
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 991 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I remember the day when the game companies would pay YOU to beta test their games. Now we pay THEM. I realize they tell you it is an early release, but this is seriously starting to make me think i am stupid. Imagine working at a job that you pay them to work at! This is the 3rd game i purchased for early release. Pantheon is another. So i pay them to beta test and then wait what, 1, 2, maybe 3 years for the final game to come out?! Pantheon is another review coming, but seriously they're doing a server wipe for things they should have figured out before they even pre released it!! I will hear some say, "Well they're a small team!" Well my response to that is i can think of two companies (from France in particular) who put out excellent games with a small team! ITs like get your sh$t together!! It seems like they just keep stringing us along. An example, "Ok in this update, 2 months later, you can move the eyebrows!" Anyway enough ranting, i am done buying early releases. Maybe if they offered a closed beta and they actually give you the game without paying to test it i might do that if it looks worth it. Otherwise i am going to wait until they release the final game!
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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 #93, 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 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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 991 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Verdict: A promising CRPG with solid foundations and clear potential. The core systems deliver a satisfying tactical experience, but several interface and narrative issues keep the game from reaching its full potential in early access. With continued polish to environmental interactions, interface design, and narrative pacing, this title could become a very good CRPG. Combat and mechanics Combat is engaging and generally rewarding. Party composition, resource management, and choice of abilities matter, producing moments that feel satisfying when a plan comes together. The game supports varied playstyles and offers opportunities for meaningful decisions in encounters. That said, the systems feel limited in some important ways. Environmental and elemental interactions are sparse: there’s little evidence of persistent surfaces or conditions such as oil, wetness, burning, or chained explosive interactions that would enable creative synergies. The absence of weapon coatings and longer-duration support effects reduces the number of viable long-term builds and makes some playstyles feel underdeveloped. These limitations make combat feel narrower than it could be, even though the underlying mechanics are solid. Interface and inventory Core inventory and character systems are functional and allow players to manage gear and progression. The problems are not general responsiveness but rather missing or poorly designed interfaces. Important information is sometimes hard to find or not presented in a way that supports quick decisions. Examples from play include item effects not being clearly visible in the same view where you equip them, and transition boundaries that can make corpses unlootable if enemies die while fleeing. Overland vendor access is sparse relative to loot accumulation, which forces disruptive backtracking and can lead to leaving items behind during return trips. Story and pacing The narrative contains interesting threads and the potential for emotional complexity, but the opening and act structure need work. The opening tutorial feels flat and emotionally muted. Beginning at a funeral without prior context makes grief hard to convey; the scene reads as subdued because players lack a relationship with the deceased. Reframing the family dynamic toward obligation or strained ties would create clearer emotional stakes early on. Dream sequences and visions often feel disconnected from player actions and sometimes lead to NPC dialogue that references events the player has not experienced, which breaks narrative continuity. The Act 1 finale arrives abruptly and does not present a distinct boss encounter with memorable mechanics; the sequence reads more like a rush of mid-tier enemies than a deliberate climax. Overall the act would benefit from more organized encounters and clearer narrative beats that build toward the finale. Tone and presentation The game often aims for emotional weight in scenes that are difficult to sell without prior context. Small changes in how character relationships are framed would make early scenes more believable and give later choices more resonance. Dialogue trees occasionally reference missed events, which undermines immersion; ensuring conversations reflect the player’s actual path would improve narrative cohesion. Conclusion Overall this is a good early access CRPG with compelling combat bones and a functional story framework. Its current limitations are fixable and, if addressed, would elevate the experience substantially. The title already shows the design instincts of a strong CRPG; with more environmental interaction, clearer interface design, and tighter narrative pacing at the start and at act breaks, it has the potential to become a very good, even great, game.
去你妈的,上了抢先体验一个月不更新什么意思?没见过这么司马的运营。
People arent remembering that bg3 did the same thing. they released an early access and then took a while to finish the game, then delivered. This game as it is now has a lot of promise and potential, they added character languages, better graphics, better ui. You can tell that they want to make a good game. You make all your party members like the first game and they are in the cinematics. Theres way more character customization, and even more backstory built into the game. The game is a breath of fresh air in a sea of disappointment. Taking the good parts of the first game and cranking it up to 11.
