
A satirical spy-fi lair builder where YOU are the criminal mastermind! Construct your base, train your minions, defend your operations from the Forces of Justice, and achieve global domination!
Modeled estimate, not a reported figure. How we estimate →
About
Genres
Stats
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, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese*languages with full audio support
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
Hours played at review time, across 56 reviews with recorded playtime.
Reviews
Themes across 55 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
This game would be peak if they just added another year or two of proper support and playtesting and feedback updates. Unfortunately it's like a love letter lost in the trenches. Never to reach where its meant to be.
I got it on sale for $3.99 and played it for nearly 8 hours straight. At this point I feel like I have seen everything there is to be seen. I would not recommend buying it at $40, but the $4 I spent it feels worth it for the amount of entertainment I got out of it.
The original Evil Genius had a charm with a mix of Austin Powers and James Bond universe, with the included humour of the first, i didn't take itself seriously making fun of everything and with stereotypes of the region each Justice Agency represented it was just fun, apart of that you had idiots and expendable minions with a mix of smart and dumb henchmen that where powerful. The Evil Geniuses where hilarious and unique. Evil Genius 2 has a generic mobile game style with the "safe disney" element added to it, its way worse than the first and removes that charm and fun, and the gameplay feels slow and also mobile-like, the original Evil Genius had timers and slow moments but where again, mixed together with the charm of just enjoying seeing your minions, agents, tourist do nonsense with micromanaging some important elements in the base, minion stats, and securing your base against the forces of Justice. Every element was very well crafted, and every Act of Infamy was unique technically, since you can't repeat them unless it was hijacking special minions. EV2 for what i played so far has random generated Acts of Infamy with very long timers and a lot of wall with time, the research system is worse than the first and again, with long timers, the base building is the samey. Overall i recommend way more to play the original Evil Genius, normally goes very cheap when its on sales and you may have to add a resolution fix to it, but is fun, unique of that era and you can mod it (create your own henchmen, etc). Better than EV2.
Not a bad game, just an extremely tedious game, starts off extremely fun at first, but between agent scaling, downright unfair agent vs minion stats(IE any of youre minions maximum Vitality only goes up to 150 with all upgrades and start at 50 vitality per minion and the games idea of making it more "hard" is to just throw more guys at you and to decrease the amount you earn and how much damage you do) But the forces of Justice scale so ♥♥♥♥♥♥♥ terribly in the late game that like a group of no name soldiers has more health per squad member than one of youre elite henchmen(named characters that take unique quest to recruit them) Minion AI and pathfinding can be extremely awful in the late game to where you can soft lock yourself at the heli pad. Weapon progression for youre minions is really awful as well, you have to build a high tech impact analyzer just to equip minions with studded batons. and the highest tier weapons they can get in the base game is "rifles" AKA just sub machine guns the RIFLE RACK EVEN SAYS IT HANDS OUT SUB MACHINE GUNS! It takes a DLC(oceans pack) just to like equip them with rocket launchers/freaze rays. the aesthetic is cool and novel and so is the soundtrack.... however it starts to wear itself really thin... Traps range from useful for free damage to agents to downright ♥♥♥♥♥♥♥ USELESS LATER GAME! Combat devolves into trapping agents in a single corridor and rushing them with 50 mercs, hitman and martial artist late game. The damage super agents do to minions is downright unfair sometimes. So like youre telling me a guy with a suppressed pistol (Super agent) Does more damage/has a higher DPS then a huge ass russian women with a Light machine gun? the Combat AI is also incredibly dumb. The game, doesnt respect its own pyschics and or internal logic and outright breaks it many MANY times. The only difference between an early game guard(in an orange jumpsuit) and an Agent 47/Bruce lee wannabe is their damage and "armor" which is really just hidden damage resist. But also hitmen require a much higher salary than mercs. Mercs and guards become useless late game. Agents disarm traps way too high of a rate in the late game. Also traps eat up a bunch of power. the so called "fusion generator" produces only 48 POWER! for 1 FUSION GENERATOR! DO YOU REALIZE HOW DUMB THAT IS A REAL FUSION REACTOR IRL WOULD POWER AN ENTIRE CITY! YET IN THE GAME ITS JUST TREATED