
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 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




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
This is coming from a veteran of Stellaris, just for a reference point. This is one of those games that said, do you want detail? I can give you detail. I can give you detail on the detail so while you're detailing your detail you can detail that detail. All in lovely WallsOfText (tm). Yes there are mechanisms to automate systems in the game ... but that, to me, signals a problem in and of itself ... that the system is too complicated for most players to wrap their heads around and so, even at the very start of the game, it inundates you with suggestions and recommendations ... don't research that, research this! Do you want to build not one but two different vehicles? We're not going to tell you what to do with them or why you should be doing this, but, trust us, it's a good idea! The tutorial pretty much shows you what the various menus are but it's all in text and none of it is guided ... like 'let's research X, click here, scroll down, then select that, great job!' ... it doesn't give you an idea of how to play the game or what are good ideas or what are bad ideas ... certainly after several playthroughs you'd likely get a sense of that ... but I don't accept the argument of 'oh, but it gets good after 50+ hours of play!'; if you can't hook a player in the first hour, than why should I be convinced to play through 49 more?
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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
Distant Worlds 2 is a unique game and sadly it is nowhere near as good as it's predecessor. At present the game is plagued with a myriad of bugs and basic concepts are unfinished. For example the game contains numerous settings which can be configured prior to launching a new game. For example you can disable Pirates prior to starting a new game, however once in game you quickly discover that the pirates are still present and the switch does not even function. Furthermore if you toggle Pirates not to Respawn, they Respawn regardless. It's glaring issues like these in combination with the crashes that make the game feel unfinished. It feels like the developer just couldn't be bothered to finish the functions pertaining to the Pirates. The user interface is cumbersome however it works, my biggest gripe are the Notifications, they will drive you insane and I can imagine most will uninstall the game due to the repetitious messages you are bombarded with. Each notification has an annoying sound accompanying it and several mod authors have released mods to amend this. Even if you are a veteran at the game you're still bombarded with dozens of popups and notifications and there seems to be no way to turn off the tutorial messages. The AI in the game is still work in progress and as a developer myself I can forgive some of the issues. However fleets still fly two sectors away to refuel. Sadly you cannot trust the fleets to make competent decisions as they will often get stranded in remote space. Today after a crash only one hour into a new game, I learned the sad news the developer has announced ANOTHER DLC to be released in Q1 2025 and it's fairly obvious to me that the game has just become a cash grab. When I initially played the game back in 2022 the game rarely crashed. With the glaring omissions to the base game functionality, Distant Worlds 2 still feels like a deceptive Early Access game. I was going to give the game a good review and I impulsively succumbed to buying the Return of the Shakturi DLC which I sorely regret. Distant Worlds 2 has a lot of potential. In conclusion, I don't think the developers of Distant Worlds 2 care about the game they're making anymore and they're trying to mimic Paradox with the sporadic DLC releases.
不推荐!2024年仍被技术缺陷拖垮的太空策略作。旗舰级CPU+32G内存扛不住中期舰队战卡顿与后期随机闪退,每次崩溃需重启Steam的底层BUG堪称业界笑话。UI设计停留在WinXP时代,舰队编组需穿越5层菜单,资源面板信息密度堪比Excel表格。虽然沙盒规模庞大,但科技树深度不足且缺乏事件驱动(对比《群星》叙事系统差距明显),所谓"自由探索"最终沦为数值打工。当前 50%折扣难掩内容单薄,除非骨折价入手当引擎测试DEMO,否则建议绕行。 [h2][b][url=https://steamcommunity.com/sharedfiles/filedetails/?id=3378907440&searchtext=chinese]→中文汉化包链接←[/url][/b][/h2] [h3]使用方法:[/h3] 添加以下内容到Steam启动选项(Steam库——右键Distant Worlds 2——属性——通用) [code]--low-level-inject .\..\..\workshop\content\1531540\3378907440\Dw2ChsPatch.dll!DW2ChsPatch.MainClass.Init[/code] [b](以上是一整行命令,工坊排版给他分成了两行,求求了,直接两行一起复制粘贴,不要手打仙人) 支持全DLC 目前适配版本1.2.7.9测试版 同样也应该适用于版本号更高的正式版及测试版(Steam库——右键Distant Worlds 2——属性——测试版——参与测试) [/b]
On release I put about 125 hours into the game and have recently returned to the game (as of late 2024) The game shines in that you can set up auto-matic realm management. You can either have the AI Do tasks without notifying you OR suggesting and then auto-executing OR Suggesting and then not doing anything unless you approve OR Disabling Automation for manual mode. All aspects of the game can be automated in this way. From taxes all they way down to the lowly constructor ship and on up to entire fleet creation. It is reminiscent of Sim City games where the city council would suggest you build power poles in the city to supply power. You would then manually have to go and place those poles to provide power to specific areas on the map. In Distant Worlds 2 you don't have to bother with that granularity of completing a suggestion manually (unless you want to) because in the game as soon as a suggested pop-up happens and you approve it the AI takes over and completes the task without your further intervention. You can sit back and tend to other tasks or just watch as your approved orders are carried out. The gameplay happens when your orders encounter speed bumps such as hostiles, TECH walls, Fleet logistics, ETC... You can fiddle while Rome is burning or you can lead a valiant flight of handcrafted fleets into battle and smash the hordes of barbarians at the gate. It is all up to you in this well-crafted sandbox.
