
Lead your people to victory on an ever-evolving world in this strategy game featuring asymmetric factions led by powerful heroes. Build your empire, wield political influence, and raise grand armies to wage war in a race to uncover dark secrets buried within the planet.
Modeled estimate, not a reported figure. How we estimate →
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
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.
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.
About
ENDLESS Legend™ 2 is a fantasy strategy game where you lead wildly varied factions as they build grand empires and wage planet-spanning wars on an ever-evolving ocean world at the brink of extinction. Cataclysmic events have wrought havoc on the natural order, and the very world will change as time goes on revealing new opportunities for exploration and conquest to the bold and daring. Establish expansive cities to spread your influence and strengthen your economy, raise armies and command troops in turn-based tactical battles to overcome your enemies by force, and push forth into the unknown to uncover the dark secrets that lie at the planet’s core.

Whether you command righteous warriors descended from the stars, cursed knights seeking reprieve from their misfortune, or hive-minded beasts that know only how to fight, feed, and propagate, ENDLESS Legend™ 2 features vastly different factions each driven by their own philosophies, histories, capabilities, and narratives. Each of the factions have unique traits that set them apart from one another whether on the battlefield, in matters of commerce, with regards to empire-building, or in diplomatic affairs – it is up to you to adapt to their strengths and weaknesses and build strategies and distinct playstyles.
The choice of faction will influence every aspect of the game. Will you prefer to benefit from a constant state of fighting, untethered by the need to justify your wars, spawning additional warriors with each victorious battle to grow endlessly in strength? Will you choose to benefit from cohabitation and cooperation, spreading tendrils of influence throughout the world to build a network of allies, leveraging relationships with the minor factions of the planet to further enrich your empire? Or will you lead a people who feed upon their own kind for sustenance, taking advantage of a unique economy free from the needs of mere mortals? Learn what makes each faction distinct and use it to your advantage whether you’re leading them, or looking to destroy them.
Military doctrine varies greatly between the factions, providing unique opportunities for a capable commander to gain an advantage over their foe, even when out of combat. Build massive fortifications to defend cities and establish connections to powerful weapon and support systems waiting in orbit as the martial Kin of Sheredyn. Invest in the spread of coral so the spiritualist Aspects are able to support themselves outside of friendly territory. Dot the land with nests and burrows to quickly traverse vast distances and ambush enemies from beneath as the Necrophage hive.
Either auto-resolve combat or take direct control of individual units within your armies when battle begins, using the surrounding terrain to your advantage as you seek out chokepoints, cover, and the high ground. Apart from having faction-specific units, traits, weapons, and attributes, each faction also features special battlefield abilities that can turn the tide of battle if properly utilized. Where one faction might work best with a patient commander, able to meticulously maneuver troops to secure powerful adjacency bonuses, another might rely on force of numbers and overwhelming strength.
Recruit heroes and watch them grow over time as they gain new traits to bolster their abilities, build relationships that provide them with various boons, and acquire equipment useful both in and out of battle. Powerful commanders, properly trained and armed, can turn the tide of entire wars when wisely utilized.

Empires will rise and fall based on their ability to adapt to a changing world. Starting from a single humble city, expand according to your faction's unique strengths and limitations while adapting to the periodic monsoons and tidefalls. Build districts around your cities’ central structures, exploit strategic and luxury resources littered around the world, and develop your technological capabilities and industrial might.
Cataclysmic tidefalls will expose new opportunities and threats as the oceans recede to unveil new land ripe for expansion. While your existing territory will remain unscathed, the newly revealed terrain from the retreating oceans will open up new avenues of approach for you and your enemies, alongside new resources to exploit and new anomalies to explore. While this can fundamentally change the strategic value of various locations as time goes on, a wise leader will plan for the inevitable – will you prepare to expand into new lands as soon as a tidefall occurs, or focus on shoring up your defenses where you anticipate new landbridges to appear?
Plan the development of your cities to focus on population growth, industrialization, and commerce, or prioritize their contribution to the sciences, your empire’s influence, and your military might – the choice is yours based on the needs of your burgeoning empire. Establish districts that provide fortifications or further the production of various resources, take advantage of adjacency and terrain bonuses, and pursue technological advancements that allow you to upgrade established districts or unlock entirely new options. Will you patiently seek out ideal locations to establish long-term economic hubs and military strongholds, or will you spread rapidly to secure new lands and increased productivity ahead of your enemies?
