
Battle for galactic dominance in this real-time 4X strategy game with unrivaled scale! You’ll explore, expand, exploit, and exterminate through military force, diplomacy, trade, culture, influence, and other underhanded tactics.
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
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): 6.57/day in the week to Sep 8 → 9.57/day in the week after.
One market had a chart position on both sides of this cut. One sale in one country is an anecdote — read it next to the store-wide figures below.
About
Sins of a Solar Empire II is the sequel to the critically acclaimed space strategy game that seamlessly blends real-time battle tactics with the depth of 4X. As both emperor and battle commander you must lead one of six playable factions to victory against the threat of extinction!
There are no turns. There is no battle mode. There is no strategic mode. It's all one mode and it's all in real-time.
Instantly zoom in to control tactical engagements where every missile, turret, and ship is fully simulated and an important part of the battle. Instantly zoom back out to manage your empire where every asteroid, moon, and planet orbits its parent in a slowly evolving strategic landscape.
Sins of a Solar Empire II delivers sprawling empires, huge fleets, and completely new and exciting gameplay moments that can only be found in Sins II.
The Surprise: Build a secondary fleet on a rogue asteroid and launch a devastating surprise attack when its orbit brings it behind the enemy's back line.
The Body Block: Stall an enemy's home planet bombardment by using your massive titan to body block swarms of missiles attempting to knock out your starbase and its critical planetary shield.
The Screen: Advance a screen of point defense flak frigates to protect your fragile long-range cruisers by intercepting incoming bombers and missiles.
The Swarm: Maneuver your faster moving ships to pick apart unescorted larger ships. Their powerful but slow-moving turrets simply can't track your agile strike force.
The Influencer: Influence a hostile expansionist Minor Faction to secure your border while reserving enough Influence to win an auction for a powerful item to install on your best capital ship.
The Backstab: Protect yourself from a backstab by establishing a time locked alliance. But pay attention to the time - your “ally” may move his fleet to your doorstep just as the lock expires!
A Dynamic Galaxy: Planets orbit their stars in real-time causing the galaxy's structure to slowly change, creating new battle fronts and new opportunities. Players can view the state of the galaxy up to an hour in the future to prepare their strategies.
3 Unique Races: It's War Year 35 and the emergent TEC, alien Vasari, and deviant Advent have been forced to adapt and evolve to survive.
TEC: The inhabitants of this region of the galaxy, the TEC are humans who have joined together as the Trader Emergency Coalition to combat the alien Vasari empire. They rely heavily on trade to support their industrial base and augment resource income.
Vasari: Ten thousand years ago, the Vasari Empire once ruled over hundreds of planets and dozens of sentient species. Now on the run from an unknown enemy they use their mastery of phase space to conquer and acquire resources to continue their exodus.
Advent: A civilization of humans who were forcibly outcast by the Traders over a thousand years ago, the deviant Advent have returned with technologically amplified psionics and the power of the Unity - a devastating expression of their collective will.
Each race features unique starting conditions, gameplay mechanics, units, abilities, items, and technologies. Their game changing new Empire Systems add a whole new level of strategic capabilities:
TEC Trade: The new TEC trade system enables them to dynamically adapt their economy by adjusting the allocation of traded resources on demand.
Vasari Phase Resonance: Strategically placed structures collect Phase Resonance allowing the Vasari to customize their global phase mastery effects.
Advent Unity: Enables the Advent to harness the collective will of their population, unlocking the full potential of the Unity's global abilities.
6 Playable Factions: The parent races are further differentiated by unique sub-factions each with their own unique features and play styles that reflect their motivations and goals. For example, the TEC: Primacy is a xenophobic 'human first' empire focused on aggression and the Vasari: Exodus is willing to destroy planets to fuel their mobile empire.
Combat Simulation: A detailed combat simulation adds incredible depth to tactical gameplay. Turrets with their own pitch and tracking speeds make firing solutions important in battles. Fully simulated missiles can be blocked by ships or destroyed by point defense. New mechanics around shields, armor and hull points give greater depth to units and tactical decisions.
Empire Management: All planets and ships can now be easily analyzed, customized, and upgraded in one place without the tedium of finding and clicking through all units in your empire. The Intelligent Construction system will queue up the entire chain of prerequisites to fulfill any item, research, or unit build request.
Fleet Management: The new fleet system includes the ability to request specific reinforcements on the fly. Requested units are automatically queued from the optimal factory and rallied to the fleet. Combined with Intelligent Construction this allows you to focus on the important tactical decisions and big picture strategy.
