jakoś wybitnie ciężkie. Gra posiada baaaardzo fajny samouczek, klikasz znak zapytania i masz tourne po strefie w której to kliknąłeś. Z miejsca polecam od razu DLC które dodają spoko frakcje + do tego mod XL dla wymagających i inne drobniejsze w paczce w warsztacie. Devi cały czas rozwijają grę powoli bo powoli ale do przodu. Dla mnie jako gra strategiczna w kosmie top3.
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Gra dla bezrobotnych. Interfejs niestety jest mocno przestarzały i nieczytelny. Mimo że głębia jest bardzo duża to nie da się ukryć że brak innych języków (w tym przypadku polskiego) skutecznie zniechęca potencjalnych zainteresowanych w tym i mnie. Jak chce się rywalizować ze stellarisem trzeba zrobić coś więcej aniżeli chwalić się głębią w każdym aspekcie rozgrywki. Takie mocne 5/10
MAST HAVE ! good price! best 4x game for now for me ! nice nice!
Es imposible jugar durante más de 15 minutos seguidos por todos los crashes durante la última beta
I loved DW:U, but I can't get myself to really like DW 2. In essence it is very similar to DW:U, but I feel like some of the changes made the game less fun(although probably easier to learn), there are fewer choices, and the choices that are present don't really matter. Instead of making strategic choices to best benefit from the circumstances I'm in, I'm just playing my empire the same way every game and hoping for good RNG (for example: research speed is very dependent on how many locations for research stations you get around your starting position. Another big RNG factor is when and where you get the first hive-ships, though in my more recent games I just turned the hive off, which I think leads to a more enjoyable game). (another example of RNG with a big impact are debris fields. these are abandonded, repairable ships way more advanced than what you can build yourself early game. yet you don't need to research any tech to start repairing them. It's nice when you're fielding a fleet with cruisers and carriers way before anyone in the galaxy can build them, but it's all RNG, there is no strategic choice or trade-off involved to get to that point) For example ship design: DW:U just gave you a maximum size allowance per ship model, but complete freedom which ship components you used within that size limit. This gave the option to go hyperspecialised (I.e. either make a glass canon ship that's all weapons and no shield/armor, decide between more fuel tanks for a larger attack range, or decide to skip out on fuel tanks because you're just going to use this ship design for defense within your own territory where a fuel station is always nearby, or make sure you built a fuel station in some gass cloud right next to the borders of the empire you're going to invade). This freedom did alllow for some cheesiness in ship design, but that potential for cheese was also part of the charm of the game imo. You could always decide to give yourself a rule to not use certain cheesy tactics, if they made the game too easy. DW 2 instead puts way more restrictions on which components you can place. This limits playing the game in 'unintended' ways, but it also makes ship design boring. There is still some choices, but way less impactfull: weapons can now only be put into weapon slots (which you cannot use for anything but weapons), likewise shield/armor have dedicated slots. So no more hyper specialisation going either all-in on survivability with no/few weapons, or all-in on weapons making a kamikaze glass canon that hits hard and then immediatly dies. I now end up just making the same all-purpose ship designs every game, or even using the automated designs because I can't be bothered making new designs all the time when it barely offers a benefit over the automated design. Another thing I liked in DW:U was the huge variety of resources. Not having access to a certain resource at a certain location would completely halt construction. This could result in annoying situations where a certain spaceport or mining station would be under construction for decades and never get built because a required resource was not getting delivered. But imo this made logistics fun, because it really mattered, in DW:U I made a lot of use of basic space port designs, which were designs with as few components as possible, and mostly low tier components(=no fancy resources needed to build), which I could quickly build over new colonies to get the logistics up and running. It also provided a reason for sometimes not using the most advanced components you had researched, because you did not have the logistics to get those resources to the place where you needed them. in DW 2 even resources you're in shortage of somehow do get delivered. The whole economy and logistics with lots of resources and freighters flying around delivering those resources still exists, but the impact of all of that seems minimal. You'll never be crippled by a resource shortage like in DW:U, basically you can just ignore the whole resource screen, click ok on all the auto suggestions to build mining stations, and you'll be all ok. In DW2 I also never struggle getting my military ships fueled up. While in DW:U I found the planning of my fuel economy to be one of the cool, fun parts of the game. In essence all of it is still in DW2, it's just that I never struggle with fuel shortages in DW2, so it's just 1 more detail that exists, but doesn't require special attention. Even a bigger fleet can fully fuel up from a single fuel mining station on a low quality source, and do it quickly. I remember in DW:U I had to put more attention into my fuel station designs depending on what I wanted to use it for (add more docking bays so more ships can refuel at once so a fleet can return to combat faster, more cargo space so it can handle a larger fleet refueling at once, but all of that at the expense of room for either mining engines, making the fuel station refill slower, or at the expense of shields/armor/weapons, making it a sitting duck for enemy fleets, requiring putting a defense fleet next to it). The way pirates work between both games is imo another example where on paper they are similar, but the in-game impact is way less: I think DW:U handled the pirate issue very nicely. Pirates start off at superior tech. When you first meet a pirate faction, they offer you to pay protection money, which is a drain on your early game economy, but worth it since you can't beat them. If you choose to ignore that offer, and they actually start attacking your ships/stations, the cost of the protection money goes up. Meanwhile, pirates get an option to create hidden bases at inhabited planets (which eventually will allow them to transition into a more standard empire, and at that point the pirate faction will take over the planets with hidden bases present), so ignoring the pirate threat for too long and just keep paying them money to not attack you will screw you over in the long term. So you need to carefully consider the moment where you transition from paying them, to wiping them out. In DW2, most of those pirate mechanics in the early game are the same: they still have superior tech and strength at the beginning of the game, and you still need to bribe them early game and wait for the right moment to start destroying them. However, the bribe will always be the same low amount of money, no matter if you just met them or they are actively attacking you. They also cannot create hidden bases or transition to a regular empire, so at some point they'll just become irrelevant. There is no real danger to just keep paying them off, besides the small drain on your economy(which you could easily pay later on, the protection money amount does not scale with your economy, and also the ai empires will start destroying them, so they'll disappear no matter if you deal with them personally or not). p.s.: regarding automation, I think I should say something about that as well since it's one of the unique mechanics in this game vs. other 4x. Regarding automation I don't really feel like there's a difference from how it worked in DW:U, so if you've played the previous game, you know what to expect. If you have not: part of the game consists of fighting with your empire automation. You'll have the most fun turning off automation for everything that you care about (in DW:U I'm a full manual player, in DW 2 I use automation for some stuff). Hoever since there's a lot going on, it 's still usefull to use automation for some stuff that you don't want to pay attention to. Just be prepared that it will sometimes work against you.
po 10 h gry dopiero co zacząłem ale czuć niezłą głębie, polecam. Ogrywałem większość 4x plus kosmos, Naprawde nieźle zrobiona strategia edit po prawie 100 godzinach zajeboza stellaris( mam 500 h pograne ) może lizać buty dw2)))))
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Players by region
Where this game's players are, estimated from review languages.
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