
Distant Worlds 2 is a vast, pausable real-time 4X space strategy game.
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.
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): 0.43/day in the week to Jul 23 → 1.71/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.
About




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 820 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The game itself is proper. Then I got myself informed about modding and hit roadblocks - because somebody thinks that obfuscating the whole Code to make modding impossible is the right way. While other games practically live from mod-ability, this tries hard to make modding anything relevant impossible. And then there's the license. I really suggest you check out the licence for this game (AI Chatbots are helpful). Here's some issues that ChatGPT has with this licence: Single-user, single-PC only: Strict “one license = one user on one computer.” No sharing or transfers without written permission. Broad bans on non-personal use: Explicitly forbids commercial, academic, research, and military use without prior written approval. UGC rights grab: Any mods/scenarios you create grant the publisher perpetual, worldwide, irrevocable, sublicensable rights; other players may freely use/modify your UGC without attribution or payment. “As is,” no real remedies: Your sole remedy is to stop using the game; refunds aren’t promised. $1 liability cap: Publisher’s total liability is capped at $1 USD, regardless of purchase price or damages. Aggressive enforcement tools: Publisher claims ex parte injunctive relief (court orders without prior notice) and treats breaches as causing “irreparable harm.” Monitoring & control: EULA allows the publisher to monitor/record communications, remove content, and terminate accounts at discretion (no compensation). Patches become publisher property: All updates, patches, and changes are automatically publisher property. Beta under NDA: Formal NDA required; violations trigger the same heavy legal remedies. Jurisdiction: Governed by England & Wales law. Drafting quality: Long, repetitive, and contains typos for a legal document—suggesting a hardline, copy-pasted template.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
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 820 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Even though I enjoy the game, the fact that you need to buy [b]ALL of the DLC's[/b] to be able to enjoy a mod sounds predatory. I hope the devs fix this ridiculous state modding is in.
If you like to micromanage everything in a game, this game is definitely for you. There is a LOT to do and a LOT going on. I am not that type of gamer, so I was trying to use the many automation features. It was frequently an exercise in frustration because there isn't feedback as to why the automation features aren't trying to do what the player wants. My biggest one was invading planets in empires that I was at war with. There was seemingly nothing I could do to get the invasions to actually happen. The fleets would get the invasion mission, but do nothing, and then decide to do something else like retrofitting or loading troops even though they were fully stocked with troops. But invasions of neutral empires seemed to generally happen at a decent level, so I learned to start wars by invading because then at least I would get those planets before the game couldn't do invasions against that same empire once the war started. Manual invasions seemed to work fine. I had empires that I was at war with, and with a setting of conquer, but the game would go 100+ years without any progress being made on either side (no units at all lost) when everything was automated. About 10% of my planets would need a common abundant resource to build anything but the smallest, earliest starbases and would never be supplied those things while automated - even after more than 200 years. There were many systems that weren't fully explored, even though there were no known threats or dangerous locations and I had lots of idle automated exploration ships with late game technology. There would be long stretches when no automated research at all would be done even though I had a lot of saved money and a positive cashflow. Manually, things generally worked and didn't have those issues. There are also design choices that seemed very odd to me. A LOT happens while the game is paused. I would frequently get dozens and dozens of messages while the game was paused. They were coming so fast that I couldn't read them all before some started getting overwritten. I have never experienced a game doing so much while paused. This was definitely a problem for me because there is no sense of importance to messages or a way to do anything but turn entire categories of messages on or off. An example is plague messages. Generally I would want to know, but I would have to turn them completely off because they would overwrite important war-related messages because they would show up dozens at a time. Also, I don't think there is ever a situation where I would care about civilian ships attacking something, because the civilian ship is always going to lose. But I would just get spammed with those messages and my only option was to turn off all "being attacked" type messages. Another design choice example is that hardly any structures/facilities get built on planets. They are inexpensive and generally seem useful, so I would manually build a lot of them. But when automated, it was incredibly rare for any of my planets to build anything at all. And it wasn't just my empire, it was very rare to see an opposing colony have more than two things built. I think most I ever saw was five. Then there are things like troop levels at colonies. Even the very highest setting is incredibly low. I would need to manually recruit a lot of troops until the very late game because the automated settings were all so low. It seems like the settings are heavily biased toward certain playstyles - which apparently aren't playstyles I use. I have three pieces of advice for new players. 