Unit Customization: Planet surfaces can now be customized with special items that vary by race and planet type. Capital ships, titans and starbases can also be customized with race specific items to fill gaps in the fleet's composition or target specific strategies.
Minor Factions: Numerous minor factions now inhabit the galaxy offering trade, auctions for rare items, and with enough influence, access to their most powerful abilities. Will you befriend them or annihilate them to keep your enemies from turning them against you?
Diplomacy: New features include a new offer / counteroffer system, the ability to give or demand planets, and the game changing time locked cease-fires that prevent your 'ally' from backstabbing you until it expires - but keep on eye on the time!
Multicore 64-bit Engine: The Sins II engine can utilize all available cores and RAM to maximize performance, now and into the future. Dynamic lighting, physically based rendering, higher resolution textures and more create a beautiful tapestry.
10-Player Multiplayer Support: A cloud based online system supports both 'join codes' and lobbies to make it easier than ever to play with others. Games can now be rejoined in progress if a player drops or has to leave; humans can even take over for AI players if a friend joins late.
In-game Mod Support: Mod support has been integrated into the game, making it easy to discover, install, and share mods. Custom maps are automatically shared for multiplayer games, preventing the hassle of everyone downloading ahead of time.
Easy to Learn; Hard to Master: With an elegant and intuitive user interface Sins II is easy to pick up and play. However, mastering your chosen faction will take true skill.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 994 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Just play Sins of a Solar Empire: Rebellion. It's the basically same game with fantastic overhaul mods that costs less money and doesn't have generative AI slop smeared over the UI. What a massive disappointment from a series I used to genuinely love.
This is an extremely fun little space RTS. The amount of modability and the support for modders on this game is absolutely fantastic. My only complaint, if I had to dig to find one, would be that planet's role in building your empire seems a little lackluster and has huge potential to be greatly expanded. Things like industry, anti-orbital surface defenses, planetary politics, commerce and unique ship components production that (for instance) only an industry on one planet can accomplish (Gauss weapon production specialization for as an example) can be much more flushed out instead of a very limited selection of district themed buildings. I get it is a space based game; however, I feel that planet's macro economic, industry, politics, defense, and military could be greatly expanded upon. Don't let that turn you off from trying this game out though! It is really fun and deserves a checking out.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Latest in each market: best CA #60, worst RU #96 · 10 markets collected
US · last 30 days
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 2,400 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America, Hungarian*languages with full audio support
Hours played at review time, across 997 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Sins of a Solar Empire 1 was launched back in 2008. It was faithfully supported by Ironclad Games for 16 years, which is more than most developers can claim. This sequel, SoaSE II was released in 2024. This game is essentially the same (but better) as the original. I am not complaining, because it would be stupid to change what is definitely one of the best games of its genre (looking at you, civ vii devs). Ironclad has updated the graphics and the game engine. The engine definitely needed an update, as the aging SoaSE notoriously couldn't utilize more than a few GB or RAM for example. There are a few new interesting mechanics such as exotic materials and planet orbits. I feel these updates are interesting and have a positive effect on the gameplay. I tried disabling the orbits once, but soon went back to the default settings. The game is definitely fun to play. I would say anything Sins of a Solar Empire 1 did, the sequel can do better. The only complaint I have is the lack of polish such as recycling of some assets. Also not a fan of the new UI Icons, although the UI itself has received new and useful additions such as the planet and capital ship overviews. Can't wait for Star Wars / Star Trek mods.
前排提示,该游戏没有战役,所以单位熟悉全是再遭遇战熟悉,游戏分为三个核心派系,每个拥有两个子派系,每个核心派系拥有独立的五艘主力舰,而各个子派系则额外拥有自己专属的无畏舰(限制3艘)和泰坦,以及一部分专属加成和科技树甚至魔法树。 主力舰,无畏舰和泰坦类似于moba或者魔兽里面的英雄,满级10级,可以靠科技给它装装备,被摧毁则永久死亡,但一般来说前期不至于容易被摧毁,如果你的主力舰都能被摧毁了,那要么你已经适应了对应难度,要么建议先降低难度。 如果前期不知道怎么上手推荐再创意工坊找SzepysChokepoint这张图,找个ai跟你一起2v2或者1v1熟悉一下单位,玩腻了防守反击想要正面硬刚最高级AI可以去b站找重水反应堆,这个UP的视频简短精炼,而且答疑也很靠谱可以照抄快速上手。
So much potential wasted. AI is completely useless. Enemy empires essentially fight themselves till they are all dead while sending the odd fleet towards the player. AI barely builds defenses in their own systems including home system, most of their systems dont even have resources being used. Sad. This is playing on random maps. Havent done a scenario, not really interested in those. Allegedly the devs are aware of the AI issues. No idea how this game has been out this long with these issues and has mostly positive reviews?