The lands around you are teeming with both opportunity and danger alike. Crush the weaker minor factions littered around the world to pillage their resources, or instead cultivate friendly relations and have them join your growing empire, incorporating their distinctive units and heroes to further strengthen your people. Explore ancient ruins and strange anomalies, braving the dangers of the unknown to enrich your lands and gain powerful artifacts to wield against your enemies.

A deep mystery lies buried beneath the surface of this once-tranquil ocean world, where an ancient power stirs in the darkness. Gain dominion over the planet through violent conquest, seek victory through diplomatic and technological advancements, pursue quests and tackle events that can alter the course of a campaign, or empower your sworn heroes to unveil the story of your people – the choice is yours.
Will you be a ruthless conqueror or a cunning builder? A cultivated diplomat or a flesh-eating beast? Will you bring harmony back to the planet, seeking out lost legends and heroes, or will you defy the fate that drives your faction and carve a legend of your own?
Sums Steam only; Xbox publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99−50% | 3Kreviews | 84% | #35 | $5.4M |
| $49.99 | 129ratings | 70% | Top 100 | not modelled |
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Reviews
Themes across 1015 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I anticipate returning to play Endless Legend 2 for many years to come. In Early Access at time of review; [edit (post Retold Tales Update, but still in Early Access): I think the new dialogue system is miles ahead of the click ad nauseum that was happening before this update. way more compelling and feels like a more concise experience. I might have been a little harsh with the feedback on terrain, below. (I had forgotten q and e keys could rotate the map, making the delineation of upper/lower ground easier. I think they added some changes to the terrain to try to make it stand out more, but without the q and e shift in perspective I think I'd still struggle to tell them apart sometimes. TLDR; an engaging game that keeps me coming back, and often poses provocative and consequential choice] it is a good game in current form that will probably be great once DLC increase the replayability of the game by adding more factions and hopefully adding some great features that only the folks at Amplitude could dream up. The further unveiling of the game, which is mid-way through Early Access as I write this, will dictate whether it ends up great upon launch. [b]The Exceptional[/b] *** Periodic Tidefall offers a more dynamic experience of exploration and exploitation. Monsoons offer a similar catalyst for more rewarding exploration. *** Combat is stellar. Varied unit and hero abilities and faction traits can make for some very interesting tactics and strategy. Amplitude’s use of the world map terrain as backdrop for the tactical battle terrain has added a layer of semi-predictable strategy for choosing the optimal direction of attack. Though I will add a couple comments on other aspects of combat in sections below to balance this glowing endorsement. [b]The Great[/b] ++ Another Tidefall related scenario. Optimal territorial expansion is usually pretty obvious in general, but there are ways in which this game’s variable landscape forces premature choices. (For example, want to settle that territory with resources you lack but land that may or may not still be covered by water for 50+ more turns, and have a narrow slice of land on which to do it? Pretty fun gamble when the AI is competitive for territory, which will likely only get more so..) ++ As in most good 4x, exploration in EL2 is very good, and its applicability to the game actually gets replenished periodically by the monsoons, so it’s not just an early game feature anymore. ++ The asymmetry of the factions is quintessential Amplitude. I think they do a great job presenting a plethora of gameplay style options. I’m sure there are more surprises to come. ++ soundtrack, although some of it is getting a little stale on repeat over 3 games now, one can always back it with any track you want. I will have to pay closer attention to the frequency of some themes going forward to give a more nuanced take on this.. [b]The Good[/b] + The Multiplayer experience has been pretty stable recently. When in early beta it was far less stable for me, so they’ve already improved that a lot. + Diplomacy is already better than most diplomacy systems in 4x until late Civ games (which probably borrowed from something more obscure). It has levers of control that used to be lacking in early 4x games. I do think there’s room for improvement in making the diplomatic interactions feel more organic. They’ve already improved it by making agreements turn-limited, and allowing for the praise action. I hope the developers don’t think this will suffice to