
Rivals of Aether II is the sequel to the hit indie fighting game, Rivals of Aether. Play as both new and returning elemental fighters in the next generation of platform fighters.
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.
About
Rivals of Aether II is the next generation of platform fighters and multiplayer brawlers. This sequel to the hit indie fighting game Rivals of Aether is expanded and upgraded with 3D visuals, new mechanics, improved online support, and more!
The Aether Universe is a world where warring civilizations summon the power of Fire, Water, Air, and Earth - and powerful Rivals harness those powers to clobber each other! Rivals of Aether II continues the franchise’s iconic focus on competitive depth, accessible gameplay, and unforgettable characters. Whether you’re a competitive master of the genre or a newcomer looking to have fun, Rivals of Aether II delivers a fast-paced and flashy brawler experience that you won’t forget.
Rivals of Aether II features an exciting base roster of new and returning characters - with post-launch plans to add additional playable characters to the game for free! Each of these playable Rivals have an expansive moveset featuring new mechanics and special moves that are not only an upgrade over the original game, but new to the platform fighter genre as a whole. Shields, ledges, grabs and throws add new layers to the frenetic flow of combat in Rivals of Aether II. On top of that, the Pummel Special, Ledge Special, and Getup Special provide unique combat options that push the genre forward in exciting new ways.
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Engagement
Reviews
Themes across 979 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is terrible, and it's broken in every way. The characters especially. It's all about who can cheese the opponent more. Every game is a race to the bottom with cheese, and it's a Mickey Mouse-ass game where all you need is a read, leading to ♥♥♥♥♥♥♥♥ games where you die off a single read. Also, approaching isn't a thing thanks to the lack of a Z-cancel, so you're going to have a lot of fun if you like dash dancing and barely staying out of your opponent's range. Also most of these characters are just rivals 1 characters and it feels like it becuse almost nobody feels like theyre in the right game. So you're better off just playing SSBM. It's free, and you can at least find a game.
I really want to like this game, the core characters and movement are fun and interesting with some dubious decisions here and there but I can get past them. Every character forces you to play their mini game their gimmick, you will be frustrated to no end getting cheesed by someone who is clearly worse at every aspect of the game outside of forcing you to deal with their gimmick(s). The rare games where it's not that and it's not someone rated significantly below or above you as the game is effectively dead in Europe then it is a lot of fun and has potential. Came back after a good while of not playing and every new character feels designed to be incredibly obnoxious. I can't in good conscience recommend this game if you're in europe, there are only people playing competitive and they will play like a massive weenie and it feels like skill expression and movement aren't rewarded. It's a miserable spam fest.
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Reviews, worldwide (the counter carries no country): 3.56/day in the week to Aug 4 → 6.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Portuguese - Brazil, Spanish - Latin America
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 980 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Smash but with good online. I love Rivals so much. Oh my sweet sweet Galvan <3
Why tf did I have to make an account. No. Idc. I shouldn't need an another account besides my steam account in 2026. Fun otherwise,
I've played most of the Smash games casually with friends irl over the years, so it's great having access to a similar platform fighter with those same friends on Steam. That said, I actually like a lot of things about Rivals of Aether 2 *more* than Smash, which is something I can't say about a single other platform fighter that I've tried before. It feels snappier and faster, but also more accessible because there are fewer matchups, stages, etc. There is less overlap across characters, which makes each one feel stronger and more distinct. There are subtle QoL improvements and fun training modes. And I cannot stress how good the online feels, ESPECIALLY compared to trying to play a Smash game online on a Nintendo console. The devs' approach to content is also great, with most content being free. That includes each season pass being available for free and retroactively, so you can go back and farm skins from season passes you missed.
this is the greatest platform fighting game of all time
This game is a piece of ♥♥♥♥. You want to play a seemingly cool character? well turns out everybody else has broken ♥♥♥♥ that appeals to the sweaty melee scrubs who like jerking it to furry porn. Hey remember that fundamental fighting game rule that attacks beat grabs? well they don't only when its good for your opponent. Oh what you want to grab through an attack? well get ♥♥♥♥♥♥ you you stupid ♥♥♥♥♥♥♥ idiot, don't you know that attacks beat grabs you ♥♥♥♥♥♥♥ stupid idiot cuck. I could develop this game 10000000000 times better than dan and his ♥♥♥♥♥♥ development team.
