
In a Mana-infused land, a dark force led by the enigmatic Shadwyn threatens Neokos. Bring your party of adventurers together across perilous realms in this Turn-Based Tactical RPG based on the SRD 5.2 ruleset. You make the choices, dice decide your destiny.
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.
No United States chart position — it charts only in the markets below.
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): 3/day in the week to Sep 9 → 13.14/day in the week after.
About
From the creators of Solasta: Crown of the Magister comes another intriguing tactical RPG faithful to the world's most popular TTRPG's ruleset.

Create and guide your party of 4 adventurers as they head to the faraway continent of Neokos in a quest driven by their family legacy. In the face of the threat by the ancient and enigmatic Shadwyn, what choices will you make to push back the impending tide of corruption?
Solasta II is a grand sequel to Solasta: Crown of the Magister, a much beloved Tactical RPG known for its faithfulness to the Tabletop experience. Decades after defeating the Sorak menace, a new flegdling party of heroes travels to distant lands in search for redemption.

Solasta II remains true to its promise to deliver gameplay based on the world's most popular TTRPG. Prepare your spells, land that sneak attack, smite this monster - bathe in the familiarity of your Tabletop experience.
But that's not all Solasta II will have to offer. This new opus will also allow you to freely roam the lands of Neokos, to explore and uncover the map as you will. Whether you stick to familiar roads, or head off into the wilderness... The choice is yours. Just be careful - because as we've always said...
You make the choices, dice decide your destiny.
Genres
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 1001 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Die Charaktererstellung ist direkt aus der Hölle und einmal falsch klicken, alles ist weg. Ich weiß Early Access und so, aber ihr habt das doch auch in Solasta einwandfrei hinbekommen. ich verlier hier schon die Lust vorm starten :)
Dont buy this game now if you're not a rich person. Your rig prolly won't be able to run the game as it's still poorly optimized.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Latest in each market: best FR #79, worst BR #98 · 3 markets collected
Reviews, worldwide (the counter carries no country): 3.86/day in the week to Jul 30 → 2.71/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, Italian, German, Spanish - Spain, Polish, Portuguese - Brazil, Russian, Simplified Chinese*languages with full audio support
Hours played at review time, across 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game requires that you login every time you want to play it, that totally sucks. Also, it's very unfinished.
It is not just boring garbage, it is also woke garbage. First relationship mentioned in the game is girl on girl for no game reason. If this game was even a little fun I might look past a few 'modern day' aspects. Fatigue is real Wish I could refund
I've played about 4 hours in this game. (some afk in there). What do I say, very empty in a sense. The UI is confusing to navigate (especially when wanting to look up an enemies weakness mid-battle). There's no features in terms of walking, sitting, etc. Character model is awkward in both movement (you have to line up 'shots' to enter doors, characters muscles move weirdly when stopping, etc) and facial features during cut-scenes (why is everyone frowning all the time?) A beautiful city to be thrown into at the beginning, but with all the people you see in the area there is little to no reactions, voiceovers, interactions ANYTHING. The combat itself needs some major improvements. I don't want to compare it to baldur's gate, but it's hard not to with a similar playstyle. It's very lackluster in that department. The UI isn't as smooth, it's confusing to know where the enemy is aiming until you scroll back to your characters to see if they were damaged. the list goes on... This is very much an early access game, but I think I'll put it aside until they smooth things out more. It's making me not want to play it the more I play it if that makes sense.
The game is good. The presentation is making it worse. I’m still early in the game and I know this is an in-development build, so take this as feedback rather than a final judgment. I’m honestly pretty disappointed with the direction Solasta 2 has taken visually. What I loved about the first Solasta was that it felt like a digital tabletop RPG. It looked and felt like I was playing D&D on a battle map. The grid was right there, the environments were readable, and the presentation kept the focus on the actual game. Solasta 2 feels much more like a conventional video game. The Unreal Engine visuals, dramatic lighting, effects, and elaborate environments feel like fluff to me. I don’t find them particularly impressive, and I would much rather have seen that development effort put into things that make the actual tabletop experience better. Right now, the presentation is actually a barrier to me playing the game. The visual effects, lighting, and environmental detail aren’t adding immersion for me; they’re making it harder for me to read the battlefield and focus on the tabletop mechanics I came for. And where is the grid? I can see how far my character can move, but I don’t see an actual grid anywhere. If there’s a setting I’m missing to turn it on, please tell me. If there isn’t, I really hope one gets added. The grid is important. It’s not just visual decoration—it’s part of what makes Solasta feel like D&D. I want to look at the battlefield and immediately understand spaces, distances, positioning, spell ranges, etc. I don’t want to have to interpret a fancy 3D environment to figure out what’s happening tactically. Ironically, the current presentation is starting to feel like the exact direction I thought the developers didn’t want to take: Baldur’s Gate 3. I don’t want Solasta to be BG3. I don’t particularly like BG3, and one of the reasons I liked Solasta was precisely because it wasn’t trying to be that. The cinematic presentation, dramatic lighting, environmental spectacle, and lack of an obvious grid all make Solasta 2 feel less like a digital tabletop and more like a fantasy video game. The original felt like “let’s play D&D.” Right now, Solasta 2 feels like “let’s play a fantasy video game that uses D&D rules.” I’d much rather see the team lean into what made Solasta different instead of spending resources on visual fluff that, at least for me, actively gets in the way of the experience.