make diplomacy shine though. [b]The So-So[/b] = I said I’d come back to combat, here is the first caveat to both combat and to the beautifully rendered world/battle maps. The terrain can be difficult for judging relative height of terrain, even adjacent terrain, and for where there is an impassable obstacle to traveling a straight path (for example a slightly raised terrain that is at least hard for my eyes to see on a 16” laptop screen. This is made a less relevant critique by the path-finding the game has for traveling terrain on the world map, but for planning combat, it can be a real confusing situation that sometimes loses a unit or a battle as a result. = While the asymmetry of factions is excellent, there are not enough total right now. As it is currently communicated, if there are multiple of one faction in a game it’s kinda hard to tell the difference between them. They have the same leaders. I hope we get at least 2 more factions before launch. I would also suggest having at least 2 sub-factions of each faction, that vary either only by the leader (maybe only the leader’s names need to be different) or perhaps even more vast differences. At least a couple of them. I mean, to have 2 aspects hopping around when their whole narrative is they died down so much is a bit strange. = Speaking of strange, how were these minor villages inhabited when these lands were under water? Perhaps there’s lore to learn about that, like reasons they were habitable zones. I’d hate for there to be fewer minor villages, so I’ll accept any explanation really, perhaps they migrated from elsewhere on the map to reclaim past villages? = On a related note, minor factions quests can be very hard to track (though there is a small convenient window for tracking quests that allows you to see the target locations). I believe my problem is that the mini-window doesn't give info about what minor gave that quest, so you have to go to the quests window, which is hard to read. (Would be nice to have the name of the minor faction visible on the first level of that screen summarizing all the quests). With as much time in the game as I have, these things have gotten easier to track but it’s still far from optimal.. That’s my biggest gripe with the UI (which I think is largely easily navigable). I know some reviewers have been calling it out for being horrible and I don’t think it’s really bad at all. = The roleplay with Heroes and counselors is decent, I am hopeful they will expand on this with DLC, to introduce a bit more flavor for each faction = Voice acting is well performed, but I kind of shudder at some of the lines of introspective narration uttered. = This topic belongs above on this list in terms of importance to the end result for this game, and that is Endgame feels lackluster as it is currently implemented. I just expect to find Amplitude unveiling a few more interesting aspects, one of which has been announced, which is endless monsoon. I would actually put this in the next lowest category, but we haven't seen the final version of the endgame and I don't actually have a lot of endgame experience (the two reasons that it's not yet influenced my overall evaluation of the game) [b]The Bad[/b] - Another thing about combat: the AI is sometimes bad at combat. It can be forced into doing very dumb things tactically in some specific situations. (They are pretty good at focused fire and exploiting special attack bonuses, when applicable, so maybe the AI belongs in the category above: The So-So.) - still an occasional disruptive error (at least in multiplayer) and a fair share of immersion breaking missing text in tooltips) The frequency of updates with fixes for the more important bugs is reassuring though. [b]TLDR:[/b] If you like to care if your units die because it has one of the several extremely useful skills, Endless Legend 2 might be for you. If you are interested in any of the following playstyles: Turtle, Diplomatic, Warlike, Ravenous, you can probably find a faction you’ll enjoy playing. If you find fantasy storytelling intriguing, it'll probably hit that itch. It’s a good balance of micro and more broad gameplay. It’s good now ½ way through Early Access, very playable with some immersion breaking bugs. If you can’t stand any slight bugs, wait until release. Will try to update this upon release if there are any glaring changes to how I feel about the game.
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Same day: best CA #21, worst UA #50 · 10 markets collected
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Japanese +4 more
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.
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Sort of boring. The battles have less depth than Zephon. The faction identity is cool, but do I really need the same quests every time? It's an amplitude 4x. If you liked the others, you'll like this. I do not get the "just one more turn" addiction factor from this like other 4x games.
