
In this Grand Strategy game, you take control of the Solar System's Great Powers in 2092 and weather the storm of change as you navigate the uncertain waters of the future. Control the greatest military forces in the world and wage wars on an epic scale: outer space is yours to conquer!
Modeled estimate, not a reported figure. How we estimate →
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): 2.17/day in the week to Aug 5 → 2.14/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.
About
Lead humanity from its infantile cradle to supreme solar dominance in Solar Nations 2, the grand strategy game where the Solar System becomes an intricate battlefield.
Build colonies on distant worlds, develop revolutionary technologies, and decide whether humanity will unite among the stars… or destroy itself in nuclear fire.
The nine planets of Sol are waiting to be conquered. Each one offers unique advantages, dangers, and strategic possibilities:
Mercury offers the closest access to the Sun.
Venus presents a high-risk, high-reward terraforming gambit.
Earth is rich in population and industry, but divided by old rivalries.
Mars boasts valuable resources and proximity to the Asteroid Belt.
Jupiter’s moons each provide unique opportunities for colonization and conflict.
Saturn holds a wealth of rare resources waiting to be discovered.
The Ice Giants present strange research opportunities at the edge of civilization.
The Kuiper Belt is a gateway to the unknown.
And beyond Neptune, the ninth world waits.
Solar Nations 2 allows great breadth and depth at once.
In war, you command vast space fleets to conquer the planets, while also intricately customizing each vessel to fit a role of your choosing.
In peace, you carefully navigate the political intrigues of an interplanetary society, while constructing great projects which will stand as testimonies of your greatness to future generations.
The civilizations of mankind are not divided by borders alone. They are divided by worldviews, ambitions, myths, fears, and rival visions of what humanity should become.
Every nation believes it has a unique claim on the future. Every ideology carries its own sense of righteousness. As mankind spreads beyond Earth, these old struggles do not disappear, instead they expand across the void itself: becoming greater in some ways and in others remaining the same.
Combine armies, aircraft, ships, spacecraft, and strategic weapons into an unstoppable war machine, with each force playing a distinct role in the great game of civilizations.
In Solar Nations 2, you are the master of your nation's destiny. Everything which happens within your borders is something you preside over - there is no need to rely on AI help. Each mechanic is simple enough to understand while also offering strategic depth to ensure there is a wide variation of choices, where there isn't always a best solution.
Create alternate histories, future scenarios, custom nations, borders, flags, populations, and political setups with the built-in scenario editor. Share your creations through Steam Workshop, download community scenarios, and reshape the Solar System alone or with friends.
The near future is rife with opportunity and danger. Experience the warnings and exaltations of possibility brought to life:
Interplanetary and Interstellar Conquest
Sandbox customizable politics and culture
Hundreds of unique formable nations
Unique content for each major power
Develop the unique worlds of our Solar System
Command armies of unparalleled size and might
Easily create content with the built-in scenario editor
Write the future together with friends!
The Robotic Revolution
Genetic Engineering
Colonization of Space
Interplanetary Warfare
Fusion and Antimatter power
Superintelligent AI
Superhumanity
Terraforming and Climate Change
Faster than Light Travel
Some question cannot be answered, some can, and some shouldn't.
Engagement
Reviews
Themes across 180 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Short Answer: Personally I didn't like it very much, but it was only $10. Gonna let this one cook for a year or so. Long Answer: The tutorial will be woefully inadequate unless you've played a lot of these kinds of games before. Just a fair warning. Still, there are going to be pain points even for experienced players. I played for 3 hours and could never figure out what something like "Production Equilibrium" was? I was positive on all of my resources, but it was giving me a pretty serious debuff. Tutorial never mentioned it. For the main gameplay, everything is way more convoluted than it needs to be. Is this a resource that ticks up and down or one I just want one big regional stack of? I would have assumed vague vs specific means it's a quantifiable resource, but "Refining" is a regional, where as "Industrial Capacity" is a global quantity. You just gotta figure it out. Mechanically, they're both meaningless. Just make number big. Find biggest number on map. Build on for even bigger number later. There's no way to immediately tell what buildings are going to boost a resource because the buildings are in random filter groups at times. Be prepared to just hover over every building. The tooltip is pretty huge, and there's only really two rows of text that are important. There may be production chains in the mid or late game, but I did not find any early game. If you're looking for something like Victoria's Iron/coal -> steel -> engine kinda stuff, that doesn't seem to be here. And weirdly enough, you want to queue literally every building in a province at the same time. I have no clue why this is the case, but it's cheaper that way and the game expects you to do so. Lastly, warfare just kinda sucks. Sorry, I don't have any critique for that one. It's just bad. Fun idea for a game though.
