
Conquer and destroy the dirty Humans by sending swarms of bugs to crush their home worlds. Evolve your Buggos into stronger, faster, more murderous creatures that can rip the Human defenses to shreds! No one can stop your evolutionary powers. You are the evil Buggo Hivemind!!!
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): 0.86/day in the week to Aug 25 → 1/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.
About
Buggos 2 is a swarm-based auto-battler where YOU play as the Evil Hivemind controlling the murderous bugs. Conquer the dirty Humans by sending wave after wave of Buggos - eventually all will crumble under your sheer biomass. Gain control of each planet and eradicate any Human presence along the way.

Buggos 2 is a low-micro RTS. This means controlling the swarm is easy. Just set the Attack Pins for your Spawners and watch as up to 5000 bugs destroy the disgusting Humans. This allows you to focus on the high level strategies and the fun parts of the game. If you are an RTS veteran, you still have access to control groups and chaining command pins for those who wish to take things more into their own hands.
Unlock evolutions after every battle and turn your Buggos into the perfect killing machines. If you need something stronger for the next missions, reset your evolution tree and try something new. Stay unpredictable and try new strategies by re-evolving the Buggos as you see fit.
Unlock powerful mutations to wreak havoc upon the battlefield after conquering an entire planet. Mutations are game changing evolutions that can redefine how a unit works or how you engage with the game.

Each mission is tailored to carnage and crafted with replayability in mind. Paint the map in Goo and living structures. Make use of terrain features and alternate routes to blindside the gross Humans in ways they least expect.
With half a dozen planets and over 30 missions between them, the possibilities to create a corpse playground are endless.