[b]ENDLESS Legend 2[/b] successfully revives one of the most beloved fantasy 4X strategy series while introducing bold new mechanics that make each campaign feel fresh and unpredictable. The game's greatest innovation is its dynamic world. The ocean planet of [i]Saiadha[/i] changes over time as the tides recede, revealing new continents, valuable resources, ancient ruins, and strategic chokepoints. Unlike traditional 4X games where the map becomes static after exploration, [b]ENDLESS Legend 2[/b] constantly reshapes the strategic landscape, forcing players to rethink expansion plans and military positioning throughout an entire campaign. This mechanic keeps exploration meaningful well into the late game. Faction design remains one of the series' defining strengths. Every civilization features unique mechanics, units, heroes, and economic systems that significantly alter gameplay rather than simply providing minor bonuses. Learning each faction feels like learning an entirely new strategy game, greatly enhancing replayability. City management is both deep and flexible. District placement, resource specialization, infrastructure upgrades, and regional development reward careful planning without becoming overwhelming. Heroes continue to play an important role, serving as governors or military commanders whose progression provides meaningful strategic choices. Combat strikes an enjoyable balance between accessibility and tactical depth. Battles are faster and smoother than in the original game while still allowing players to leverage terrain, unit abilities, and army composition. The improved interface also makes managing large empires considerably easier than before. Visually, the game is stunning. The colorful fantasy world, detailed unit models, atmospheric soundtrack, and impressive environmental effects create a distinctive identity that separates [b]ENDLESS Legend 2[/b] from more historical competitors like [i]Civilization[/i]. The changing coastlines and seasonal transformations are particularly impressive. Performance is generally excellent, with attractive visuals and stable gameplay even during large-scale wars. For fans of fantasy 4X strategy games, [b]ENDLESS Legend 2[/b] is already one of the genre's most exciting releases. Its evolving world, imaginative faction design, and engaging strategic systems provide a compelling alternative to [i]Civilization[/i] and [i]Humankind[/i]. [b]ENDLESS Legend 2[/b] demonstrates that [i]AMPLITUDE Studios[/i] still excels at creating imaginative, mechanically rich strategy games. It delivers the "one more turn" feeling that defines the best 4X experiences while carving out its own identity through an evolving world and remarkably diverse factions. [h1]9/10[/h1] DISASTER | BAD | MEDIOCRE | OKAY | GOOD | GREAT | [b][u]AMAZING [/u][/b]| MASTERPIECE [quote] Reviewed on: Win11 Home 64-bit, Intel i5-11600K, NVIDIA GeForce RTX 5060 Ti 16GB PRIME, 32GB DDR4-3600 RAM, 2 x Kingston NV1 1TB M.2 NVMe SSD, Internet Broadband 1000/1000 Mbit[/quote] [quote] If you like this review, then please consider giving it a thumbs up. I've also reviewed other games that you might find interesting. If so please follow [u][url=https://store.steampowered.com/curator/27418263/] Top of the Chart.[/url][/u]
I bought the game as soon as it was released cause I'm a big fan of Amplitude and all their games, had a ton of fun trying everything out. I went back to the first Endless Legend after and it was almost unplayable after experiencing how this one plays. Though I love how many factions are in the first game. Pros: -Greatly Improved UI -Amazing soundtrack (Amplitude games have a reputation for amazing soundtracks) -Fleshed out questlines. -In depth population management brought over from the Endless Space games. -The winter mechanic replaced with tidefalls that reveal more land on the map and late-game resources. -Streamlined unit and hero equipment. Having to constantly update unit presets was a big con for me notably in multiplayer for the first game. -Each faction has a unique playstyle -Challenging fortresses as a way to expand and get good loot -Improved Minor faction assimilation -Heroes can have relationships that grants benefits when fighting together, and assigned roles in a senate to give powerful faction-wide buffs including minor faction's heroes. Cons: -It's not fully released A lot of people are complaining it's not finished, but I played 87 hours when it was at its most buggy state and still thoroughly enjoyed every one of them. There's always a fear of devs abandoning games in a flawed state, but Amplitude has a history of making their games better and better for years to come. Except for Endless Dungeon ;(
Kinda bad tbh. The tech system in particular is disappointing. Researching new technologies rarely feels impactful, and it's hard to tell what you're actually working towards. I especially dislike that the game doesn't clearly show when the next age starts or what exactly is required to get there. Progression feels vague instead of giving you a meaningful long-term goal. I'd much rather have a more linear and readable tech tree like Civilization or Humankind, where you can look ahead, plan a research path, and clearly see your progression from one era to the next. Endless Legend 2's approach might technically offer more freedom, but to me it mostly makes research feel disconnected and unrewarding. The quest system doesn't help either. There are constantly new quests, objectives, notifications and popups demanding your attention. Instead of making the world feel alive, it quickly turns into noise. Half the time I'm clicking through another popup rather than thinking about my empire. Quests also tend to pile up, and keeping track of what is actually important versus what is just another side objective becomes a chore. The constant interruptions really hurt the flow of the game. I'll be planning expansion, research or a war, and suddenly I'm dealing with another event window, quest update, reward screen or some other notification. Individually they're not a big problem, but there are so many of them that the game rarely leaves you alone to actually play. Random enemy spawns are another annoyance. Having hostile units suddenly appear around your territory often feels less like an interesting strategic challenge and more like busywork. Instead of responding to an enemy I could see developing or a threat I could prepare for, I'm suddenly forced to divert armies because something spawned nearby. It makes planning feel less rewarding when the game can seemingly throw another problem at you out of nowhere. Item management has a similar problem. There are lots of items and equipment to deal with, but managing them doesn't feel satisfying enough to justify how much attention it requires. Equipping heroes and sorting through gear becomes another layer of administration on top of quests, popups and everything else competing for your attention. That's probably my biggest issue with Endless Legend 2 overall: there are a lot of systems, but more systems don't automatically mean more depth. Too often they just create friction. I spend more time dealing with menus, notifications, equipment, quests and random distractions than making interesting strategic decisions.
