
REMNANT II® pits survivors of humanity against new deadly creatures and god-like bosses across terrifying worlds. Play solo or co-op with two other friends to explore the depths of the unknown to stop an evil from destroying reality itself.
Most likely between $6.4M and $18.3M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $9.99 | 82% | approximately $10.7M |
| PlayStation | $49.99 | 86% | — |
| Epic | $49.99 | 94% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 1684 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Bought an Ultimate Edition and missing all the bonus content that comes with it. These devs were made aware that this is happening on multiple platforms before the game was even released and they've done nothing about it. Scammers.
Don't get me wrong the game at its foundation is still the Remnant we grew to like but I will admit in this case? it feels like Remnant projected onto a teenage targeted novel. STORY SPOILERS BELOW: You created a "hero" character we couldn't care less about (Clementine) somehow we are supposed to care about her and her heroic final sacrifice? She came across as this annoying Mary-sue self-insert who talks about "THIS IS IT! WE CAN DO IT!" ♥♥♥♥♥ didn't lift a finger through the story of the game, oh she ♥♥♥♥♥♥ off into Labyrinth wow much important contribution. All in all REM 1 where story was more ambiguous and you didn't try to give us this C Grade threatre kid expose of the plotline landed 10x better than whatever you produced here. I'd be 10x more invested in Ford or The Wanderer (REM 1 Player Character) than Clementine and W/e BS she was on. PS. The Realm plotlines that are more in-line with REM 1 were solid. END STORY SPOILER Lets talk about the RNG-esus realm generations, the fact you can have seeds that create non-completable objectives is just abhorrent. We found the Blood Moon temple in my seed and we spent ♥♥♥♥♥♥♥ hours trying to proc blood moon in a seed that can never have a Blood Moon because it was a DLC seed. And trust me spending 4h+ trying to PROC ♥♥♥♥ that didn't have a clear answer until I found a foot-note in wiki page after going to forums first sorry not sorry respect my ♥♥♥♥♥♥♥ time. If you think forcing me to mindlessly replay the same ♥♥♥♥ over and over again in RNG-seeds that fail to deliver a content package is "replayability" no it's not. Finally the end credits, If anyone in party hits SPACE even accidentally (had to confirm with my party that someone did hit the space) it kicks all of us out into Menu. So you didn't jump us to the Post Credits end Scene you just kick us out into main Menu and guess what I can't even reload my save and rekill the boss to re-trigger it I've to replay it. A normal game would skip you to post-credits but you just decided to toss us into Main Menu with no option of just going to that final moment before the boss fight. EDIT: Some write online that only host can skip End Credits, I only hit Shift + Tab and if that was the root-cause of it getting skipped then I call 2x ♥♥♥♥♥♥♥♥ because why would SKIP that has been SPACE the whole game suddenly skip if I hit shift + tab? While I loved REM1 and played it to the bone REM2 from implementation point of view and the main story point of view is absolute trash and I actually regret finishing it with the ♥♥♥♥♥♥ experience I had it tarnished it for me. My advice play the 1st game, enjoy that because this, whatever that is, is a downgrade.
Из минусов: -ублюдские генерации мира, как и в первой части -максимальное кол-во очков для талантов 85.. Есть еще несколько мелких недостатков, но не так критично, так что в остальном все замечательно. Карту сделали гораздо удобнее, интересные классы, красивые локации.
I just finished my second run, and i must admit. to whoever came to the idea, to create such a dumb end boss, should get kicked 3 times into his balls.
[h2] Мертворожденный Кошмар [/h2] https://steamcommunity.com/sharedfiles/filedetails/?id=3783978330 https://steamcommunity.com/sharedfiles/filedetails/?id=3783977031 Эта игра полностью оправдывает статус мертворожденного продукта, в котором системная гниль, тотальная халтура и абсолютная творческая импотенция прослеживаются в каждом отдельном элементе, каждой текстуре и каждой строчке кода. Всё начинается с бесконечно растянутой, нудной и искусственно раздутой истории, которая начинает душить игрока буквально с первых же секунд после запуска. Сюжет здесь даже не пытается увлечь, интриговать, раскрывать вселенную или хотя бы создавать видимость здравого смысла. Он существует исключительно как ленивое, неприкрытое и максимально примитивное оправдание для того, чтобы насильно бросить тебя в бесконечный, выматывающий круговорот мертвого гринда и монотонной, абсолютно однообразной боёвки. Игровые локации созданы без капли фантазии или понимания геймдизайна. Они нужны лишь для одной цели: заставить тебя часами уныло бегать по кругу, наматывать бессмысленные километры по пустым коридорам и выбивать из мобов копеечные ресурсы ради микроскопического, практически неощутимого прогресса, который вообще ничего не меняет. Сами битвы не приносят вообще никакого удовольствия, азарта или тактического челленджа. Они моментально превращаются в серую рутину, душное закликивание и механическое, автоматическое повторение одних и тех же действий, от которых начинает тошнить уже через пару часов игрового времени. Разработчики полностью, абсолютно наплевали на баланс и хоть какое-то адекватное распределение сил, из-за чего играть в соло здесь практически невозможно. Это выглядит как полнейший бред, это абсолютно нелогично и превращает одиночное прохождение в чистый, концентрированный мазохизм, где игра наказывает тебя просто за то, что ты решил играть сам, а не собрал команду. Одиночка здесь физически не вылазит из постоянных смертей из-за кривого спавна и задушенных таймингов. Игровой процесс