
The Enhanced Edition contains Sword of the Stars II: The Lords of Winter and the first expansion, the End of Flesh. The new expansion introduces the new playable race, the Loa. All previous DLCs containing new avatars, new combat music, alternate voices, skins, and new badges for the warships are also included.
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): 0.14/day in the week to Aug 17 → 0/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 2,400 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.
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Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Multiplayer completely broken.. And they won't fix it...
Crashes every 4 turns WTF. Absolutely no support from any of the companies involved. Im ♥♥♥♥♥♥♥ done with the gaming industry ♥♥♥♥ you
An unfortunate experience for anyone subjected to it. Regardless of my opinion on Sword of the Stars 1, I really do respect that with 2 here, the studio tried something different...it's just such a shame that it doesn't feel like they thought anything through... The frustrating nature of the "Fleet" system means that I can never just command my ships, they have to be grouped into a fleet before they can do anything, which takes away a lot of control and agency I have as the player. Maybe it's there to scale back the nightmarish management creep of SotS 1's late game. Nevertheless, I, and my ship captains, can't be trusted to do basic tasks, instead I need an admiral, one per colony, natch, to do it for me, even if it's just mining asteroids or setting up colonies. It's frustrating, even without watching as my fleets return to the capitol world when they could be doing other things because "that was the mission." Just like the first game, I'm drowning in weapon types and whatnot, but the game is very stingy with meaningful data. What I mean is that, cool, you're showing me a buttload of graphs, but how effective will this gun be? Why are my ships blowing up faster than the papermantium cladded enemy ships? I don't know, and that's a problem in a game that's basically just an engine for space battles. The game, even on launch, was pretty unstable. Now, it really feels like a crapshoot whether or not the game will manage the grievous effort of not crashing to desktop. Why have all of this lore and these pretty ship models if I don't know whether the game will survive to the setup menu? I respect SotS 2, even as I hate it, hate what it represents, hate the arrogance from the developer on display and hate that they refuse to take a new crack at a 4X even as the crew make a dozen games in the same setting.
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $418.6K | 1.5K | 79% | $9.99 | |
| $418.4K | 786 | 23% | $19.99 | |
| $418.8K | 1.2K | 91% | $19.99 | |
| $418.3K | 1.1K | 80% | $11.99 | |
| $418.3K | 515 | 92% | $13.99 | |
| $418.3K | 1.1K | 93% | $6.69 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $24M | 23.2K | 61% | $39.99 | |
| $2M | 1.4K | 82% | $39.99 | |
| $21.3M | 23.1K | 83% | $39.99 | |
| $3.7M | 19.1K | 83% | $7.49 | |
| $16.1M | 18.7K | 82% | $39.99 | |
| $5.3M | 8.2K | 77% | $24.99 |
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Sword of the Stars II: Enhanced Edition is a sprawling and unapologetically complex space 4X strategy experience that embodies both the greatest ambitions and the harshest challenges of the genre. Developed by Kerberos Productions and published by Paradox Interactive, this Enhanced Edition represents the most complete form of the original Sword of the Stars II vision, bundling extensive post-launch updates, expansions, and balance changes into a single package. It is a game that demands patience, curiosity, and persistence, but for those willing to invest the effort, it offers a uniquely deep and systems-driven take on interstellar empire building. At its core, the game tasks players with guiding one of several wildly asymmetric alien civilizations from early spaceflight to galactic dominance. Exploration, colonization, diplomacy, research, and warfare are all present, but they are executed with an unusual level of granularity and unpredictability. Each race approaches space travel differently, using unique faster-than-light mechanics that shape expansion patterns and strategic priorities. This single design choice alone ensures that no two factions play alike, forcing players to rethink standard 4X strategies when switching civilizations and lending the galaxy a strong sense of diversity and identity. Research and technology form one of the most defining pillars of the experience. Rather than offering a fully transparent tech tree, Sword of the Stars II uses a semi-randomized research system where discoveries are influenced by faction traits and chance. This means players cannot rely on rigid build orders and must adapt to what technologies become available, creating a sense of uncertainty that mirrors real scientific development. While this approach adds replayability and tension, it also contributes to the game’s steep learning curve, as planning several steps ahead becomes more about strategic flexibility than optimization. Ship design and fleet composition are where the game truly shines. Players can construct highly customized vessels by mixing and matching hull sections, weapons, armor, engines, and specialized modules. This level of control allows for deeply personalized fleets tailored to specific tactical doctrines, whether focused on long-range bombardment, missile saturation, boarding actions, or brute-force brawling. The visual representation of ships reflects these choices directly, reinforcing the connection between strategic planning and battlefield execution. Designing a fleet that performs exactly as intended is one of the most satisfying aspects of the game. Combat itself unfolds in real time, providing a dramatic contrast to the turn-based galactic layer. Battles are large-scale, visually impressive affairs where positioning, weapon arcs, and fleet coordination matter greatly. While the tactical interface can feel