Очень надеюсь со временем изменить своё мнение, но пока второй Эндлес Легенд мне не нравится. Есть за что похвалить, но я ограничусь минусами: 1. Действие перенеслось с Ауриги на новую планету с новым набором малых рас. Расы нудные. Верните сестёр милосердия! 2. Подача материала. В первой ЭЛ историю рассказывали в формате летописи. Это было масштабно, за этим было интересно следить. Теперь всё крутится вокруг диалогов каких-то невнятных персонажей. Типа, роль личности в истории. Выглядит мелко. И глупо. Хотя замечу, что в первой части история тоже подавалась от лица единственного безымянного протагониста. Например на всех артах ненавязчиво присутствовал некий анонимный бородатый чел, который миклуха-маклаил по всей планете. Интересное было решение. 3. Как-то просело качество арта. Но возможно, что это вкусовщина. 4. Нет, и видимо не будет никакого флота/мореплавания. В силу особенностей игровой механики, море в ЭЛ2 - это просто дыра в карте, закрашенная в синий цвет. 5. Ну и главное: основная механика роста карты: вода отступает в несколько этапов, обнажая дно. Вообще-то задумка классная. Но сразу же возникает вопрос: а что, собственно происходит с планетой? Известно всего две возможные причины понижения уровня моря: а) глобальное обледенение, и б) утечка атмосферы. Обе причины можно было бы обыграть. Но, у разрабов для нас есть третья причина: вода просто... исчезает... Видимо впитывается в мантию. Или затекает внутрь планеты. Выдумывай, что хочешь, никаких объяснений не даётся. И это при том, что в первом ЭЛ чем дальше в лес, тем страшнее становилось именно из-за ощущения надвигающейся тотальной катастрофы. Т.е. Амплитудеры вообще-то умеют в хтонический кабздец. Но вот тут вот они как-то не озадачились. Слабо. Очень слабо. Игра всё ещё в разработке, будем надеяться на лучшее.
OH! NO! Early game was great and then things started getting really buggy, and the AI factions started declaring wars that they just couldn't win. Then I was getting close to the end and being very buddy-buddy with one of the factions. We were both close to victory, but I needed to protect them or get the win myself, and I thought... Hey! let's share this together AI friend. So I focused on protecting them with a shared victory in place, and guess what I got for it? DEFEAT. Not much of a shared victory. Should have just let them die, or maybe, if the shared victory doesn't work, don't have it as an option. It really sucks to spend so much time only to be faced with going back 20 turns and watching your ally die just to win, or leaving an angry comment... you guess which one I chose. Also, none of the victory conditions scaled for my smaller map, so only one was possible and that one I could only win if I ignored shared victory and just took the win, which is pretty bad. You would think being able to win the game would be a priority? Before people spent 20hr getting to that ending? I'm only so mad because the rest of it was so good. But not being able to win no matter what I did, unless I followed a thin line of bug-less options, really flipped me from "recommend to everyone" to "STAY AWAY until out of early access" and watch the reviews to make sure isn't a buggy mess. I will probably mess with the setting and try again after I stop hating the game but I suggest everyone else stay clear because the game is too addictive to put down and to get to the end and be slapped in the face so cruel!!!! OH! to AMPLITUDE Studios I would love to tell you about the bugs but please just put a messaging thing in the game because I don't want to go to the website and sign in or anything like that. I see bug, I click button, I say what bug was, and send my save would be great. Love the game but hate the bugs and bad ai declaring wars and getting itself killed as ally or enemy makes the victory feel hallow... if I had been allowed to win that is. Really got to focus on making victory an option for your game. Or was that intended, a commentary on life and how you should never trust anyone who wants to be friends with you because they will say their on your side and we can win together but its all lies and so if you make friends in real life stab them in the back first or let them fail so you can succeed. Very cynical thinking but we are living in tuff times. Don't worry AMPLITUDE Studios maybe you just haven't found the RIGHT friend but keep trying maybe one day they will share a victory with you. I really hope its Hooded Horse so far been loving everything they publish even this one game that wouldn't let