AS JUST A LARGER GENERATOR THATS MORE EXPENSIVE! the 1960s aesthetic is cool and all... but this is more a hyper idealized/cartoonized version of the real world 1960s and 1970s. Ironically in some ways team fortress 2 has a very accurate depiction of the 1960s. Even tho it kinda does the same thing this game does. that being the 1960s the "themepark version" While certain things ironically the Mercenary's outfits actually look quite time period accurate. Youre cover op casino is good and all, except when enemy super agents/later game agents spawn their either 1. Completely resistant to distraction and have a ♥♥♥♥♥♥♥ of HP and damage(so like a basic investigator with a 38 special revolver and no body armor) Having more HP than an extremely muscular Agent 47 with a submachine gun(same with damage really) I would have liked a much more in depth system/game system for combat and like honestly a better way to do difficulty would have been instead of inflating agent stats in the late game would be better to just like introduce new agent types and they increase not in HP and flat damage they do but rather new enemy types with better weapons(all the same weapons you unlock over the course of the game) and My idea is like agents on higher difficulties will unlock or put people that for example have SMGs while you still have pistols, IE their not unbeatable you just have to tech up and or like make smarter choices. the world map is a click and wait mobile game... theres no chance a minion can fail a scheme and its all about cooldown timers. in the game though, I actually really enjoyed it and am heart broken that I just wanna finish it :( but its just gotten so tedious/the many MANY frustrations of this game piled up and I don't wanna play it no more. All of that could be fixed if the devs added modding tools and or like the game wasn't running on a proprietary engine. Honestly TLDR: This game is less a strategy game and more a quick and wait game where you just use meta strats to cheese the difficulty esp later game and what not!
Waiting for research simulator
A chaotic and goofy management sim with a great theme and tons of content. I think the game shines the most when it's embracing each villain and hero's identity and style, and I think this could've been something special if they'd gone a little further in pursuit of that. I wish we'd also seen more Evil Genius characters to play as! My biggest gripe would be that some of the minion combat and logic can be wonky, but I still thoroughly enjoy this game and recommend it.
how do you release a sequel with worse pathfinding than a game that came out 2 decades ago? if you cant control your minions directly, there needs to be some kind of logic to direct them to stay in hallways instead of walking through multiple doors because "the path has less tiles." Thats seriously your logic for pathfinding, distance ... in a game where you're essentially designing a maze. this game makes me hate video games and developers more than I do at bethesda. At least their excuse is being too big to not be greedy scumbags, so whats yours?
First of all, go watch some videos about the original Evil Genius because it's an absolute legend of a game. This one is way more accessible, controls are way better, all the sorts of upgrades you would expect after a long time. The game itself is pretty funny. Unless you have hardware conflicts or memory issues, it should basically never crash. I still haven't gotten anywhere near exhausted on content over 100 hours in. The only gripes I have with this game is that I can't get a DLC for Dr. Evil's Moon Base and (the SECRET) Volcano Lair. I honestly find myself really really wishing that I had those.
A really fun game. It runs well, and has great replayability. A lot of the DLCs are either free or cheap and hence worth the price. There are some bugs in the game, but you generally won't encounter them. Is this a perfect game? No. But its definetly a fun game to come back to once in a while. I enjoy the base building and henchmen. Lots of systems feel mostly smooth, with only a couple things that really annoy me (sending minions on the world map has caused more headaches than I'd like). If there was only one thing I could fault this game on is that Rebellion stopped updating and working on it early in the game's release, leaving very few possibilities to mod it. Overall, a solid 8/10 game in my opinion, and certainly a good game to buy. (Especially when its on sale (which at the time of writing this it is (seriously it IS worth 4 dollars)))
I was expecting a bit of tower defense in a supervillain mode based on the screenshots but apparently this is more like a city builder where you don't exactly have a lot of freedom of building. Everything just takes a lot of time to build and you just sit there waiting for everything to complete on max speed. This game was boring as hell, I honestly regret buying it even on a sale.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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