别惦记你那内置mod了,完全不好用,赶紧开放steam社区mod把
Do not get this game. Devs have no idea how to balance combat due to adding the stupid ability for the enemy to regenerate and disregard ALL damage your fleet does to a building or ship. You can have a huge fleet attacking an enemy building or ship and you'll watch as that thing your fleet shoots at is able to just tank all the hits from your fleet of a hundred ships because the brilliant devs decided to add a god awful overpowered mechanic that allows buildings and ships to regenerate any and all health lost so god dang fast that no matter what you do, your fleet can't kill the enemy ships or buildings, but for some reason they have no problem killing yours and your fleet gets wiped out. It's just god awful game design. Devs, this is so completely and utterly stupid. Regeneration perks need to go. My entire fleet should be able to destroy practically any enemy ship or building with one giant shared salvo of weapons and it dies. I shouldn't have to shoot at one object for twenty minutes, and it dies just for my entire fleet to be wiped a minute later because my fleet doesn't get the same benefits as the enemy and the enemy whittles down my fleet of hundreds while I walk away with only destroying one building or ship. Again, it's bad game design and regeneration needs to go. Look at my playtime. Just over 4 hours. All this is just ONE GAME. I have thrown COUNTLESS attacks at the enemy, but they decimate my fleet every. single. time. I literally cannot do anything. They won't attack. They just sit there guarding a single chokepoint so I have to attack and I lose due to their overpowered healing powers. I AM ON EASY MODE BY THE WAY. This game sucks. Avoid like the plague. I am going back to the first one. Far superior gameplay, and better mods.
I think the game is good and I want to recommend it. In fact I do recommend it for casual players. The gameplay is relatively simple and there isn't much reason or motivation for me to continue to play it. Except for the achievements. And this is where we run into problems, the game is 2 years old and the achievements are broken. I have fulfilled the criteria for the rarest achievement two times without obtaining it. For completionists and achievement-hunters, this is just not acceptable. And that's why I can't recommend it.
I'll have to hesitantly say that I cannot quite recommend this game. While the game itself is OKAY and rather fun, many of the finer details really bog it down. Firstly.. AI art. The description says it uses their art as a base an AI to enhance it so I figured it would be fine. God no. The art is horrendous and it shows in every corner of the game. I wish they would have just done it themselves or gone with none of the AI art. Secondly, the balancing is questionable. TEC can absolutely DECIMATE quite literally anything, I had multiple support ships providing shield to my titan, with an armada of drone carriers and capital ships behind, invading a small mining outpost. A single outpost and TEC dreadnought destroyed it all. Meanwhile, the Vasari start with enough resources to make multiple capital ships. Dubious choices. 50 dollars!? And not to mention the fact there are more DLC you need to get if you want the full experience for some factions. eugh. However, getting it on sale for 24.99 is more reasonable, but still not worth your money.
If you're looking for a blast from the past, I'd honestly recommend just playing the original game. More than 15 years ago, Sins of a Solar Empire was an excellent game, and I spent plenty of time with it. I was pleasantly surprised to see it finally receive a sequel. But after this much time, a sequel should be more than a near-copy of the original with a handful of additions. Most obviously, many of the ship designs look almost unchanged, and even the unit voices are extremely familiar. More importantly, much of the underlying game design feels just as old. The tech trees are unintuitive, and many of the problems I remember from the original are still baked into the sequel. Capital ships tear through masses of smaller ships, while Titans backed by capital fleets can seemingly roll around flattening everything in their path. Weapon distinctions such as lasers versus guns rarely feel meaningful during actual play. If there are important faction-specific advantages, counters, or opportunities for min-maxing around these traits, the game does a poor job of explaining them. I am confused how a simplistic design can still seem so contrived. For $50, this simply isn't enough. There are plenty of space strategy games that have found ways to modernize the genre through better interfaces, clearer mechanics, stronger faction identities, or genuinely new ideas. After more than 15 years, there is little excuse for retaining so many dated UI and design conventions while doing so little to make the underlying systems clearer or more intuitive. And there is still barely any story. After all this time, even a proper campaign or stronger narrative focus could have helped give the sequel an identity beyond simply being Sins of a Solar Empire again.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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