1) Use your first game to decide what parts of the game game you like/dislike and then set the game creation settings to an extreme (left or right) value to reflect that. Other than the galaxy shape/size screen (which is limited by a player's hardware), I set every other setting to an extreme value and I thought it made the game more fun. 2) Never trade your maps unless you see the trading partner as a long term ally. It just seems like the other empires trade their map knowledge instantly with everyone. So any advantage you had by having uncolonized systems or useful pirates or whatever goes away immediately when trading maps. 3) Use a no tech stealing workshop mod. This is basically for the same reason as the previous one - other empires do it all the time and any advantage goes away immediately. Overall, I played for more than 100 hours, so I definitely felt the game had value, but I believe it is a much better experience for people who want to manually control everything.
很失望,游戏本身不提供中文就算了,还不允许使用第三方中文 制作组这态度真是令人心寒
This isn't a game to me. It feels more like a fun strategic simulation. I was hesitant to buy, overwhelmed by the scope. In reality, it doesn't take that long to go from full automation just picking research, to gradually going mostly manual. In my experience the first manual settings I changed were the fleets, then exploration ships. Once you master one aspect of the game you move on to the next and then configure your new focus as needed. I love Stellaris, but after a while it dropped to number 2 after sticking with it and getting more and more experienced with DW2
This game is nothing but frustration, you spend 2 hours exploring your starting area only to find out there are no colonizable planets, none. Then before finding a single colonizable planet, or independent colony you could befriend or conquer you run into a Boskara that will spend the remainder of their existance making your game a slow decline into madness, it doesnt matter that they wont be able to win, they will die and take you with them as the war weakens you enough for others to kill you or put to you far behind the curve. So why do I have so many hours in it? because the game is painfully slow, you keep restarting because every once in a while you get a good start, and then you steamroll everyone because the game is either 2 hours of not knowing you lost the game in the galaxy generation, or a game where the only thing stopping you from winning is broken automation or far to tedious micromanagement.
Fleet automation is completely broken, which is an extreme problem as soon as you have an empire of any scale. Defensive fleets regularly jump to locations that enemy fleets have just left, leaving core worlds completely open to invasion. Fleets routinely decide to retrofit at the worst possible times. AI will run circles around your fleets unless you micromanage them to an infinite degree as they are incapable of making any decisions.
不支持中文可以理解,但是不修复中文加载的bug就得差评
This is a very fun 4X game. It very quickly consumed my evenings while I explored this rich experience. The simulation is very deep and can be quite complex. Basically all of the economy and logistics of running a star empire is there in the simulation, happening before your eyes. Every piece of material you need to build ships, grow populations, and transport goods is something in the galaxy you need to find and acquire through vast mining and trade networks. Every ship is on the board, so to speak. You control fleets of warships with fuel haulers to keep you on the advance, shooting down missiles with point defense guns and boarding space stations to seize control of your enemy's hard work. The economic system is cut between what you as the state is doing and spending resources on, and what the private enterprises of your empire are doing in response do your actions. You build a new mining station? The private industry will build haulers to transport those goods back for you for their cut of the pie. If you find that too complex to deal with personally the game has a huge array of automation features that allow you to fine tune what part of controlling a star empire you get to focus on. Want to just build logistical networks? You can automate fleet management and war offensives. You can, if you want, automate the entire game and just nudge it when you want something specific to happen. Even that's fun in Distant Worlds 2.
I have thoroughly enjoyed my time playing the game, looking forward to see how the game evolves in the future.
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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