
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
Roa2 is a HUGE step up compared to the first game, though i do understand some peoples problems with it. Roa1 is more close to a party game with friends due to the workshop and Roa2 is more close to a fighting game than anything, Roa2 is not a party like game its combat is vastly different from the firsts which sets them apart and doesn't completely take out Roa1 as Roa1 can still easily stand on its own due to everything it has. Again thin game is genuinely amazing and is worth picking up if you want a more fighting lean with Roa. The jump to 3d did turn me away massively but i have a really cool friend who got me to try it and oh my god I'm in love with this game, the art style for the game is really good but i understand that the jump isn't for everyone. There is microtransactions however they are really well done, things are decently cheap and you can earn a good amount of the premium currency just by playing its not like hd2 where you get very very little amount over a long time and gameplay options are restricted as far as i know everything is pretty much free sure it takes a little bit of time but it still fun if you aren't ruining your game by mindlessly grinding. But before this gets to long lol I'm gonna give a quick TLDR. -No gameplay locked behind paywall(map skins exist but i don't wanna talk about those :sob:) -Roa1 and Roa2 can coexist perfectly with no issues -Good combat (though little weird at times but that cause I'm bad lol) -Really good community -Good handling of microtransactions 9/10
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $6M | 15.1K | 93% | $15.99 | |
| $6M | 23.5K | 71% | $9.99 | |
| $6M | 16.3K | 91% | $14.99 | |
| $6M | 10.6K | 52% | $17.99 | |
| $6M | 7.5K | 95% | $24.99 | |
| $6M | 11.5K | 88% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $821 | 5 | 80% | $7.99 | |
| — | 0 | — | — | |
| $0 | 362 | 89% | Free | |
| $3.9K | 30 | 93% | $6.99 | |
| $3K | 9 | 67% | $11.99 | |
| $330 | 2 | 100% | $5.99 |
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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
Don't buy this based on the review score. I bought Rivals of Aether 2 and I'm still playing mainly because I'm already invested in the ecosystem. If I could undo the purchase and get my time and money back, I would. My problem isn't that the game is hard. It's that when I lose, the game does almost nothing to help me understand why, or what I should do differently. I'm 20 hours in and online still isn't fun—the enjoyment feels locked behind a wall of losses, and I have no sense of how much longer I'm supposed to push through before it opens up. A rough start would be easier to take if the offline content bridged the gap, but I don't think it does. The CPU AI feels weak and erratic, so it's not a satisfying way to practice. That leaves online as the main teacher, and matchmaking makes that harder than it needs to be. The playerbase isn't tiny—around 700 concurrent—but it feels like the overwhelming majority of the active base is experienced, which leaves newcomers spread very thin. I regularly get matched against players well above my rank, but the more telling part is that I lose badly even when the matchup looks fair. I get placed in bronze, get matched against another bronze player, and still get stomped. That points to smurfing or tanked placements: the matchmaker says we're peers; the match says otherwise. I'm not complaining about losing. I'm complaining that the ranking system doesn't give new players a space to practice with each other, and that losing doesn't teach me anything. The Steam page shows a positive score. My advice is to look at who is writing the reviews. A lot of them come from players with hundreds of hours in. That doesn't make them wrong, but they're describing a different game than the one you'll meet as a newcomer. Someone who bounced off and quit isn't as likely to write a review in the first place. The score tells you whether dedicated players end up loving this, but I'm not convinced it tells you much about your first 20 hours. Look at the recent reviews: they're "mixed" instead of "mostly positive." It's because new players don't get the same experience veterans do. What worries me most is where the devs are putting their effort. With newcomers this thin on the ground, the obvious problem is that they aren't sticking—and the reason they aren't is that the game doesn't teach them. But the devs' outline for their multi-year plan is to add something like fourteen more characters. A new character doesn't help someone who can't get a foothold in the first place. So I expect each one to land, fail to grow the base, and get followed by the next, on repeat—years of effort aimed at the roster when the actual barrier is onboarding. They're solving a problem the game doesn't have while the one it does goes untouched.
Game is unplayable. Lag and desync out the ass. 1/10 do not recommend. ♥♥♥♥ LUDWIG
Great game! I enjoy the competitive nature of the game, but I waited for the fun for all update to leave a review because NOW there is a reason to actually play the game if you are a casual player. The casual mode is a ton of fun and it's great to get a few games in with friends where you're just screwing each other over on casual stages. As far as competitive goes, I do think there are SOME frustrating balance decisions in the game where some characters are clearly much stronger than others. I think most of the balance could be fixed by just adjusting the over-tuned characters for the most part. However, the game is pretty well-balanced for the most part. The game also has an open workshop beta! I think it's going to be great once they fully integrate it into the game, but at the time of this review it just crashes whenever I try to access it. Overall, I think this game is fantastic, and it has something for everyone!
Server stutter is horrendous. Has only gotten worse and worse as the game has gone on
In many ways, this is probably the best platform fighter ever made, but there's some weird decisions that can make playing it more frustrating than anything. I'm recommending it because I love the devs, the aesthetic, the characters, the music, and the vision. I want to love this game really bad, but as it currently sits I only kind of have fun playing it sometimes.
Just a bad game. Buttonmashslop. No whiff punishing, idiotic character design. Engine is actually pretty good but every move has no lag which is stupid. Dan is pretty incompetent at game design so what can you expect. Rivals 1 is better. Honestly this is just the smash ultimate of the rivals franchise tbh. Gapped by lovers of aether.
Genuinely no reason to play this over Rivals 1. The mechanics are much more like smash, which while a good thing to some, leads to everything feeling alot more slow and monotonous. Grabs and pummels are inconsistant and awkward. You will struggle to hit the right button to block it. Characters have somehow become more obnoxious (I HATE FLEET). And floorhugging completely invalidates alot of characters offences. I would not reccomend this game, if you want a good plat fighter thats like smash, genuinely play Slap City. If you want a shake up on the genre, play Rivals 1 or Animation Versus (When it comes out) or even NASB 2. If you want something that doesnt know what it wants to be, you play this.
CLAIRON FORWARD THROW FORWARD SMASH IS A COMBO AT THE LEDGE AT 80% U CAN GO THE WRONG WAY ON A TECH CHASE AND STILL HAVE TIME TO GO THE OTHER WAY TO CONTINUE THE COMBO ONLY HALF THE CAST HAS DOWN THROW SMASH ATTACK CONFIRMS AT 100+% THIS GAME SHOULD NOT BE AT EVO
I think it's good but I can't tell because Im so bad at the game and it makes me really mad.
Active players
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