
Become a god and wage war in SMITE 2, the free-to-play Unreal Engine 5-powered sequel to the legendary third-person action MOBA. If you love challenging competition, intense action, ability-driven combat, rewarding teamwork, or godly mythology, you’ll see why 40+ million players love SMITE.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
About
Fight as a God
Choose your God from across mythology and wield unique godly abilities. Hurl bolts of lightning as Zeus, master the arcane powers of death as Anubis, or backstab your foes as Loki.
The Third-Person Action MOBA
No other game offers combat that feels like your favorite hero shooter, crossed with the deep strategy you can only find in a 5v5 MOBA. Feel the impact of every shot, sneak up on enemies, and combo abilities with teammates to take down the enemy Titan in Conquest mode, or defeat waves of minions and enemy Gods to secure victory in Arena mode.
Play Anywhere, With Anyone
SMITE 2 features full cross-play and cross-progression, so you can play with friends regardless of platform and take your unlocks with you.
SMITE, Reforged
More than 40 million players have enjoyed SMITE. Now the next generation of action MOBA begins, with immersive visuals powered by Unreal Engine 5, more impactful combat, and new creative gameplay options like playstyle-redefining Aspects to shape the game in your own way.
Minutes to Learn, a Lifetime to Master
SMITE 2 is the easiest MOBA to start playing, with features like auto-build and auto-level so you focus on fighting. But the full depth of MOBA gameplay awaits, letting you find your own path to victory across item building, map control, tactical brilliance, or simply outplaying your foes. Compete in a variety of game modes with the right complexity for your mood: The deathmatch-like 5v5 Arena mode, 3v3 single-lane Joust, 5v5 random character Assault, the classic 5v5 three-lane Conquest, and Ranked Conquest, where you’ll climb the leaderboards and become a true god in the SMITE 2 community.
Great Rewards Await
If you played SMITE, your Divine Legacy is waiting for you in SMITE 2. You’ll have access to amazing cross-gen skins, badges and Legacy Gems after you link your SMITE account.
Sums Steam only; PlayStation, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | Free | 23.8Kreviews | 55% | — | $0 |
| Free | 4.9Kratings | 62% | — | not modelled |
Engagement
Reviews
Themes across 1234 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Causes of the Reputational Collapse and Prospects for Survival The story of the transition from Smite 1 to Smite 2 is one of the most striking examples of a management and reputational crisis in the game service industry. The reasons why the studio alienated its most loyal audience are complex and systemic in nature. The main factors that eroded user trust were: __ Long-term diversion of resources from the core asset: The systematic redirection of profits from Smite 1 to fund unsuccessful third-party experimental games, rather than the timely and systematic updating of the main game’s technological foundation. __ A distorted value proposition and inflation: The transformation of the compensation promise into the Legacy Gems discount system, which required mandatory new monetary injections, along with the revocation of the “Ultimate God Pack” lifetime status and the increase in nominal prices for cosmetics. __ Premature monetization of an unfinished product: Launching the product in an early alpha state with critical flaws in battle readability, a degraded UI, an incomplete roster, and a lack of basic presentation features under the Founder’s Pack paid model. __ Dismantling of community infrastructure: Cancellation of the SPL esports league, irrational spending on one-off tournaments, and disregard for the interests of content creators, leading to the loss of an organic marketing resource. At this stage, the survival of Smite 2 and the very existence of Hi-Rez Studios depend on the remaining development team’s ability to radically rethink its monetization policy, accelerate the pace of character transfers, restore the classic “feel of the game,” revamp the user interface, and establish a direct, transparent dialogue with the remaining community. Without correcting these ethical and game design mistakes, the project risks remaining a niche title, unable to recoup its development costs or restore the franchise to its former industry status.
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Genres
Stats
Languages: English*, French, German, Japanese, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Turkish, Spanish - Latin America, Ukrainian*languages with full audio support
| Free | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I can't recommend this game to anyone, even if you are a fan of Smite 1, for clarity. I was a top 100 NA kuzenbo player with almost 7k hours and played with/against some of the top players at the time, including Paul, Weak3n, and Dinkleberg. Smite 2 does not follow the same rules and the balancing issue is somehow worse in Smite 2 despite Smite 1 having almost 3X the god pool to choose from. This game is VERY new player unfriendly. It felt like they just wanted an excuse to squeeze the fanbase for more money. So in earnest, I cannot recommend this to new players or old players. This game has all the balancing issues that Smite 1 had but, worse because either the items are heavily overtuned or flat out useless along with the god roles. Practically no one wants to play ADC, Supp, or Solo now because characters are so unbalanced that you can play just about anything as a flex pick in those roles. Remember when you'd see a mage once in a blue moon in solo like a zhong playing some off-tank build or a janus going for those juicy cross map snipes? Have fun ONLY fighting ranged mages in solo while you play a warrior and get out pressured and lose.