Add russian lng please
This an overly ambitious mess. A game you have to fight to play. It wants to automate everything but the automation is extremely obtuse and doesn't work well. It's not engineering, its alchemy. If you try to take control of things expect to be frustrated as ships get lost, orders ignored or you just have to fight the UI to do what you want. I want to love this game but it feels like trying to have a relationship with someone who doesn't learn from their own mistakes.
I used to be a Beta Tester for Distant Worlds 1 20 years ago. I really really want to like this game, it does so many things better than the competition. A few days ago I started playing Distant Worlds 2 again after several years and I am just totally baffled that the most simple, most basic, most laughable problem still remains: Ships run out of fuel and then for all purposes get stuck in mid-interstellar space. Still. After decades of this problem haunting Distant Worlds. We can solve interstellar navigation and faster-than-light travel, but we can not figure out how much fuel we need to get from A to B and NOT start the journey if this number exceeds the number of fuel on board. I can´t really express how disappointed I am.
I really want to like this game, but I cannot recommend it. Personally, I find it too abstract, too high level. Most of the game is spent waiting and selecting "Approve" or "Disapprove" at the myriad of pop-ups with suggestions from your advisors. But these suggestions can frequently be nonsensical, like proposing the same treaty to the same alien race that has already rejected it a hundred times or declaring war on a race that is much stronger than you (which I unfortunately accepted more than once because the pop-up looks the same as other, peaceful options). I also find the UI too confusing. Even simple, things like trying to make sense of the area of your empire or the location of your fleets and colonies is more complex than it should be. But my biggest complaint would be the way fleets operate. Fleet movement is HORRIBLE. A fleet should move as a single unit, especially when you select the option "prepare and attack" instead of just "attack". The end result is that each ship in the fleet moves independently based on its speed and they can arrive in a staggered manner at an enemy-controlled system, often making them easy pickings against foes you would overpower if attacking as a whole. Additionally, most ships in my fleet would target different enemy ships instead of focusing their fire. This meant that in battles where I had the upper hand they would simply damage multiple enemy ships and cause them to flee and live to fight another day, instead of obliterating them one by one.
My absolute No.1 single-player strategy game! This is the only game I know that allows you to progress your knowledge, focus and gameplay at your own leisure. To abandon everything about the game that doesn't suit you, for whatever reason, whenever it suits you, is a completely valid and acceptable way to play this game. From micromanaging ships during an ambush, to automated fleets and sole focus on espionage, colonization or exploration, your choice of playstyle is vast! It is easy to pick up and play, but can seem overwhelming or even completely illogical when you choose to go off the shallow ground. Want to keep 10 different active designs for a single hull to fullfill even imaginary roles? You're welcome, but it will take time and patience before you can do it without somehow messing up. Once you master some of the more intricate systems, you will have be able to keep track of detailed plans, systems and features that can only be slightly rivaled by the most complex grand strategy games. This is a unique vision of how to make a game, and it is extremely engaging when you get bound by the spell.
Хотел бы я похвалить эту игру. Но не получается - слишком много вещей меня в ней бесит. Больше всего бесит меня ИИ. Прекратить использовать гипер-движок в середине ничего, и лететь тысячелетия просто так? Легко. Отступить всем флотом из решающей битвы, потому что 1 корабль поврежден, вопреки приказам? Каждый второй бой! Во время блокады из 80 (!) кораблей сгруппироваться с одной стороны планеты и игнорировать строящиеся врагом с противоположной? Всегда готовы! Убрать космический флот во время наземного вторжения к соседней планете и тем самым сорвать вторжение? Ну разумеется! Я очень хотел научиться играть в эту игру. Потратил вот 20 часов. Но выкидоны ИИ, необходимость лезть за описанием каждого термина даже не в игровой справочник, а в гугл (чем отличается медицинский рейтинг 100 от 125? загадка), невозможность гибко настроить уведомления (100 уведомлений о построенном корабле, среди которых затерялось одно полезное на другую тему - постоянная ситуация) и общее намерение игры сковать все мои действия (ты можешь делать только так, а не иначе!) меня довели. Спасибо, надоело
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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
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