
Six years have passed after the events of 2226 A.D. The balance in the galaxy has been restored as transgalactic corporations have been deported to the outskirts of the galaxy and deprived of their power. The Empire, just as before, continues to fight against the Aliens. As a rule armadas of battleships aren't used in such conflicts.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Polish*languages with full audio support
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $3.99 | 166reviews | 39% | — | $18.4K |
| $0.79−80% | 76ratings | 62% | #169 | 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.
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Просто даже не смотрите в сторону этого куска кода. Это больше похоже на высер больного разжижением мозга дегенерата, чем на игру... То что я могу выделить за то время пока меня не бомбануло: 1. Нет настройки сложности... Тупо нет. 2. Адекватного баланса нет. Мы начинаем так же с двумя истребителями как и в первой, но есть нюанс - мы уже во второй же миссии сталкиваемся с противниками которых настреливали в конце первой игры... У которых не сбиваемые ракеты которые при попадании наносят урон в обход щита. В первой игре к этому момент у нас как минимум 4 пилота с системами ремонта на корабликах и с вооружением значительно лучшим чем стартовое во второй. Потерянный истребитель аналогичным не заменить - на торговых станциях продают исключительно шлак который нас мягко говоря никак не спасает. 3. Скрипты... Искренне хочется сделать что-то очень плохое тем дегенератам которые их делали, что бы он всё понял и сам покончил с собой самым ужасным образом. Из-за перечисленного выше ниxуя не прикольно когда кораблики которые тебе гарантированно сносят кого-то из твоих "материализуются из воздуха" уже на позиции атаки. На торговых станциях исключительно говно и возместить потери ты не сможешь, прошу заметить ещё раз. 4. Сюжет высосанный из пальца пораженного гангреной. В первой сюжет простой и понятный, при этом с поворотами которые весьма забавны... Тут... Смотри первое предложение пункта. Начало этой игры никак не связано с первой, зато персонажи почему-то те же, они уже знакомы и почему-то занимались своими делами раздельно... Моё мнение - всех кто хоть что-то умел делая первую просто поперли на улицу "эффективные мэнеджеры" со словами "Xуле - и так сожрут!"... История показала что не сожрали, надеюсь они уже бомжуют в Мухосранске или размотаны кусками по полю одной соседней им страны.
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Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
В ЦЕЛОМ неплохо, НО есть ОЧЕНЬ много НО.... Особенно это касается заданий с тупым бэктрекингом и балансом когда у тебя последний уровень технологий это Т3, а у врагов в этой части есть Т4..... Еле прошел, в целом жопа взорвалась меньше раз чем в 1 части, но и удовольствия я по факту не получил. Добавили двух дам К.Т и еще одна, в целом они милые, ВРОДЕ как полезные, НО.... К сожалению по большому счету персонажи еще более картонные чем в 1 части... и еще у них характеры не соответствуют оригиналу... Короче решили срубить легких бабок на этой части и по сути я не рекомендую, но по скидке и ради К.Т. можно и пострадать часиков 10....
Doing the Main Quest, found an Alien Patroul, they destroy my mother ship befor I can do anything. WTF?
Sequel to Star Wolves: a Slav Jank Space Adventure, Star Wolves 2: A sticky mess is not a good game. It is quite clear that the scope was grand, the mechanics set up building the larger world of the Star Wolves saga. Failure to deliver on that scope though makes this world dead and filled with boring, repetitive sidequests. The game throws away whatever balance its prequel had in favor of throwing your way either numbers or damage sponges that puke damage your way. Once you get good at dealing with that nonsense (read: you realize that stacking heavy lasers on things will clear the field fast and win you fights, and building anything else is basically an exercise in frustration) - the game is very easy to beat. The end that you reach is abrupt and unsatisfying. Somehow, the voice cast in the English version manages to be even worse than SW1, the plot is in tatters and the script can't even be called a bad joke - even when bad, jokes are, by intent, funny. The saving grace of Star Wolves 2 is the same unique mechanics that made its predecessor stand out as a unique experience. Still, I'd recommend SW2 only if you beat SW1 and want more. Followed by SW3: Just... why.
Господи, какая же это херня. Если очень хочется пройти для галочки, то скопируйте музыку из третьей части. Так вы хотя бы нейтрализуете рукожопа-композитора.
Bis auf die gelegentlichen Abstürze ein sehr soliedes Spiel
не работают сохранения, ни автосохранения, ни быстрое сохранение, ни через меню, прохождение стопорится и все, перепробовал множество вариантов решения проблемы, ничего не помогло
Игра хорошая, но не очень!