me win. Edit: For clarification The victory type was WORSHIP where I needed Population 130 and Monuments 7, I was 1 monuments off when the shared victory count down started and that was still really hard, I feel like the scaling of production and science is a little bit painful when you only have room for 4 cities with one region each and two on the capital on a small map and the 130pp became all my empire did was pump out babies and Make Monuments and it still would have just been easier to wipe out the others, and that play style does get old when the AI is willing to just wipe itself out its pretty much not even a challenge and extremely boring, this is the complete list taken from the save. Master: 28 Territories And 12 fortresses, well there literally was only 12 fortresses and all of them were cleared so unless I was out their Killing the AI to stop it from going to a single Fortress that Victory was never going to happen and 28 might as well been full conquest. Impress: 2 late game techs and 28 villages, and we just got to late game tech 2 turns before the game end with late game techs being 55turns to do I my pretty high research output I don't think I could have gotten that victory because of how scaling works and the Villages were looking at the count 32, so I wouldn't even be able to let the AI get more the 4 to win that so conquest victory and waiting 100+ turns to do the two techs, probably the worse numbers and scale-wise. Worship: 130pp and 7 monuments, and again only enough room for 4 cities and one of those I had was from the silly AI declaring war on me, so that really sucks for what seems like the more peaceful build cities and optimise for production and growth, Again scaling had those Monuments taking over 20turns by the last one even though that literally was all my cities were to do was pump those things out and my capital can't get it out faster then 20? Scaling is just as bad as the extremely high numbers needed for victory. So yeah, I do Hope scaling is set lower overall but also factors in world size because it makes even achieving just half and not even the full numbers for most of those almost impossible.
I really wanted to like this game, having read about original EL and ES. I quite enjoyed my time with Humankind too. Unfortunately, this game didn't do it for me at all. The factions unfortunately felt lifeless to me -- supposed asymmetry theoretically should lead to interesting interactions between each faction, but frankly it was never clear to me if each individual empire was actually interacting at all. The backstories were uninteresting to me, and the lore/evolution of the world was not particularly interesting to me. In fact, I felt that it only served as a massive detriment to pace. New land constantly opening up pushed already uninteresting faction relations down the priority list. I struggle to see what this game does better than AOW4 or Dominions 6, both are asymmetrical, and unfortunately for EL2 i think both of these games are just better at doing the things that EL2 is best at... namely in my opinion heroes, combat, and even to some level lore, although those games require a bit more imagination.
好玩,爱玩!比1代的游戏性和美术都提升了不止一点。Amplitude就应该专攻魔幻赛道,别去和文明卷humankind了~
The format just doesn't work anymore. I adored EL1 and played so much of it, and for it's time it was a genuinely amazing spin on the traditional 4x genre, but now the competition has adapted and this is no where near compareable to AoW4 at the same price point. I played a singular run as Kin, and for the 100 turns / hour and a half I played, I was bored. Most of the quest conversations were uninteresting or filler that I stopped reading at the one hour mark, the world was beautiful (at least before the first monsoon) but empty, and the VERY little combat boiled down to units standing there hitting eachother with blunt metal sticks. I have played a LOT of 4x games since EL1, and this is unfortunately not doing the genre any justice anymore. It's better than humankind I guess, but thats a pretty low bar. Maybe in a few years once it's been worked on more it'll be worth it, but if I can tell that the game isn't going in a good direction already from my steam refund playtime, I'm not very hopeful for amplitude anymore...
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $5.5M | 4.6K | 87% | $39.99 | |
| $5.5M | 13.6K | 38% | $19.99 | |
| $5.4M | 5.5K | 87% | $39.99 | |
| $5.4M | 2.5K | 77% | $59.99 | |
| $5.4M | 12K | 88% | $9.99 | |
| $5.4M | 9.2K | 89% | $19.99 |