If you are an RTS veteran or Buggos enthusiast - you can crank up the difficulty! During your campaign progression you’ll be faced with tough choices on which ways the humans adapt to the growing threat. Buggos aren’t the only ones who evolve anymore.
Campaign with 45 missions over 9 planets.
Each map is hand-crafted to allow clever use of level geography and different unit combinations.
Over 150 evolutions and nearly 25 mutations to make your swarm stronger, providing countless play styles to experiment with.
Full level editor with Steam workshop support.
Hassle-free approach to RTS management. Let the bugs handle the details for you, all they need is a direction to march.
Difficulty is more than just a number. In higher difficulties each planetary conquest makes humans harder than the last, forcing you to choose how they punish your aggression.
The stars await their true masters. Conquer Buggos 2 today.
Engagement
Reviews
Themes across 91 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is quite fun and I really want to love it which makes the problems painful. First of all, this game is definitely way overpriced. The gameplay basically boils down to a complete stalemate until, suddenly after 10-60 minutes, your units break through and make it to the next chokepoint. I played this game on normal difficulty and I cannot imagine how the humans could be more aggressive than they already are. Skill point acquisition feels really stingy and limits build crafting. I think that it took until the 3rd or 4th planet to feel like my upgrades were meaningful. Most of the upgrades don't do much anyway, +1 health or amour doesn't do much when every enemy already overkills your units. The Devourers are awful to use, they constantly unburrow when the enemy is out of range which then causes their next emergence to get them killed without doing any damage. Area of effect attacks are introduced fairly early on before you have a real chance to get anything to deal with them and later on is all you face, really limiting how valuable a swarm is. Every turret is AOE and I think all but 2 human units are AOE. The map design leads to shoving thousands of bugs at a single chokepoint hoping to inflict even the smallest damage to the human defences or hoping that your units get a single attack off. You have a limit to your swarm size, this is fine and encourages you to keep expanding, however the humans do not have a unit limit. This causes them stack up and inevitably grind your army down until they all die from standing on your goo which just causes the cycle to repeat. The flamers don't feel too bad but I think that their flame effect needs some tweaking. Even one flamer makes it impossible to see what it happening in whatever tile it is shooting and the flame lasts a while even after the unit has died, stalling your progress even longer. I feel like the plasma gunners fill too many roles, on normal difficulty they apparently attack 9 times a second for 15 damage. They also have enough health to survive in melee for a decent amount of time. These stats make them shred every small to medium bug, the Warrior stands no chance and the other tanky bugs (the Leviathans and Titans) produce and move way too slowly to compete. Their damage is too high for available armour to make a reasonable difference. The mechs should probably have a second indicator for their rocket range and probably a range decrease because they will take pot shots at all of your buildings without you being able to interact with them. The laser turrets feel like an artificial way to extend the game, they alone dramatically hinder your units and instantly kill anything coming anywhere near them. Their attack also shouldn't also cover their sides where there is no visual laser. I haven't beaten the first planet in the post-game yet and all of these problems are magnified even more with endless mechs and attack ships which fly into your backline and chip away at your production.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German*, Russian*, Simplified Chinese*, Spanish - Latin America*, French**languages with full audio support
Hours played at review time, across 91 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is a good improvement on the formula of the first game! Moving off the nutrient system and onto the spawn-timer/pop cap system lets you do much more interesting tactics with the game. The new skill tree is also much more thoughtfully laid out than the first game. People complaining about stalemates and dead locks don't understand the game's mechanics. Yes, the humans get lots of tools to stop you late game, but you also get lots of tools to circumvent them. Flying units can be used to go around stalemates and take out human buildings from behind. Artillery can be used to knock out structures, shred armor, and knock down stalemates. Wasps can be used to start a new base at the back end of the map, creating two fronts for you to annihilate with. But all that is only possible if you understand how the evolutions change the game play, and if you understand how to toggle your spawners on and off to control what your population count is going towards. If you want to beat Impossible difficulty without breaking a sweat: go pure structures. Exploding pustules, super artillery, super builders, caustic creep. Your population cap will exceed 10k of super fast builders who lay down waves of caustic creep, your artillery will annihilate the enemy base over the walls, and the pustules will evaporate even the tankiest damage sponges. If you want to make it more interesting, dip into swarmers and spitters for some extra control of the battlefield. This game is great if you want a more casual RTS, or if you ever wanted to play as the bugs in protolife.
Buggos 2 is a simplified RTS in that you don't command units individually or activate any abilities, the focus is on macro, unit composition, and research tree. It is really fun and simple, I liked killing humans with alien bug monsters. Performance was perfect on my PC. I would really like to see a Buggos 3 that expands the gameplay by making humans a playable faction and adding 8 player multiplayer and AI skirmish games
Possibly the most fun I've had playing any RTS. The levels are fun but challenging, the units are all unique in their own ways, and overall I'd say it's worth a buy. Only thing I wish is for a longer campaign, but that's why custom levels exsist. Harder levels would be nice, since the average I spent on each was from a minute to 17 in the later missions
This is a woefull 2nd attempt at the game, they've nerfed every unit and bufffed every enemy, sucked all the fun right out of it
its good but like, its 6 hours. and thats with 30 minutes of a survival run? I don't recommend I'd recommend at $5 Skill tree is cool, and multiple 'valid' strategies from trying different bugs out.
The higher difficulties of the game do not seem particularly well thought out and lead to boring gameplay patterns of just sitting and watching while you make extremely slowly make progress over the course of an hour, a lot of the changes are purely downgrades from Buggos 1 for double the price, cannot recommend the game in this state. No game that values your time has you start a map with 4x spawn rate on a building making the strongest enemy unit on the back of the map, it is insulting and was my breaking point
Really wish their was a neutral option for ranking games but their isn't. Simply put, the first 1/2 or 2/3rds of this game is a lot of fun. After that this game is very specific in the kind of gamer its aiming for, and that is the glutton for punishment gamer. Later missions require precise moves and setups in order to win, and arguably a bit of luck. The only way to learn that on any given mission is hours of effort. If you have that kind of free time, more power to you, but personally I don't. Which ultimately means part of the game is simply inaccessible. This is too bad as I personally love RTS games and finding one without a unit cap is nigh impossible. So if you are considering buying this game my advice to you is: If you never finish games, this is a very fun RTS; If you do finish games this RTS turns more into a puzzle game on a timer were a mistake forces you to restart.
I want to love Buggos 2. As someone who genuinely adored the first game, jumping into the sequel felt like stepping into an alternate universe where the developers looked at everything that made the original fun and deliberately flipped it upside down. Instead of fulfilling the power fantasy of commanding an overwhelming, unstoppable swarm, Buggos 2 delivers a frustrating, claustrophobic slog that too often resembles a cheap mobile game. Progression feels deeply out of sync, with evolution points failing to keep up with how aggressively the game spikes in difficulty, turning what should be fun strategic experimentation into a grinding chore. The issues compound from there into every core mechanic: Clunky Controls: Rather than refining or upgrading the control scheme, the sequel introduces even more cumbersome, half-assed swarm management that makes keeping your units out of trouble an active chore. Aggravating Level Design & Chokepoints: The maps are aggressively claustrophobic, packed with obvious, forced chokepoints that completely ruin the fluid, organic expansion of the original title. The Absolute Worst Addition—Fire: The game introduces fire early on, and it lingers painfully long after the enemy unit that caused it is already dead. Because of the forced chokepoints, your swarm pathing funnels right into these death zones, turning your bugs into ash before they can even engage. Brutal Difficulty Spikes: To top it all off, the campaign hits you with sudden, punishing difficulty spikes and overlapping hazard zones that shred your forces with very little room for counterplay. It honestly feels like the developers decided the first game was "too fun" and engineered every system here to grind your patience down. A major, major disappointment for fans of the original.
ALiens!!
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $429.7K | 1.4K | 88% | $9.99 | |
| $48.2K | 63 | 38% | $17.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $19.6M | 137.4K | 93% | $5.99 | |
| $34.3M | 24.2K | 87% | $34.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $570.7K | 1.3K | 81% | $14.99 | |
| $570.9K | 1.4K | 79% | $14.99 | |
| $570K | 2.6K | 85% | $9.99 | |
| $569.9K | 1.4K | 92% | $12.99 | |
| $569.4K | 6.8K | 97% | $4.99 | |
| $569.3K | 1.3K | 76% | $19.99 |