
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.
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 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
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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Reviews
Themes across 975 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Probably the best platform fighter at the moment. A listening dev team, very well-balanced and diverse roster, quality rollback netcode which isn't 100% reliable but still rarely causes actual issues. The game is genuinely easy to play and hard to master. While single-player and casual content weren't its main focus on release, the fun-for-all update of april 2026 added a very nice set of items and casual stages and story mode is on the way. It is still a competitively oriented platform fighter and I wouldn't recommend it as enthusiastically to people who are categorically opposed to delving in competition. Still, certainly the best smash replacement for 4-player item matches if you don't own a switch. The skins are also amazing, many more characters than the current 16 are on the way, nothing in the game is exclusively tied to a purchase, the community-managed wiki is more complete by the day and most smaller communities are very welcoming, especially in Europe where I am from. TLDR : great game from great devs, a must-buy for anyone invested in platform fighters and a should-buy for anyone interested in them
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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 976 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Used to be my favorite fighting game ever and I've been playing it since 2016. The balance decisions suck and every time I log on and fight someone I'm reminded why I stopped playing. From a casual point of view this game is.. just fine. Especially with items on. But competitively this game is beyond uninteresting imo. shields in this game are too strong. I understand they wanted to appeal to more platform fighter players but the way they are now is not it. CC is too strong for how easy it is. You can buffer moves after CC. Why does the game feel so defensive that I feel like I'm playing ultimate at times? If i wanted to play a game where people are holding shield all game attempting to shield grab me for 50% I would literally go play ultimate. Why include all these PM/Melee mechanics if you're going to have the game play like this? On top of that there are a few characters that have been just straight up ridiculous with how easy but viable they are at every level of play, These matchups feel awful regardless of who you're playing because the character(s) is so easy but oppressive. If you played the game you know who I'm talking about. The counterplay is there but the counterplay is not only unintuitive to new players it's also insanely boring. I can't get friends into this game because these reasons.. Everyone quits. I've been playing platform fighters since Smash 64 on / off in brackets and just casually on wifi. You will lose repeatedly if you're a new player way more than you would lose as a new player on a traditional fighter. There are less new players coming to this game and the system mechanics do not help keep new players around. Regardless of anyone feels about floorhug / cc. It does not belong in a game with such a lenient buffer this game is a mash fest and if you have never played a game with these mechanics it feels horrible to play into. Not only that the developers do not know how to nerf characters. There's a chance you character will literally be nerfed to be not only worse than the rest but clunky and feel like ♥♥♥♥ to play. Meanwhile a certain character(s) are still running around doing the same BS since day 1. This is not a scrub quote go look at the communities reaction. Compare a character like Olympia to Clairen or Zetter and ask why would you ever play her? and this is only ONE example. At launch every character felt strong so these issues weren't as apparent but as time goes on they repeatably nerf characters but the same 2-3 are still belligerent and drooling on their controller against you meanwhile you're required to be way more precise than you need to be to counterplay them. Take Clairens recovery for example, you edge guard her obvious recovery but you get hit with the last frame of her up-b and you get tippered through the stage. Now imagine if you're a new player and you get hit by that. Do you want to lab how to edge guard her or do you just stop playing the game because this is your 5th match fighting her? the community for as small as it is "acts" welcoming but underneath that a lot of them including a few top players are toxic. If you're looking for a fighting game where the average player will run matches back this is not the fighting game for you. I've had to put my steam profile on private numerous times due to people raging about the game. It does not help that they put a big PROFILE button in the lobby menu so these guys can rage in under a minute lmao. It's cliquey and tightknit. A lot of people feel "fake". A top player got basically kicked out of the community for no reason because other top players didn't like them. Don't get me wrong though there are a lot of great personalities but those people are not originally from the Rivals scene originally. The positive about this game is that Dan Fornace is awesome and so is Workshop. Genuinely a great dude and I want nothing more than this game to continue to get better but it's really not worth it if you are trying to play competitively you'd have so much more fun on a traditional fighter or just simply playing Ultimate or Melee.
The Fun-for-all update was exactly what this game needed - a way to play the game and still have fun without having to be fully locked in all the time.
This game doesn't feel ready yet. Like others have said, stick to the first game for now. The game and store are slow to load, features such as palettes have been paywalled, the game requires a third party account, inputs don't feel precise, updates are focused on balance changes and adding new store items instead of adding new features, but what really disappoints me is that there is no good PvE mode or fun casual mode for me to sink time into as a casual fighting game player. I feel like Aether 1 prioritized fun in every aspect and the story mode created an interesting world, but Aether 2 just feels like a generic smash clone. I'm really hoping it will improve in the future, but after two years of stagnation, I'm worried about its future.
