
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
Разрабы конченные, превратили игру в чёрт знает что! Вот ♥♥♥♥♥ в игре 3 командных корабля? Всё что от них требовалось, это в rebelion добавить новые нации, новые корабли, новые технологии. Новая обнова -это ♥♥♥♥♥♥, теперь над каждой планетой висит мешочек с цифрами (типа стоимость атаки на планету), и когда планет 80 можно ахуеть. Ещё пирамиды конченные и нахер не нужные есть в платном dls. Вообщем не играйте в эту хрень собачью. Лучше поиграйте в rebelion с модом RUSH- там новые технологии, 5 новых наций с кораблями.
虽然有一些缺点,但在家园3拉跨后是唯一上台面的太空rts了吧
Media

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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 2,402 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.
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
Here's why I don't recommend this game: 1) The DLCs add mechanics that should already be integrated into the base game. You can't ask people to pay 15 euros for four spaceships or 11 euros for the introduction of new missions... 2) The base game doesn't include the campaign with each faction. 3) The ship animations during battle are almost nonexistent. 4) The soundtrack is truly awful. The gameplay and mechanics are nice, but I wouldn't recommend it. This software house's development policies aren't honest. The DLCs are overpriced, and what they include should be integrated into the base game. The only interesting DLC currently is Reinforcements, but not because of the LOL victory conditions, but because of the four spaceships they want to charge you 15 euros for... At that price, you can buy entire games, not DLC. These policies led me to abandon the game.
Loved the first game. Want to love this one too but its a struggle. Here's why: The diplomacy is flat and underwhelming. The first game, the AI would like or dislike you depending on a multitude of factors such as, who you've attacked, who you have treaties with, how close your planets are, how powerful you were compared to them, ect. This game - The AI doesn't care about ANY of that. If you want to ally with any AI, simply offer an alliance along with a lump sum of resources and they will accept.... That's it. You can't "gift" resources, and slowly build up relationships. In fact, there are no "relationships" and the AI has no memory of how much you've sent them in the past. They will simply forever not attack you once they accept your alliance. You can ally with their rival, send money to their rivals, steal all their planets, ignore them for hours, offer ZERO support and they will just keep on being your friend. Also, there are no unique pacts like there were in the first one. There are no perks from allying with a Vassari vs Advent vs Tec. Its all just the same. Flat. Boring. Underwhelming. The new Shields > Armor > Hull > Critical hull damage is strange. Damage is mitigated by a "Durability" and "Armor" points but countered by weapons that do "Peircing"? Why couldnt it just be simple to understand such as shield and hull points with an armor value like a regular game. I do like the idea of systems such as weapons or thrusters starting to fail on a ship as it takes various hull damage. But the way damage works is just strange and impossible to calculate. Fleet has no upkeep cost. You can have as many ships as you want with no effect on your economy aside from the initial cost to build them. Also there is no refund from scuttling ships or orbital structures... but you get a massive refund when you "deconstruct" planet structures or swap out ship items? Wildly inconsistent! Trade is boring now too. I used to enjoy building trade networks - now you just build a trade hub and you select if you want it to generate credits, crystal, or metal. Refineries like in the first game are gone and have morphed into something totally different. The new tech tree is massive and a bit overwhelming. Also you can customize your ships/planets/starbases with various "cards" and give it buffs, but you honestly just end up doing the same thing for all your ships/starbases across the board. The new "exotic materials" adds a new dynamic to the game, but only at the start. Once you get a refinery to manufacture the materials it just becomes annoying, worthless, and pointless and you end up with tons of the stuff. You can't really sell it to make a profit. In fact, the whole black market thing has been changed. You need to "discover" the black market before you can trade, which makes it so you can't exchange your resources early game when its most valuable. You also cant put things up for sell on the market either nor can you buy or sell exotic materials on the black market either which seems like a massive oversight. Sure, you can sell your exotic materials.... but for less than what it cost to "manufacture" them. Overall - this could have been awesome game mechanic... but its not. I could go on about the strange influence system, the "losing units on the map" problem, and the "helpful automated" things the game tries to do for you but I wont. Overall, I like that the game engine has been redone, the graphics, the new ship rotating guns, and some of the new game mechanics, but I just cant get past the unpolished and broken bits. What a shame!