Отзыв об игре (неоднозначный — читайте на свой страх и риск) Я давно слежу за этой серией игр, так как являюсь поклонницей данного жанра. Когда вышла вторая часть, я посмотрела несколько роликов и решила приобрести игру в раннем доступе — чтобы поддержать разработчиков. Прошла первый акт (насколько это было возможно) и готова поделиться впечатлениями. Что понравилось: Красивый и проработанный мир. Это не однообразные коридорные ландшафты, а почти живой мир: с множеством интересных мест для исследования, тайниками, секретами. Разнообразие прохождения. Маршрут, который выберет ваша группа, влияет на развитие событий — это добавляет реиграбельности. Живые и интересные диалоги. Персонажи запоминаются, их реплики звучат естественно и не сводятся к сухим игровым задачам. Яркие и харизматичные НПС. Они вносят вклад в атмосферу и делают мир более убедительным. Что разочаровало: Главный минус, который портит общее впечатление, — редактор персонажей и доступные модели внешности. Парадокс в том, что игра демонстрирует высокий уровень художественного исполнения: мир красивый, детализированный, есть примеры отличной визуальной работы (например, статуя богини выглядит впечатляюще). Но при этом: Женские персонажи (особенно если выбирать «тип 1» внешности) получаются крайне неудачно: вместо стильных образов — модели, напоминающие «бабулек‑алкашек с вокзала», без чётких половых признаков и с неестественно опухшими лицами. Мужские персонажи выглядят чуть лучше, но с усреднением пола и голубоватым отливом. В итоге возникает ощущение, будто редактор — это какое‑то издевательство над игроком: создатели явно умеют делать красоту, но пользователю предлагают играть «голубоватыми бомжами». Итог: Игра реально крутая. Мир проработан, геймплей цепляет, диалоги и НПС радуют. Но вот редактор персонажей — это какой‑то отдельный вид пытки. Так-как в игре ясно видно что создатели, могут и умеют в КРАСОТУ... Но вот конкретно пользователь должен играть голубоватыми бомжами и не как иначе ... А так игра супер советую к покупке если закрывать глаза в диалогах
The upvote is conditional, as there are points about the game that I really dig but there are others that annoy me mightily. Combat is good, perhaps even superior to BG3 in that features like Ready Action are available. Might not seem like much, but it opens a range of tactical options that were missing from previous titles in the genre. The other strong point, and a point that struck me as old school AD&Dish, came up at level 3 when a sand lion decided to run. It was the last critter left in the pride and it had seen enough, so it pulled a morale failure and it sprinted. The only thing that can improve on that is an option on whether or not to give chase. I would not have, but it was either that or sit and do nothing while it got away. Poor kitty. The things that rub me center around some design and some aesthetic issues. By design, I mean that 1) You are cast into a fixed family dynamic and a cattle-chute sort of plot. Not deal breakers, but certainly limiting and 2) I really cannot justify giving a voice that could compete with James Earl Jones to a gnome, even if he is an elder or a boss or a Poobah or something in a nomad tribe of hippies who talk like they spend every waking moment in a state of glorious stonery. Sorry. I can suspend disbelief when a gnome has a voice deep enough to belong to a medium sized human, fine. But when he could have credibly auditioned to voice-act Darth Vader my immersion goes *pop* and I become irritated. This game has a long road ahead of it, but it can become great when it is fully developed and you know that the modding community will make it amazing.
They've made a good start, and I'm excited to see the finished game. I think some of the negative reviewers are forgetting this is very early access and bugs and some roughness is to expected at this stage, they seem to be expecting a full game. This is limited to level 4 and one chapter, and I expect things will change a lot between now and full release. If you like the studio, helping to shape early access like I did in BG3 and want to support the Devs get it now, if your'e wanting the polished product wishlist it and wait. Story: At first I was a little taken aback by the characters being a family of sorts and having a backstory, but it ended up being one of my favourite parts of DA2 so I went with it, and I got more intrigued as I went and learned more. Lots of mysteries to solve. Rich worldbuilding, interesting characters, voice acting is good. Graphics: Much improved on the first, and a lot of it looks really nice. They definitely still need some work with clipping (hair, weapons, a guys beard through his lips when he talks etc) and sometimes it looks really fuzzy. The mouth movements don't always match the dialogue the best. I'm enjoying the cutscenes and dialogues. The camera randomly switches to some random position where I can't see anything sometimes hopefully they iron out that bug. Character Creation: Needs some work as they already know, but I do really like some neat things they added like being able to position and rotate freckle and tattoo patterns, not something I've seen in another game. I like how detailed and customizable it is, it just needs some fine tuning, which I know they're already working on from reading their Dev notes, and I have faith it will come together. Gameplay: QoL like them automatically jumping, swimming, crawling etc is nice, as is the best person for the job automatically doing it. Being able to switch between WASD movement and mouse was nice I switched back and forth a lot. A LOT of random encounters pop up on the hex grid map that will disappear after 1 long rest but theres rarely a way to get to them in time. Lots of permanent locations pop up too though so there was lots to do. Gameplay was smooth for the most part. Combat: It's D&D. Not much more needs to be said, it plays like a campaign and I like it. In big battles where there are enemy vs ally fights spread around the map nowhere near me, it would be nice if we could speed up their turns so we're not waiting so long for ours. You can use the environment around you and cover matters. All in all, I had a lot of fun so far and I'm definitely excited for the full release, I'm going to leave it for now until the next big update and play some more. Thanks Devs, good job and keep going :)