As a 1000+ hr Smite player, this is an insulting cash grab
Trash
Well I finally decided to really give Smite 2 a try and I can say without a doubt, it is garbage. I know this is in beta but even still, it just feels so much worse to play than the original. I don't understand the logic with letting all the gods use ALL the items from the item pool. You couldn't even balance the original game properly and your solution to that was letting warrior build Rod? Not to mention the fact that they are releasing Gods that have been out for YEARS and revealing them like it's something brand new. If you were planning on making essentially the same exact game, just with a fresh coat of paint, maybe have all the previous characters established and not have a rollout for them like they havent been around for the last 5 years and expect a pat on the back? All the hours and money spent on the original game pretty much pointless. It's not like you can't still play Smite 1, but it's never going to get updated again and the player count has dropped significantly. It didn't dawn on the developers that MAYBE people who have limited skins, frames, etc would want to keep their items and inventory. Because again, this is the SAME GAME. I've seen people say that its because they couldn't port over all the old stuff to the new engine and blah blah blah. If that was the case, maybe they shouldn't have made Smite 2 in the first place. Imagine if Riot Games said, "Hey guys! Buckle up because we're dropping League of Legends 2!!! oh and all your current cosmetics and paid for content won't be available anymore AND we're going to stop updating the game AND you have to repurchase all the characters all over again. ARE YOU EXCITED?!?!?" I just don't see why this was needed. It still has the same issues that the original game had, if not worse. And the visual overhaul was not enough to justify making this trash. Even the name of the game is stupid. 'Smite 2' was the best they could come up with I guess. A blatant money grab in my opinion.
Smite 2 has been better than 1 for a while now. Most negative reviews were about the skin transfer system between the games, which were nowhere near valid btw. If you're new reading this, just look up a few tutorials before jumping in conquest. In the meanwhile, try joust and arena when learning the basics. Yes, it's not as optimised as many would have liked it BUT aspects are a great addition to the game making many gods play completely different and the devs have a better understanding of balancing nowadays
Hi-rez is an awful publisher and titan forge isn't that far off. They should have figured out continuing smite 1 over this.
Now that I have a bit of time in Smite 2 I'll say that Smite 2 has good parts to it. For the most part things feel smoother in gameplay than Smite 1, even if Smite 1 was fine as it was. Theres small decisions theyve made that are improving the overall feeling of smite 2 such as bringing back the old gods people loved over introducing new gods into the game and learning from smite 1's development even if after making those same mistakes. Thats about where that ends and maybe most of the cons I'm about to describe will be solved in the future, but theres no way to tell. So lets start Itemization feels very boring, especially after smite 1 added passives to tier 2 items a few years ago. Not everything has to be the same of course but building is so much more complicated to start with than it ever was prior, without the things that made it interesting. The itemization in this game feels so bland because all the items build into each other and that sucks. Maybe it helps mitigate the fact that buying the wrong items isnt a problem but it makes actually going through the item shop feel so much worse. The in-game ui is miles behind anything that existed in smite 1, you can't go back on your own matches to see what you built to see what items you liked and what items you didn't. I'll excuse the amount of match options because of playerbase size, but it sucks that things like clash and siege are completely gone, including slash. Skins are absolutely ridiculous as well. While the daily log in rewards are very rewarding, why do i have to pay for skins I had in smite 1 again? The token being given from the battle pass also has very limited usage whatsoever, I think I found a total of 3 things you could purchase with it. Personally, I feel like balancing has been a bit questionable and the introduction of multi-scaling feels a bit contrived and often just feels better to lean one way or the other. That being said, the fact we didnt have anti-heal options for a while, they've reintroduced scaling to healing abilities, and mages are still the best characters on average is mind boggling. I do want this game to succeed, but I worry heavily for the future of this game.
Absolutely hundreds of hours into SMITE 1 and nothing to show for it in this release. Literally buggy mess too AND they are literally asking you to pump MONEY to get the same exact gods again and pushing so many battlepasses already in SMITE 2??? What a downfall for HiRez...
Smite 1 Developed by wizards, apparently, because this game could run on a toaster. The god and kit design was fun. The community was competitive, toxic, chaotic, but also genuinely entertaining. Season 1's Halloween event and the first Odyssey were peak Smite. After that, some seasons were good, some were bad. The mismanagement of Smite was ultimately its downfall. Focusing on other failed projects slowed down meaningful patches, which eventually turned into a constant cycle of Neith skins and endless character and item tuning. They punished free speech instead of dealing with trolls and intentional throwers. Matchmaking was awful. Then COVID hit, and the game experienced one last spike in popularity before people found out Smite 2 was on the way—and that none of your progress, God Pack, or skins would transfer over. That was the beginning of the end. Smite 2 Mechanically, Smite 2 is superior to Smite 1. It runs on Unreal Engine 5, so there's no more spaghetti code. Unfortunately, that same magic that let Smite run on a tomato is gone, which isn't great for gamers on a budget. The game feels like it's in hyper-salvage mode. All the other projects failed miserably, so now all the focus is on the successor—which is how it should have been from the beginning. The gods are being rushed out. Character design feels terrible, with very little quality or personality. The map is dull and boring. The skins that were advertised as being purchasable with "Legacy Gems" still require you to spend money, meaning some players have had to buy content all over again. So yes, they lied. The whales will keep spending, but the people who genuinely cared have already walked away from the franchise. To some, this is a competitive game. To others, it's a dress-up simulator. "But it's a beta." I'm not saying Smite 2 should be perfect, or that I expect every god to be available immediately while it's still in active development. What's frustrating is watching this transition unfold the way it has. Smite 2 should have stayed under wraps until the current roster was already ported over. It should have launched in the state it's trying to reach now, with new gods becoming the primary focus afterward. Having to wait years for gods that have already existed for years is actually insane. Instead, the focus feels like it's on cosmetics over UI improvements, quality design, and properly finishing the roster. Mismanaging the earnings from Smite to fund multiple failed titles was a terrible decision. On top of that, not investing in a proprietary engine—like some competitors have—means they're always dependent on someone else's technology whenever they want to make major upgrades. That's the Achilles' heel of this franchise.
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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