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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, Spanish - Spain, Polish, Russian, Simplified Chinese, Spanish - Latin America, Swedish*languages with full audio support
Hours played at review time, across 180 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Довольно хорошая глобальная стратегия, которая даёт большую свободу действий. Здесь можно полностью настраивать свою империю под себя, никаких искусственных ограничений для "реализма". Для меня большой плюс это то, что игра сфокусирована на геймплее вокруг нескольких планет. Здесь вы можете начать на Земле и закончить колониями вне Солнечной системы. Боевка похожа на хойку с дивизиями (которые ты сам создаешь, как отдельных юнитов, так и комбинации этих юнитов в дивизии) бегающими по провнициям. Но в целом она, как минимум, пока что упрощена и с учётом масштабов в несколько планет, астероидов и космических станций это даже к лучшему. Ко всему этому игра позволяет создать тысячи ядерных, биолологических и более развитых боеголовок для полного уничтожения армии врага и его населения. Войны буквально могут насчитывать миллиарды смертей. Экономика довольно простая. Собирай ресурсы разбросанные по звёздным системам, строй домики в провинциях и делай деньги. Каких-то сложных цепочек производства сейчас в игре нет. Технологии тоже чем-то особым не являются, стандартное древо технологий разделенное на три категории (Обычные, Военные, Культурные) где первые две используют науку для изучения, а третья культуру. Они не открывают новые механики, только дают бонусы, новые юниты, здания и прочее. В игре уже есть мастерская и я надеюсь с ростом популярности этой игры мы получим множество новых сценариев со своими технологиями. Вы уже можете найти сценраии средневековья с древом технологий под этот период, ну или например пойти играть в перенос EaW на карту Земли.
Я не знаю почему, но вот все эти копии интерфейса в духе AOH вызывают чувство какого-то неудобства. В игре явно есть какая то проблема с управлением. Назначение армий, экономика, все это слишком выглядит натянутым и однотипным. Вместо интересной космической стратегии ты получаешь бесконечный и скучный микроменеджмент. Задумка с глобальной картой космоса выглядит неплохо, но реализация UX/UI полностью портит погружение. Элементы управления не интуитивны, а механики не увлекают, так как сводятся к одним и тем же действиям. Разработчикам нужно полностью переделывать интерфейс. Сугубо на любителя, мне -- не зашло
Great game with a super promising future.
看样子饼是很大,但是实际体验真的不好。只学了个p社的壳子。 包括但不限于: UI依托答辩: 你根本找不到哪是哪,按钮小的1b,生怕让你点到 引导是一条区: 三个教程爱玩不玩,都没明白在搞什么 奇异搞笑的数值和机制: 一个金星上的白板殖民地研究速度是他妈地球上美国的3倍,搞笑吗?原来研究速度是按识字率算的啊,谁他妈教你这么做的? 大国动不动就是稳定不够原地裂开,你觉得合理吗? 然后殖民就是太空舰队容量点数不够也能上,人均修仙的肉身横渡宇宙是吧?
A surprisingly deep mix of Terra Invicta, Victoria and HoI4, but without the pointless 3D fluff . The Tall/Wide system is clever and makes every expansion choice meaningful . The game runs on two resource types: Tall for quality and Wide for quantity. Tall comes from your single best territory and unlocks advanced buildings and empire‑wide bonuses, while Stability and faction loyalty keep the empire management tense and engaging . It’s rough around the edges and definitely exploitable right now . Systems need rebalancing and rework., but that actually adds to the fun. For a one‑man project, it’s shockingly ambitious and already very enjoyable.
This game is fun, has good QoL, is well balanced, definitely enjoyable. Here is my genuine constructive criticism: 1. I have never seen a crisis spawn before, I've probably done around ~5 playthroughs pretty far and entered the age of abominations but it has never actually happened. 2. I really, desperately wish there was a way for you to splinter off into control of one of your non-earth colonies and play from that. 3. Colonization is very slow, and AI hardly ever goes beyond the asteroid belt. By 2500, where I think the ENTIRE solar system should be colonized (realistically), only the inner solar portion actually is fully colonized, with estranged splinter colonies outside of that. 4. Actually performing colonization feels limited, you are only realistically able to do maybe maximum 5 colonies simultaniously, and each one takes years to build up, meaning it takes decades to colonize Europa, which WOULD be fine if you weren't just colonizing Europa, and more realistically just generally expanding. 5. I'm personally not a fan of "your top production in any state is what provides an empire bonus" thing. If I did it, it would have been combining all productions and then 1/4ing their empire bonuses. The current way rewards grabbing valuable states, nothing more. If the other way was used, it would reward industrialization generally. Maybe make it a menu option? 6. There are FAR too few ways to boost population growth. During the industrial revolution, when education was lower, but food was incredibly high, population EXPLODED. After the first age in this game, you don't really see that. I ran an experiment like that by making a scenario where I was just on ceres with a bunch of good infrastructure, and after 200 years, my population increased from 200k to just 250k, which is incredibly unrealistic in my opinion. 7. Integration is incredibly difficult to accomplish. In most grand strategies, if you min-max, you can conquer the world in a decade or two. It takes you so long to integrate territory, at the cost of stability which doesn't make much sense (why would your internal empire be unhappy about territorial gains in most cases???) which makes it incredibly slow to conquer the world. I tried playing as china, it took me about 150, maybe 200 years just to conquer south-east asia, korea, japan, and some of india. That is glacial expansion pace.