Haven't played too long due to couple reasons I will explain below. Game has potential but need to improve on a lot of stuff. Pros: 1. Way better graphic, animation compare to Solasta1. Somewhat comparable to BG3. But you need to fix the optimization, somehow I get worse fps after the update about it. 2. A lot of utility improvement, such as standard arrow is infinite now, group stat check and new party movement. Cons: 1.UI!! Oh my god the UI, it is one of the main reason I can't continue the game. - Information lacking. A lot of information is nowhere to be found or hard to find. For example, there is fight happens at border passing, and the enemy are hitting me with advantage. I have no idea why, how they have advantage. - Inconvenient design. Like solasta 1, you still have to click in to spells and then use the spells. If you play long enough, you know how tiresome it is. (I notice there is a favorite action slot, I can remove that slot, but no idea how to add another one back...) - Quest marker....well, maybe mark the people I need to talk to? - Maybe some right click function? Please? It is already a problem in solasta 1, you have to go into beastrary to find the monster you fighting. - Inconsistency, I can press "i" for inventory at a local place but not on the world map. Instead you have to click on a button on the top right corner. - Please make lootable item more visible, you can hide special items with mechanics and skill check, not challenge players' eyesight. There are too many minor things and I couldn't list it here but it needs to be massively improved. 2.Character Creation. -Not a big fan of the face morph method. It is hard to use and hard to get a good result. Rather prefer they make couple base face and let player adjust the details. -Doesn't really show you the high level feat and stuff when creating the character, consider they have this in solasta1, probably just because it is not finished and will be there later. 3.Story -It is ok...but lacks emergency. You are basically given an unknown quest and roam free. -Side quest...can be confusing. The pace and dialogue is really weird. For example, you are given 4 or 5(can't remember the exact number) quest immediately after getting the permission to leave the city and each dump you a bunch of lore and names. 4. Level Design. - It is very linear, you go in there and follow a specific path and battle and so on. I can see this is ok in Solasta1 but in 2 this is a huge waste for the opportunity of exploration. - Locations feel really small and empty(not about arts but interaction and content), it becomes a hassle than an interesting location. The world map and local map system basically becomes a loading screen between small dungeons. I prefer few large, well designed level than multiple linear, small levels. 5. Gameplay and Combat - I understand this is a game follows dnd rule set but it feels really restricted right now. I think the developers need to feel free to homebrew some of their own mechanics. Dnd is a table top so it is limited but a 3d game can go into many directions to add more fun. - A lot of high and low ground level design but what is the point of high ground if you don't have advantage on it? Obi Wan disapproves. - Not exactly sure since this is early stage but I kind of feel the same numbers game here as solasta 1. Instead of having interesting mechanics and skills, the enemies usually have an insane amount of bonus on rolls. A really annoying thing in solasta 1 is that later stage enemies have so many bonus that it doesn't matter how much ac your character has, it is always a hit. Dev, please consider this in advance. - No need to make every dialogue a face to face conversation animation, it feels slow and pointless, keep the time and energy for better cutscene and important encounters. That's it for now, I criticized it a lot because I think it has potential. Keep going, Dev.
This game has a ton, and I mean A TON, of potential. There are systems that are better than BG3's implementation of D&D 5e. That said, I am cautiously recommending this game with the understanding that it needs to probably hit the Q3 or maybe even Q4 milestones to really fire on all cylinders. Some neat things I found during my time: -Fully saving on death throws stabilizes you at 1hp, offering a risk/reward to not prioritizing a downed party member -Actually being able to explore the overworld instead if it being cutscene transitions between Act locations -Character facial customization allowing for blending of multiple face presets -Really solid inventory management and looting systems -Dice rolls for combat so you can actually see your misses and hits That said, it's very much in early access so I knew I was going to find some pretty big cons, such as: -No co-op. An utterly bizarre choice for EA when the game clearly is being built around it. -Very few backstory (aka backgrounds) and each gives you a Feat, which makes the list of actual Feats shorter. -Only 6 classes -Act 1 does [i]not[/i] feel finished or balanced, meaning one of their biggest advertisements kind of falls short. Example: I hit a random encounter that pre-spawned two mini-boss level enemies and four mobs, with nests that spawned additional mobs every other turn for 10 turns. In the end, I was fighting about a dozen mobs all of which would be fine if I wasn't capped at level 4 and this event wasn't happening between leaving city for the first time and my first quest location -Expanding on the point above of bizarre difficulty spikes. As any good DM knows your toughest enemies (bosses) should have health pools at max 3x the highest player HP. I was facing enemies in the wilderness and in side quest areas with 4-5x my health and most definitely not level 2. -Last, and somewhat least, is the poorly optimized game engine/graphics. I had several instances of the game stutter lagging, rubber banding player movement, and the AI just straight up giving up on pathing and running back in forth in place.
Solasta: Crown of the Magister had this oddly cozy feel of a DnD campaign one of your friends threw together at a short notice yet it was also something that they had always wanted to do. Solasta 2 is now that same friend, but they have honed their craft, they have a much better understanding of the rules, they've listened to the feedback of their players and they are more willing to do things a little differently. To be fair, this game is not Baldur's Gate 3. And it doesn't need to be. It scratches that DnD itch perfectly fine. To be fair, the second, this is Early Access. But there is a lot of potential. I for one am satisfied and looking forward to the finished product.
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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