Sigh. Listen, if you want something in between Smash Ultimate and Melee, this is something I think you'd enjoy. But I came from Rivals 1, and this is a POOR sequel. Movement feels better in Rivals 1. Combos are more free flowing, fun, and creative in Rivals 1. Hits feel much meatier and satisfying in Rivals 1 - sound design is generally better too. Stages are better in Rivals 1. Music is better in Rivals 1. Offstage gameplay is better in Rivals 1. Custom Colors in Rivals 1 are way better than the pay for skin shop. Ledges and shields and floor hugging make a more defensive game, with all sorts of complicated options possible at any given point - which is frustrating coming from the simplicity of "land a hit and profit," from Rivals 1. About the only thing this one does better is character balance; Rivals 1 is mostly in a great place, but the character balance is off. The workshop characters are straight busted compared to the rest of the cast. Shovel Knight and Ori, and to a lesser extent Ranno and Elliana are very frustrating to play against in Rivals 1. Earlier characters tend to have ... less power or complexity - see Forsburn for the former and Orcane for the latter. Rivals 2 does patch out a lot of the "this feels real BS" stuff that characters can do - it's still BS, but the most toxic stuff is less apparent. I know Dan wanted to capture that Smash audience. But I wish he had done it in a way that kept Rivals 2 feeling more like Rivals. I don't know if that was possible, but this missed the mark for me. Unfortunately since this game kinda killed the Rivals 1 matchmaking, I feel a bit stuck having to play it over my beloved OG Rivals.
Half of these characters are designed well with a clear vision in mind, and the other half are veterans made for a completely different game with zero-to-no clear idea at all on how to balance them. Just stick to Rivals 1.
This has been my absolute favorite game since the first backer beta in April 2024, but I could not rate it as "Recommended" unless you had 100 hours of Melee, PM, or Rivals 1 experience. [b]But I can now.[/b] (Provided you have something at least slightly better than a Steam Deck.) You now get [i]both[/i] the most premium PC platform fighter available [i]and[/i] a fantastic party game. From my hours you can tell I'm a sweat, but goofing around with items with friends who have no experience has been a blast for all of us. Many characters, stages, and items have obvious Smash design inspiration, but even the most direct comparisons have twists that make everything feel uniquely Rivals. Just one example of each of these: [list] [*] [b]Absa[/b] most clearly takes inspiration from Zelda (and borrows some moves and mechanics from other characters) but her cloud mechanics give her what seems to be infinite depth. Cloud backpack is a thing too. It's not good, but why not lol. [*] [b]Treetop Bridge[/b] is a walkoff, and based on the name invites comparisons to Bridge of Eldin. Here the hazard is a Sylvan Plant which tracks and bites a marked player. Passing the mark (or at least being close enough to someone else to make them get bit as well) is the main gimmick here. [*] The [b]Training Bumper[/b] seems at first like a straight ripoff, but Rivals has a universal parry which can be used to push the bumper around. I've always hated Smash bumpers, but I love these because while they're still disruptive, they're still really interactive. [/list] And these are some of the more direct comparisons. If you think $115 for Smash Ultimate and all DLC fighters might be worth it, then just $15 for a unique yet polished take on the genre from a studio that [i]actually[/i] cares about its players is completely worth it. And this is going to get even better once Workshop makes it out of beta, more characters get added, and new features are implemented as the team prepares to release on console (with crossplay!). [hr][/hr] Other notes: [list] [*] Controls are incredibly configurable. You can even edit and test your controls on the character select screen. [*] Wavedashing has never been more accessible. Turn on wavedash assist and you can now wavedash by just holding shield when you jump. [*] Character design is often described as "everyone is a Smash DLC fighter" but it's more like "everyone has some kind of MOBA-like stage control tool". Dan played a lot of League before working on Rivals and it shows. [/list] [hr][/hr] Oh? What's that about monetization? You heard that this is a live service game? Well, yes! There are bundles of skins you can buy. [b]But[/b]: [list] [*] All characters and future characters are free. [*] You unlock a skin for free in each event track. (My favorite skin for my main is a free one.) [*] You can choose to level up any past event track at any time. [*] If you finish one event track and level every character to level 2 (which you can easily do by beating their Arcade mode on easy) then you have earned enough currency to buy any Rare skin you want. Have your heart set on an Epic skin? Play your main for a while and level up a second event track and you'll get it. [*] Profits from esports bundles fund tournaments. [/list]
I'd really love to enjoy a smash game that has nothing to do with nintendo, but unfortunately this game is so niche the only people playing it are people who have been grinding melee for 25 years. It's miserable to play against these people, and I don't know how this game can possibly ever turn it's population around when the only people playing it are the worst possible people for new players to encounter. Ultimately this games ability to just be picked up and played for fun is absolutely awful, and that's just a death sentence.
its not bad but its DEFINITLY not an upgrade, the og pixel animation looks way better than this one and it feels like smash bro than aether. i dunno i just dont like it. 5/10
The only actual criticism I have for the game (that isn't the sweaty Project M playerbase) is that a fleshed out solo mode or character specific tutorials would be nice. This game is a solid 10/10 for me otherwise. You will have more fun going into the game if you've played smash or other platfighters before, especially competitively since the average player in this game is already at a decently high skill level. Anyway, Zetterburn and Galvin players don't deserve human rights. If you play either of these please never speak to me or breathe in my direction.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
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