окончательно, бесповоротно и надежно добивает огромное количество нелепых, идиотских и абсолютно пустых заданий. Ты тратишь свое личное время, убиваешь нервы, бегаешь через всю карту, но эти квесты вообще ни на что не влияют, как и любая отдельно взятая миссия в этой игре. Ты просто выполняешь бессмысленную работу ради самой работы в мертвом, картонном мире, где твои действия имеют нулевую ценность для сюжета. В игре накопилась просто критическая масса глобальных проблем, постоянных сетевых лагов, критических багов, сломанных скриптов и внутренних косяков, которые месяцами не чинятся. Разработчикам глубоко, откровенно насрать на свое комьюнити, на техническое состояние своего детища и на тех, кто за это заплатил деньги. Они просто забили на игру и плюют всем в лицо. И вот апофеозом, абсолютным пиком, финальным аккордом этого геймдизайнерского маразма и абсурда стал невероятно «логичный» и удушающий момент, когда посреди всего этого хаоса, багов и технического убожества у меня на экране внезапно загорелась полоска голода. Эту механику прикрутили сюда явно просто для того, чтобы еще сильнее взбесить игрока и максимально усложнить ему жизнь на ровном месте. И в ту же самую секунду игра без какого-либо внятного предупреждения, логической причины или сюжетного обоснования бросила на меня бесконечный, нескончаемый, прущий со всех щелей и дыр поток противников. Ты просто стоишь посреди локации, из последних сил отбиваешься от этой пачки в плюс-минус 20 врагов, которые спавнятся из воздуха прямо у тебя перед глазами, тратишь последние ресурсы, буквально умираешь от этого искусственного голода, а их убийство абсолютно, гарантированно, стопроцентно ни на что не влияет. Игра тупо держит эту искусственную цифру в два десятка мобов на экране: ты с мясом вырываешь победу, превозмогаешь и убиваешь одного, а игра на то же самое место сразу же выплевывает нового, перекрывая тебе кислород и обнуляя все твои усилия. Весь этот бред превращается в бесконечную, душащую стену, которая просто заваливает тебя трупами. Ты застреваешь в дебильном круговороте, где твоя тактика и скилл помножены на ноль, потому что этот бесконечный конвейер из двадцати тварей создан исключительно ради того, чтобы искусственно затянуть процесс, высосать твое время и окончательно задушить прохождение. Это самый душный, бессмысленный и нелогичный фарс, который только можно было создать в игровой индустрии. Полное отсутствие логики, уважения к игроку и здравого смысла. И ведь самое обидное во всей этой ситуации - это потенциал проекта. Изначально я очень хотел похвалить этот открытый постапокалиптический мир, за его атмосферу и исследование я готов был поставить крепкие 8/10. Локации и общий антураж действительно затягивают, но из-за абсолютно мертвого сюжета, дурацких квестов и этих бесконечных, спавнящихся из ниоткуда противников игра начинает безбожно душить тебя на каждом шагу. В итоге, несмотря на красивую обертку постапокалипсиса, проект ощущается как очень скучная, монотонная и абсолютно мертвая внутри поделка.
Remnant II fails for me as a "Soulslike with guns." My biggest issue is the enemy design and overall combat flow. Most standard enemies are so weak and appear in such small numbers that they rarely pose a meaningful threat. Instead, the game's difficulty is concentrated almost entirely in its elite enemies, which frequently rush into melee range and relentlessly pressure the player with attacks designed around dodge timing. Many of these elite enemies also feel excessively tanky unless your build is highly optimized. Rather than rewarding precise shooting, positioning, and tactical gunplay, Remnant II often feels more focused on character builds and item synergies. Once enemies reach elite status, success seems to depend less on player skill with firearms and more on whether your build can generate enough damage, healing, or survivability to overcome the encounter. The Relic healing system further reinforces this feeling. The healing animation is lengthy, yet many elite enemies are designed to stay in your face and apply constant pressure. While the game expects players to create openings before healing, many encounters left me feeling frustrated rather than challenged, as using a Relic often felt riskier than it was tactically satisfying. My second major complaint is the camera. Remnant II has one of the most restrictive camera systems I've encountered in a third-person shooter. The camera sits extremely close to the player character, limiting battlefield awareness and making it difficult to track threats approaching from the sides or behind. Aiming only makes the problem worse. The camera zooms even closer over the character's shoulder, further reducing visibility and creating tunnel vision during combat. This becomes especially problematic because many elite enemies immediately rush into close range. The game constantly encourages fighting aggressive melee opponents, yet the camera seems designed for shooting distant targets. When enemies get right in your face, the zoomed-in aiming view can make it harder to see what is happening and harder to place accurate shots. The controls compound this issue. There is no true hip-fire system. Pressing the attack button without aiming uses your melee weapon, meaning firearms can only be fired while in the zoomed-in aiming mode. Every gunfight therefore forces the player into the game's most restrictive camera view. The lack of alternative control schemes, such as allowing melee weapons to function as a separate weapon slot, only makes this more frustrating. What makes this particularly puzzling is that Remnant II is heavily designed around co-op play and enemies attacking from multiple directions. Yet it provides less battlefield awareness than many other third-person shooters. Instead of helping the player read and react to combat situations, the camera often feels like