Not recommended, for some reason the devs think that they only need male heads in the character creation probably to promote the ugly female character epidemic in video games. This game can be fixed but they aren't getting my money again until I see proof of changes. There are other issues but this one hit me right out of the gate.
Honestly, This ♥♥♥♥ is trash. I don't usually leave bad reviews ever. But this trash deserved every ♥♥♥♥♥♥♥ letter. This has been the absolute worst character creation that I've ever had the displeasure of partaking. Beyond that, everything just seems "Off". Its like they said "Hey lets copy some cool stuff from other games, on top of our ♥♥♥♥ ♥♥♥♥♥♥♥ story and cover. Total fail. ♥♥♥♥ Solasta 2.
This is a non-recommendation not because I think the game is bad, but because as it is right now you're better off playing Solasta 1 for a much cheaper price. The content is perfectly fine, but the price is too steep for what's on offer as of writing (June 2026). TL;DR it's decent but needs a lot more work, check back after some updates The strongest parts of the game are the combat, the development of your characters, and parts of the character creator... Speaking of the character creator, it's much better now than it was at the beginning. My characters look halfway decent now, though the elves/dwarves still need work and some more options for beards would be fantastic! It's a big step in the right direction and I have to give the devs credit for putting in the work on it. Things I'd love to see improved though are some QoL features that are just missing in this compared to the original. The first is choosing my starting equipment; in Solasta 1 you can choose your starting gear exactly like you would in D&D 5e, so my characters had exactly what I had in mind. Here, they always start off the same which leads to some builds being awkward (eg. your greatsword character is missing his greatsword). The second is adding options for somatic components, or adding in the rule about being able to cast while holding a shield. At the moment, you can't cast any spells at all while holding a shield, which makes the Cleric class just feel much less tanky, and prohibits you from using two handed weapons. It's too steep of a restriction for me, especially as even in rules as written for D&D you can cast with a shield under very simple circumstances and changes like putting your holy symbol on the boss of your shield. The graphics I'm a bit torn on. On one hand it looks generally better than the first game, though it's missing the charm of that game imo. This one goes from decent to Polar Express, particularly the eyes of characters when they speak (The dwarves and elves seem to be the worst for this while the halflings look good and the humans fluctuate). My only real complaint is the game focuses a lot of its time on cut scenes and dialogue, which isn't really the strong suit of Solasta. Having more time spent adventuring and fighting would be great since those are the parts I play Solasta for. Overall there's promise here, but it needs a LOT of love and hard work to get to that point. I'll edit my review as development continues, and once I feel it's worth the price they're asking I will gladly change this to recommendation! In the meantime definitely get Solasta Crown of the Magister
[Early access review] I ran into some bugs and things that didn't seem to be working as intended/haven't been fully implemented yet, but only a handful that required a reload and nothing completely gamebreaking. For early access, it's in pretty good shape and has a good amount of content, and I'm excited to see them add more. The combat is very good just like the first one. The dialogue and voice acting, while still not the game's strength, is *much* improved over the first game, which is great to see. I do wish the game had you assign the four family roles during character creation, so you could build your characters to align with those roles. I found the dialogue to be very awkward when I didn't do that, but quite good when I did. The family roles make such a big difference in dialogue that it does a disservice to not choose them at the start. I'd also change the assignment process, so rather than being one role at a time, I'd make it something like one screen with all the character portraits, with dropdown menus next to each portrait and you select the role from the dropdown (and once you select a role for one it greys it out for the others unless you unselect). This would make it a little easier for players to decide how to allocate the roles.
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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