cumbersome and occasionally overwhelming, the sense of scale and consequence is undeniable. Watching carefully designed fleets clash amid explosions, debris, and particle effects delivers moments of spectacle that few 4X games attempt, let alone achieve. Success in battle is less about micromanagement finesse and more about preparation, doctrine, and understanding how your technology interacts with the enemy’s. The strategic layer is further enriched by diplomacy, internal politics, and late-game threats. Relations between empires are shaped not only by treaties and wars but also by ideological differences and unpredictable AI behavior. Random events and existential threats can emerge to destabilize even the most carefully constructed empires, ensuring that complacency is punished and adaptability is essential. These systems reinforce the feeling that the galaxy is hostile, ancient, and indifferent to player ambition, an atmosphere that sets the game apart from more orderly space strategy titles. Visually, Sword of the Stars II: Enhanced Edition presents a striking but utilitarian aesthetic. Star maps, ship models, and combat effects convey scale and menace, though the presentation prioritizes function over elegance. The interface, while improved from the original release, remains dense and often unintuitive, requiring time and external learning to fully grasp. This lack of approachability is one of the game’s most persistent weaknesses, as it creates a significant barrier to entry even for experienced strategy players. Performance and stability are markedly better in the Enhanced Edition than at launch, reflecting years of post-release work. While occasional rough edges remain, the game is far more playable and cohesive than its initial incarnation. That said, it still expects players to tolerate complexity and friction in exchange for depth, a trade-off that will not appeal to everyone. Ultimately, Sword of the Stars II: Enhanced Edition is a game defined by extremes. It is daunting, intricate, and sometimes frustrating, yet also rich, distinctive, and deeply rewarding. It does not aim to be a smooth or welcoming introduction to the 4X genre, but rather a demanding sandbox for dedicated strategists who enjoy mastering opaque systems and embracing uncertainty. For players willing to push past its rough presentation and steep learning curve, it offers one of the most ambitious and mechanically dense space strategy experiences available on Steam, standing as a bold testament to how far the genre can be stretched when designers refuse to play it safe. Rating: 5/10
It sucks, go find a different strat
Хотя вторая часть SoTS мне нравится в плане заложенных идей и визуальных улучшений - игру постигла печальная участь. Разработчики, похоже, взяли больше чем способны были откусить, взявшись за капитальную переработку множества механик первой SoTS и не справились, что привело игру к финансовому провалу Последний патч датирован 2013 годом. На удивление, у меня игра практически не багает и не вылетает вовсе - но в ней остается ощущение недоделанности. Дизайн интерфейса переусложнен, система приказов флоту, как отмечали, сильно сбивает темп игры и вынуждает поломать голову. При этом сохранилась фирменная трехмерная звездная карта, где экспансия может идти во все стороны - ориентироваться в ней стало ещё сложнее. Львиная доля информации об игре находится в PDF-мануале, доступном через предстартовое окно - в то время как, например, в самой игре псионические способности кораблей вообще не имеют описаний, а энциклопедия это довольно жалкий сборник заголовков с парой коротких предложений Kerberos постарались углубить боевую систему - у кораблей появились модули-модификаторы, есть моделирование брони послойно по всем четырем проекциям. По мере повреждений. отключаются системы и идут потери в экипаже и припасах. Теперь есть три слоя высоты при построении флота, а сами корабли можно вращать по своей оси, чтобы прикрыть наиболее поврежденные участки или сконцентрировать огонь орудий. Звездные системы стали по настоящему системами - боевая карта теперь это огромные просторы с планетами и лунами (ранее одна система была представлена одной планетой, вокруг которой шли бои). Хотя бои стали дольше и немного затянутыми, мне лично нравится Очень приятно видеть, что фоновая сценарная работа осталась на высоте: игра чувствуется логичным продолжением мира первой игры, - цивилизации изменились, изменились подходы в военном деле (например, эсминцы из самостоятельных кораблей стали носимыми - основной тип кораблей теперь крейсера). Среди адмиралов морриги теперь можно встретить другие расы, а лиир объединились с отступниками-зуулами и теперь, например, пузатые корабли космических дельфинов несут на себе эсминцы и рейдеры самой кровожадной расы игры, используя вовсю преимущества новых союзников. Суул'ка в релизном трейлере просто восхитительны! И все это читается на фоне - в списке технологий, в дизайне кораблей, в новых функциях типа расширенной дипломатии Но как самостоятельную игру мне очень сложно её рекомендовать. Лучше попробуйте первую SoTS - крайне самобытную космическую стратегию от разработчиков Homeworld: Cataclysm, с тотальным упором на космические сражения и дизайн кораблей. А ещё у неё прекрасный лор, написанный Эринн Дэмбо
Bad.
I have a lot of great memories with this game. It's a bit sad to see it rated so low, especially since many of the negative reviews come from people who only played for a few hours. Their opinions are counted the same as those who spent dozens of hours really exploring the game. I recommend using an SQL editor to unlock all the research options — it really shows the full potential the game has to offer. The graphics are amazing!
This game looks better than most modern projects – a nice interface, colorful battles, voice acting, and (OH MY GOD) a 3D star map! It's a shame the game didn't get the love it deserved back in the day. I really hope and expect the creators to return and perhaps release a sequel one day.
THIS IS A SHAMEFUL DISPLAY!
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