an additional obstacle. Another issue is the lack of visual variety. While the game technically features five major locations—Losomn, Yaesha, N'Erud, the Labyrinth, and Root Earth—the vast majority of your time is spent revisiting variations of the same three core world themes. After multiple playthroughs, I found myself growing tired of the environments much faster than in other action RPGs. The DLCs only reinforced this feeling. Rather than introducing entirely new settings, each expansion simply adds content to an existing world. The Awakened King expands Losomn, The Forgotten Kingdom expands Yaesha, and The Dark Horizon expands N'Erud. While all three DLCs add new bosses, enemies, equipment, and story content, they rarely feel visually distinct from the worlds they expand. Personally, I found the asking price difficult to justify. I also found the game's secrets to be hidden to an absurd degree. Some are so obscure that I struggle to imagine many players discovering them naturally. If you enjoy uncovering secrets on your own, Remnant II can become frustrating very quickly. A surprising amount of content feels designed around community collaboration, guides, and wiki searches rather than player intuition. That said, I do not hate the game. In fact, most of my enjoyment came from playing through it with a friend in two-player co-op. Exploring the worlds together, experimenting with builds, and overcoming bosses as a team was easily the highlight of the experience. Had I played entirely solo, I suspect I would have enjoyed the game considerably less. I purchased Remnant II for under $20, and at that price I feel it was worth it. I mainly play co-op with a friend, without that I probably never would have picked it up. However, based on my experience with it, I would not recommend it at full price.
i agree with a fair bit of the mixed reception, but ultimately it IS a step up from the first game. and i loved that game. boss weapons get insanely creative and interesting. archetype system is fun and leaves plenty of room for theorycrafting. how deep, can't say im qualified, but there's a lot of ways to limit test. game is great with friends, but suffers from weird issues that crop every so often. for instance, there's collision issues when it comes to the moving around semi-close to each other. this WILL get people killed when it comes to areas with death on the floor and the areas with light platforming. even when you give each other space, there's still this weird 'collision ghosting' that sometimes occurs. great worldbuilding. i thought the worlds themselves and their isolated storylines were honestly pretty good. compared to the overarching 'storyline', yeah, because the main campaign story was abysmal. found the whole 'inspecting quest items' to interact with them very cool. the whole idea of re-running levels to get different stories, gear, etc, is a very love it or hate it thing. rerolling the worlds to get more stuff is cool and great, no worries. having to replay the ENTIRE CAMPAIGN to re-do the 'final zone'? not ok. nop. gunplay is great, a lot of the sound effects are fun and cool, same with visual effects. graphics decent, animation decent. it stacks up well as an AA title and that was what kinda made the first game so disarmingly good. i rly hope this franchise continues and that the devs maybe get some consulting in when it comes to storytelling and character development bc the surrounding worldbuilding is honestly not terrible... but the way they presented the characters in the campaign was just bad and falls way short of its potential. i found myself often skipping dialogue, which is a real pity. multiplayer actively encourages this too. i don't think every 'souls' adjacent game should aim to just copy the source material, but i think there are still lessons to be learned from it. dialogue and character presentation / development in the soul series is pretty minimal, but it does a LOT with a little and so those stories and characters remain memorable. remnant dumps weak dialogue and exposition on the player often and rather poorly, so it just falls flat. when players want to engage with the background story, we'll read item descriptions, books etc. and for the most part, all of that is really good in this game. overall, i still think it's a really good game and i think it's fair to say the franchise has a lot of untapped potential, even still. if it put some more care into it's core storyline, it'd really nail everything down pretty well, and achieving that could require far, far less work than one might think.
One of the best games I've ever played. The sheer amount of build possibilities, Secret Items to find and replayability are just incredible. People crying in the comments are obviously mad because bad, but they do not represent this gem of a game at all. You have a total of 800+ Items to find, choose between Softcore or Hardcore, play Solo or Grouped, see every ending in each Biome, and most importantly: the story makes ABSOLUTE sense in terms of generating new seeds for your current run. 12/10 points.
Imagine boss rushing for 2 hours and accidentally rolled into a pit and lost all
Fixes a lot of issues from Remnant 1 but also breaks some of the appeal of Remnant 1 as well. It's doing a lot more with its story which is helped by a cast of exceptional voice actors. Enemies are more dynamic during combat than they were in the first game but there is still a lot of repetition among enemy types, Bosses are more interesting and (mostly but not all of them) are less prone to spamming you with minions. Weapons feel more balanced, broadly, with more of them being viable. The same goes for Rings/Amulets and mutators. The biggest problem with Remnant II is the same as Remnant I - builds being locked behind re-rolling content over and over and hoping you get lucky.