
The saga continues! Etherlords II takes you back to the world of Ether and into a whole new realm of fantastic possibilities. Lead your hero on an unforgettable journey through lands filled with unsurpassed beauty and danger to unlock the ultimate mystery.
Modeled estimate, not a reported figure. How we estimate →
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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*, Russian**languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Such great game! This day's that kind of game do not exist anymore and that is so sad. One of the first turn-based games which make difference in this genre. Please make sequel it's been to long, we need Etherlords 3 so badly, please make ppl happy once more :)
Игры детства. Очень классная. Жаль нет ремейка или переиздания. Хотелось бы ещё поддержку steam deck 😀, но это совсем было б жирно.
Не ведитесь на картинки - игра на современных системах выглядит не так (плохо), запускается через костыль и работает примерно так же. У меня есть оригинал и он как ни странно работает лучше, но ему нужен старый ПК (у меня как раз есть такой). А ещё зачем то значительно увеличили сложность Кампании, раньше я играла в удовольствие, а теперь нет. Не стоит приобретать это и тратить своё время.
ИГРА ВЕКА, ЛУЧШАЯ ИГРА ВСЕХ ВРЕМЁН И НАРОДОВ
Etherlords II, developed and published by Nival, takes the experimental foundation of the first game and reshapes it into something more focused and approachable, trading some of the original’s grand strategic scope for a tighter, more character-driven experience. Instead of trying to balance two equally dominant systems, the sequel clearly prioritizes its card-based combat while streamlining the surrounding structure, resulting in a game that feels more cohesive, even if it sacrifices some of the ambition that made the original so distinctive. One of the most noticeable changes is the shift in how progression is handled. Rather than juggling multiple heroes across a large strategic map, you now follow a single protagonist through a series of interconnected missions. This design gives the game a stronger sense of continuity, as your character grows steadily over time, carrying abilities, spells, and equipment from one encounter to the next. The experience feels closer to an RPG than a traditional strategy game, with exploration, questing, and gradual power progression forming the backbone of the campaign. Combat remains the centerpiece, and it’s here that Etherlords II truly excels. Battles are structured as tactical card duels, where players summon creatures, cast spells, and manage resources with careful consideration. The system builds on the original by refining balance and introducing new mechanics that make encounters feel smoother and more deliberate. Each decision carries weight, from how you construct your deck to how you respond to an opponent’s moves in real time. There’s a satisfying rhythm to combat, where preparation and adaptability come together, and victories feel like the result of thoughtful planning rather than luck alone. The faction system continues to provide variety, with each group offering a distinct set of cards, abilities, and strategic possibilities. This encourages players to experiment with different playstyles, whether focusing on aggressive offense, defensive resilience, or more intricate combinations of effects. The diversity of options adds depth to the game, especially for those who enjoy refining strategies and exploring how different elements interact. Over time, deck-building becomes a central part of the experience, rewarding players who take the time to understand the nuances of each faction. While the streamlined structure improves pacing, it also reduces the broader strategic layer that defined the first game. The removal of large-scale map management and resource control means there is less emphasis on long-term planning outside of individual encounters. For many players, this makes the game more engaging, as it eliminates slower, less interactive segments and keeps the focus on the most compelling aspect—combat. However, it also means that the experience feels less expansive, with fewer opportunities for strategic decision-making on a macro level. The campaign itself is more directed, guiding players through a series of missions that gradually introduce new challenges and mechanics. This creates a smoother learning curve and helps maintain momentum, though it can also make the game feel somewhat linear compared to its predecessor. Exploration is still present, but it is more contained, serving as a bridge between encounters rather than a system with its own depth. The narrative, centered around the spread of a mysterious corruption and the factions involved, provides context without becoming the main focus. Visually, Etherlords II builds on the style of the original, maintaining its distinctive fantasy aesthetic while improving clarity and presentation. The creature designs remain imaginative, and the battle animations effectively communicate the flow of combat, even if the overall graphics show their age. The interface is more user-friendly, making it easier to manage decks and navigate the game’s systems, which contributes to the overall sense of refinement. Replayability remains strong, thanks to the variety of factions, deck configurations, and strategic approaches available. Players can revisit the game to experiment with different builds or refine their tactics, and the card-based system lends itself well to repeated playthroughs. Additionally, multiplayer offers an avenue for deeper engagement, allowing players to test their strategies against human opponents in a more dynamic and unpredictable environment. In the end, Etherlords II stands as a more polished and accessible evolution of its predecessor. It narrows its focus to emphasize what worked best—the card-based combat—while simplifying the surrounding systems to create a smoother, more engaging experience. Although it loses some of the original’s scale and strategic complexity, it gains clarity and consistency, making it easier to appreciate its strengths. For players interested in a unique blend of card strategy and RPG progression, it remains a compelling and rewarding experience. Rating: 8/10
elegancka gra
I bought both of these games on sale. I don't have many turn-based strategy games in my library and I don't recall if I finished these but I do remember having fun playing them.
Nice :-)
I should like this game, it's almost a great example of my favorite genre of single player card games. But there's three big issues. 1) It's old and doesn't run good on modern hardware. You're either forced to run fullscreen with blurry textures, or a small unmovable window in the corner of your screen. If you want to mod it to a larger Resolution - the UI will not line up with the window. 2) It doesn't make learning keywords easy, you'll have to resort to an included .pdf often and that pdf is a huge mess of it's own. 3) The balance is insane. I picked "medium" difficulty or whatever the middle caveman was and started a campaign. Within about 2 fights I hit an impassable wall. I had not leveled up and only recieved a few cards, there was 2 enemies a higher level than me blocking my path and almost 0% chance for me to beat them. I tried each about 3 times, there's not a lot of strategy space at this point because I only had a couple cards I could swap into my deck and none of them were helpful for these fights. The only chance I would have to beat one is if I tried it enough times that they just never drew one of their creature cards and I was able to get mine out early enough. I was sick of the game at this point, and turned it off. I don't know how they tested any of this but to have such a stupid wall 10 mintues into the game is beyond me. I love difficult strategy card games, this was not difficult this was extremely simple at this point in the game - you just needed the enemy to dead draw for 5 turns to have any chance of winning.
Unique Game experience.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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