I hate being that guy with tons of hours and then leaves a negative review. It's a super fun game, but since launch I've had regular performance problems, particularly in late game. I'll play for a few hours, but can't finish a game. I play plenty of other PC games, including games that are infamous for poor performance (eg, Monster Hunter wilds), but this is the only game that hard crashes. I also really don't like the balance as a PvE player. The AI is bad, there's been attempts to improve it, but it hasn't helped. Balance is tilted toward PvP (I assume, it's definitely not balanced for PvE), leaving one faction (the Vasari) significantly better.
太空战斗表现力最强的rts游戏没有之一,虽然170快+DLC这价格对于一款没有战役支持的游戏来说有点溢价,但是鉴于其太空战斗无与伦比的表现力,也不是不能接受;尤其是哪些大规模的舰队决战,以一颗鱼类、一发导弹、一架战斗机的视角在慢速下去环视战斗,颇有一种星球大战科洛桑太空战斗的既视感,非常的震撼。至于很多人吐槽的配色问题,制作组都给你极简配色模式了,自己开启就行,个人喜好自己决定用那种配色就行,没必硬扣。 虽然没有战役,但是仔细想想,这游戏似乎也不适合做战役模式,首先它太空战斗宏大模式基调就决定了它的操作模式就不跟手,所以你不能操作你的战舰群像其他rts一样搞甩枪兵的操作,而且战舰战力的差距就是绝对的,整体的游戏基调就是星基防御+等泰坦反推一波,你也不能像其他rts搞潜入、靠甩操作玩以小博大,它的战役就不好做,你不能每一关都是拍星基等泰坦然后推一波,玩两关就会玩腻的。如果一定要加战役模式,除非他要吧这游戏的运营深度搞到像群星一样才可以,但这显然是不可能的。与其期待战役,这游戏更多的应该是继续丰富剧本模式,需要更多的剧本,更多的胜利条件选择,更多多样化的战舰类型,更多的中立种族玩法,还有遗迹建筑跟效果。就类似于星际争霸的合作模式,这才是这游戏应该继续走的方向。叙事不是这一款玩法比较单一的游戏该走的方向,多样化玩法才是。
Before I start, the play time stated is incorrect since i have been using a desktop shortcut to launch the dev exe which doesn't show up on steam when i launch it to the mod the game, I easily have more then 400+ hours from just modding alone. Now with that out of the way let me start it but stating that Sins of a Solar Empire 2 and Sins in general unfortunately has no future, it has already received the Generative AI black mark of death here on steam, the generative ai disclosure is nothing more then a blatant lie at worst and a fever dream at best and the estimated sales plus user reviews and steamdb active user stats are starting to show it. Now before i continue on about Generative AI i want to disclose that I am pretty neutral about Generative AI and don't mind it at all providing the devs actually put time and effort into using It. That however is the main issue here.... "time and effort" this is very much something that stardock clearly has not done using generative ai within the development cycle of sins 2, a majority of the UI/Art is generative ai and just viewing the research trees really highlights the lack of time & effort put into any use of generative ai. The lack of time, effort and general quality put into sins 2 development since it's release on steam is now starting to show in the game's amount of stacking technical debt which this is clearly the result of the devs now using Claude to generate basically vibe code and it's now affecting the base of the game and it's spaghetti code. Many issues that have been reported are starting to stack up and have on occasion taken far too long to fix or are yet to still be fixed even well after a year of being reported. I'm also now sure that the Devs have been using AI/LLM's to vibe code the games AI since it would be the only thing that would explain how bad the games ai has been working ingame, they have been talking about a "new" updated AI being worked on or vibe coded called Ares, but that has been pulled from the test branch due to stardock not being able to make it work correctly......... Claude Vibe coding clearly strikes again. Now with all this talk about Claude, you must be asking how do I know this? Well within the game files there is a clear claude reference, and there wouldn't be a reference of claude if they weren't using the damn thing. Again to anyone reading this thinking I'm against AI and to that I say no, what i'm actually against is developers using ai to create what is basically low quality/effort code/art that is now infecting and plaguing most current modern software & drivers, just look at your nvidia drivers for a perfect example.
Honestly the AI art looks bad and is distracting. Game also doesn't run super well.
cant recommend this game, feels like a paradox studios game with how much content is locked behind a paywayll, fun for the first few playthroughs but gets repetitive quick. Greedy devs have put more effort into the DLCS than base game and thats not saying much considering ho the new planned dlcs are more expensive than the base game and only give a single faction each. Even the minor DLCs for $12 each only offer a single ship per faction, if that. Only pick it up if they do a 75% off sale.
♥♥♥♥ AI artwork.
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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