Im vergleich zum ersten Teil flache Charaktere, Story und Gameplay.
Star Wolves 2 is a space strategy and tactical RPG hybrid developed by X-Bow Software and published by Fulqrum Publishing, continuing the mercenary-driven sci-fi saga established in the original Star Wolves. Set several years after the first game’s events, it drops players back into a fractured galaxy where corporate power struggles, imperial ambitions, and alien threats collide in a tense, unstable political climate. Rather than focusing on grand fleet battles alone, the game centers on a small band of elite mercenary pilots navigating this volatile universe, taking contracts, forging alliances, and carving out survival in a region where power is fluid and loyalty is rarely permanent. At its core, Star Wolves 2 blends real-time tactical combat with RPG-style character development and open-ended exploration. Players command a squadron of ships in real-time space battles, issuing orders to individual pilots while managing positioning, target priorities, and special abilities. Combat unfolds dynamically, demanding awareness of enemy formations, weapon ranges, and defensive capabilities. The tactical layer rewards careful micromanagement, especially during larger encounters where flanking maneuvers and coordinated attacks can determine survival. Unlike pure space shooters, the emphasis is less on reflexes and more on planning and execution under pressure. Beyond combat, the game introduces a broader strategic layer. The galaxy is divided into numerous star systems connected by jump routes, allowing players to chart their own course across more than fifty explorable locations. Missions are often non-linear, and players can choose which contracts to accept, which factions to support, and how to allocate their time. This structure provides a sense of freedom rarely found in more tightly scripted space campaigns. Side missions, faction conflicts, and emergent encounters populate the map, giving the impression of a living world where events unfold independently of the player’s direct involvement. Customization is a significant component of progression. Ships can be upgraded with new hulls, engines, weapons, and defensive systems, enabling players to tailor their fleet composition to preferred strategies. Pilots themselves gain experience and develop skills that influence combat effectiveness, adding an RPG layer to squad management. Recruiting new mercenaries with specialized abilities introduces further tactical variety, as different combinations of skills can drastically alter engagement outcomes. The inclusion of larger vessels, including a central mothership that acts as a mobile base, expands strategic options and reinforces the mercenary-command fantasy. Narratively, Star Wolves 2 attempts to build upon its predecessor’s foundation with a more open-ended story structure. Rather than following a strictly linear campaign, players uncover plot developments through mission choices and interactions with various factions. The overarching conflict between the Empire and alien forces serves as a backdrop, but much of the story unfolds through localized events and character-driven encounters. While ambitious in scope, the storytelling can sometimes feel fragmented, as the open design occasionally sacrifices cohesion for player freedom. Still, for those invested in the universe, the layered political tensions and shifting alliances offer intriguing context for the tactical gameplay. However, Star Wolves 2 is not without its challenges. Its learning curve can be steep, particularly for players unfamiliar with hybrid strategy-RPG systems. The interface, reflecting the era of its original release, may feel clunky or unintuitive by modern standards. Navigating menus, managing equipment, and issuing precise combat commands can require patience. Additionally, some players have encountered technical quirks or inconsistencies that stem from its early-2000s design roots. These factors can create friction, especially for newcomers expecting streamlined modern mechanics. Visually, the game carries the aesthetic hallmarks of its time. Space environments and ship models are functional and clear, though lacking the high-fidelity detail found in contemporary space simulations. The art direction leans toward utilitarian sci-fi design, focusing on readability rather than spectacle. Sound design complements this approach with ambient space audio and combat effects that reinforce immersion without dominating the experience. While not visually groundbreaking, the presentation serves its tactical emphasis adequately. Mission structure, while varied in premise, can occasionally feel repetitive over extended play sessions. Combat scenarios often revolve around similar objectives such as escorting, eliminating hostile forces, or defending key locations. The strength of the game lies less in unique set-piece design and more in the emergent outcomes created by player choice and tactical execution. For players who enjoy mastering systems and optimizing fleet configurations, this repetition becomes an opportunity to refine strategy rather than a drawback. Ultimately, Star Wolves 2 stands as an ambitious but imperfect sequel that strives to expand its universe through non-linear exploration and deeper customization. It offers a dense blend of tactical combat, squad management, and open-ended progression that rewards patience and strategic thinking. While its dated interface and occasional rough edges may deter some players, those who appreciate classic space strategy hybrids will find a layered experience that emphasizes agency and long-term planning. As a continuation of the Star Wolves saga, it remains a distinctive entry in the space tactics genre, reflecting both the aspirations and limitations of its era. Rating: 5/10
Players by region
Where this game's players are, estimated from review languages.
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