For those that bother to check my profile, I've had a lot of experience with Rivals 1 (over 1,000 hours). Given that, I feel like I have plenty of room to compare both R1 and R2 with each other, and now with the game having been out for over a year and over 100 hours to back it up, I want to give an honest opinion of this game, and why I ultimately think that it's become a game worth playing (which is NOT something I would have said after the first few months of launch). Rivals of Aether 2 has an incredibly strong foundation for its moment to moment gameplay. Especially after a year, measures have been taken to speed up gameplay. That can be seen in the ways that some defensive mechanics have been toned (both shield regeneration and floor hugging have been tweaked). It can also be seen in the delay between hits (a change that reduced hit pause). Even character adjustments have been used as a means to address gameplay pace, where un-interactive tools have been either toned down or reworked to reduce the lameness that certain characters can engage with. The movement has always been silky, and has also been adjusted to feel even better (reducing the landing frames of wavelanding). While its not as effortless as R1, part of that comes with the introduced defensive and offensive tools that have been added. I would say it still comfortably excels in game feel, especially with the diversity in its roster allowing you to find a character that lines up with how you want to move around. All of this is to say that this game feels great to play, and I think the devs have done a very good job addressing some of the issues that prevented the game from feeling great to move around and hit people in. Some people will never be able to get past an omni-directional shield, and I understand that, but for everyone who doesn't have gripes surrounding blocking, I think that the initial skeleton of the game is fully realized, very expressive, and very rewarding. Now, notice that I say the skeleton of the game. I'm a competitive player, and for me, having good bones is good enough. Give me a person to fight against and I'm content just engaging with that skeleton and nothing else. Does that make a good game? I would say no. A fighting game now has a lot of things to do outside of just online or offline matches against another person. Need I point to Smash Bros Brawl and sub space emissary? Or Street Fighter 6's story mode with custom characters? Even for those who are uninterested in the pure exchange of two people against each other, modern fighting games offer much more than just the skeleton of the moment to moment gameplay. This is a lot to ask for, and Rivals 2 is trying to live up to those expectations. Its presentation demands it. This presentation can be talked about in a lot of ways. Personally, I think that all of the character designs are sick. Some people might be turned away by all the characters being furries (which I mean, cmon dude, it's 2026. There's like a 90% chance that you've played a game that you enjoy and it has furries in it. Get over yourself). That being said, I do feel that the characters are compelling in their own right. A frankensteined mechanical dinosaur? A luchadora ant? Look at that pirate shark and tell me that "swagger of the sea" isn't the perfect title for him. You can't. Lest I forget to mention that these characters and all future ones are completely free add-ons. Even if the characters themselves aren't exactly appealing to you, the animation and expression that goes into them is something worth praising in its own regard. The music, while not as punchy as R1, still feels right at home, and there's even some tracks I'd put alongside R1 in terms of pop (Metal incarnate on metal graveyard is a stand out example of this). And then the skins. Listen, I won't pretend that microtransactions can't be a problem, but if there were any model to follow, I think Aether Studios should be the best example of what to do if they will be included. No timed events, no impact on gameplay, no trading or loot crates to make a market economy off of, and all of it can be achieved purely through playing the game. I've played this game for a year and even with my small numbers compared to other folks, I've had almost no trouble getting all of the skins I wanted. I've only bought one of the bundles because it was pirates and pirates are definitely a weakness for me, but otherwise I feel pretty comfortable in saying that I don't feel the need to buy anything from the store, and chances are you'll find yourself saying the same thing. In fact, a good number of the skins that you can get are ONLY achievable through gameplay, and can't be purchased. A lot of these achievable skins are through monthly updates, and these updates are what's finally got me to leave this review. Before this last update, I would say there was almost nothing to enjoy in R2 outside of the skeleton of gameplay. The few single player modes are, at most, amusing time wasters that vaguely engage with the actual mechanics of the game. At worst, they're uninteresting drags that are there to pad out the glaring void of both casual and single-player content. This has changed though. Admittedly, the single-player content is still lacking. However, the addition of items and casual stages, which are both an absolute blast to play with, have almost completely addressed the casual complaints I had with R2. In its current form, rivals can be enjoyed by people who both have a competitive drive and those who want to goof around, barring that they have friends to do it with. Pair this with workshop getting fleshed out with a steady trickle of both original and ported characters, and R2 is finally in a spot where I want to recommend it to people. The only remaining hiccup is more interesting single player content, and the devs have made me confident that when it does come (within the next year), it'll be just as great as the rest of the game. I could write a dissertation on how Rivals 1 and Rivals 2 compare to each other from that moment to moment gameplay, but I realize a lot of people that'll buy this game won't really be interested in that conversation. While R2 doesn't have the massive workshop of R1, what exists now between both items and workshop is definitely enough fun in its own right, and with enough time I'm sure R2 will be right there and kickin it with R1 in terms of workshop content. For 30 dollars, this is a good game, and when it's on sale for 20 or less, its a steal. Put it on your wish list and get it when you can.
shark twink
Furry Super Smash Bros. and it's for the computer. A great way to bring Smash back in your life if you don't have or want Nintendo, and also Maypul is cute. :3
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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