Я узнал что такое Solar Nations узнайте и вы. В игре (по крайней мере бета ветке) есть русский язык на вменяемом уровне. Игра скорее похожа на Real Politics 2 (если бы его сделали нормальные люди) больше чем на HOI или стельку. Смысл тот же мы зашли красить карту на часик, а очухиваемся за 3 часа до начала рабочего дня и всё такое. У игры пока 3 минуса: сценарность - как в RP1 у наций есть пути, они не могут выполнять некоторые решения если они в тег не зашиты (в этом плане мне CK2 нравится, там можно в любую страну по сути перекатиться). это баги, например если сделать ЕС за РФ, то русские перестают быть титульной нацией - ломается ассимиляция и нельзя собирать другие страны. и то что игра выходит из раннего доступа 01.27 а ощущается так, что её нужно ещё годик другой шлифовать. Например достаточно слабая дипломатия, кривоватый баланс, в древе технологий чувствуется некоторая недосказанность, страшненькие меню и мало/не информативность подсказок.
A triumph for a solo dev. I have been dreaming about a game like this for years and it's amazing to finally have one. If you love grand strategy and the idea of near future solar system colonization, this game is a must play. There are some really weird alt right and outright bigoted ideas that do unfortunately exist in the game's flavor. The most egregious off the top of my head are the whitewashing of some modern atrocities and figures in the 2025 scenario, an outright mechanical implementation of the white supremacist Great Replacement conspiracy theory (ethnically European cultures have traits related to self hate and punishment while European countries are overran by Muslim migrants that turn them into caliphates), Muslims are singled out as the only migrant group that can't assimilate, normal civil liberties understanding has a new option for "hypocritical" civil rights where your nation is ran by a "diversity head" leading "struggling sessions", immigration makes your country more Marxist, and many cultures and religions have traits based on racist and offensive stereotypes. The dev has also responded to some negative reviews immaturely which has turned my friends off from buying the game. While the problematic stuff in the game is certainly apparent, you can ignore it for 99% of your playthrough and it doesn't dominate the experience. The dev has also made the game absurdly easy to mod and customize so myself and others are already working hard on getting the weird culture wars bs out of the game. If you buy any game from a big studio chances are you're doing a lot worse than supporting a solo dev with a bit of right wing slop in their game. In my opinion, the game is still great, customizable, and worth your time.
game is great, more freedom than hearts of iron, but genuinely the worst UI i have ever seen in a game not even joking this game along makes the europa 5 UI look groundbreaking. You have to play for like 5 hours straight just messing around before you finally know where to find things and what certain things do. theres barely any guides for this game online, the tutorial doesnt explain anything other than how to move the camera, etc. this game is such a rough gem but after you get in the rhythm, its one of the most addictive strategy games ive ever played. best part is unlike most of paradox studio's games, this one can actually take several sessions just to reach the late-mid game. no more one and done playthroughs. (loading a save 8 hours into a campaign on this game doesnt break the whole experience cough cough stellaris and hearts of iron) my only real complaint for the dev or anyone else is that the 2092 scenario is the recommended, normal way of playing this game. but as for someone who likes to expand, space (and earth) is wayyyyy too crowded for my tastes, i dont want to be forced to make an alliance just to have a shot at surviving the next war. but yeah from a gameplay perspective if you like the map painting part of these games id recommend the 2025 scenario so you actually have a chance at achieving space dominance. its borderline impossible in 2092. My comment for the dev is to please not brush off 2025, as you mentioned in a devlog you personally dont prefer that scenario. some people like me think the scale of 2092 is too annoying for our playstyles and would rather start on earth-->space rather than showing up late to a tech dominated party, if that makes sense. the scenario is fine in my opinion as it is but please dont hesitate to add something to the scenario every once in a while, i have the most fun on 2025
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