
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 →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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): 0.57/day in the week to Sep 2 → 0.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 13.2Kreviews | 69% | — | $17.9M |
| $7.99−80% | 1.3Kratings | 85% | — | not modelled | |
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 834 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h3]诶呀这游戏好奇怪啊自从主线抢到浩劫炮之后日本就一直在抢修没停过😁[/h3] 有种玩到了古早地下城守护者的感觉,可以盯着各种小人干各种事情看半天。 剧情诙谐逗比、有种在看子供向画面、但台本都是成年人笑话的感觉。 (我失去了一切!我现在只剩下巡游全世界表演赚到的巨额财富了!我完蛋了!) 然而邪恶天才陷阱优势比重太低了、特工见到个陷阱就拆、关键他们还很能打,一接敌必打死一大片喽啰💀。 我不想死喽啰,所以就用陷阱防守。 墙上的陷阱和地上的陷阱还不能重叠、而且陷阱中一次只有一点点伤害❤, 所以要铺很多陷阱⚠,然后陷阱要吃电⚡、所以要铺更多的发电机⚡、可是发电机很贵很贵😡,所以要派喽啰出去赚钱💰、这样巢穴没战斗兵防守,所以就得拿陷阱防守、所以要铺更多的陷阱⚠, [b][u]然而单位ai设计的是真的烂[/u][/b] 一大堆寻路ai想当然的生硬塞进世界里。 在上面提到了要陷阱来防守避免死太多喽啰。 接下来然后陷阱防守会掉耐久……陷阱掉了耐久就要绿色小人修,绿色小人在陷阱触发的时候就会跑过来修。 然后绿色喽啰见到士兵就会缩在墙角也不跑,然后一巴掌就死。结果修理的喽啰死了就来更多的绿色喽啰。 还有、交火的死人的时候尸体就会变成尸体袋、来一队士兵砍死喽啰,高级科学家喽啰也跑去捡尸体……然后被打死。然后更多的傻逼就会跑过来捡尸。然后再被打死。 我说我人口怎么猛猛往下掉!😡😡😡 找了半天就是没有“禁止捡尸”的设定,反而是有“优先捡尸”的设定 🤬你妈了个…怪不得冰蛙的[b]地下城守护者[/b]被玩家怀念、而[b]邪恶天才[/b]完全没核心粉。 [u]而且我真的没搞懂有个尸体袋在上面陷阱直接失效是个什么样的愚蠢设计[/u] 为什么!——不设计一个可以上锁的门,任何人都无法通过!交战完了再让玩家打开门锁让人出去维护? 为什么!——不设计一个可以随时让玩家用鼠标左键捏起小人的设计!如果全世界的小人只是走上前线被刮擦一下直接就死了为什么不这样做!(我玩红色蠢材招募小人还贼特么慢!死农民就是恶性循环) 为什么——不做一个限定近战或远程的设定?你知道主角这个邪恶蠢材明明远程一炮60❤(还是打两次)、非得走上去近战一巴掌12❤,然后突然被围殴300❤直接蒸发游戏结束是感觉这游戏多脑瘫吗? 全世界都有脑子!只有我这个岛的一窝子傻逼一点脑子没有!怪不得一窝子反派!只敢窝在岛里屁都不敢放一个。
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 18: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
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
| $39.99 |
| 1.2Kratings |
| 74% |
| — |
| not modelled |
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.
Hours played at review time, across 841 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
this is roughly the same game as the first one but this one is done a lot better imo. its a whole lot less glitchy and they fixed the issue of minions not training and replenishing your ranks. right now i am on medium difficulty and i am actually looking forward to replaying it on hard with a different evil genius (hopefully they have a different voice actor doing the other choices) i only have one real complaint is that though they fixed a lot of issues and made the graphics better they didn't really add anything to the whole genere of dungeon building. so rebellion if your reading this please do a evil genius 3.
I'm actually split between recommending this game or not. On one side, it's a beautifully stylized experience that addresses many issues its predecessor had, while manages to retain the spark what the old game had. However, on the other side sits an incredibly clunky UI experience that I strongly believe needs some serious work. Often used options are buried under multiple click menus, with slow responding animations. The camera is slow and also not sufficiently responsive and the mouse needs some acceleration too. The experience feels more sterile now that is modernized. Workers work with their big "guns" on pretty much anything. No body-bags, freezer or dynamite. It's faster, cleaner, but with that, you lose a lot of the charm. The experience to fight a little against the game, to figure out the best approach and not be flooded with body bags or some other issues. The simulation is too good to its own detriment. But on the flip side, it's as enjoyable to build your evil layer as I remember it from the old game. In the end, it's not perfect. It could be much better, and i hope the devs have the opportunity to improve it.
I like the game, but the bugs are horrible. i hope the developers fix it.
Kein "Austin Powers" mehr - Nur noch "ich einfach unverbesserlich". Ich habe den ersten Teil rauf und runter gespielt und bin von dem 2. Teil echt enttäuscht. Die Minions Salutieren nicht mehr, wenn der Boss kommt, kein Tag Nachtwechsel, die Toten werden nicht mehr in Säcken rumgetragen...generell alles was die minions machen is dieses Dumme komische Multitool rausholen. Multitool für Räume bauen, Multitool für leichen Wegschaffen. Ein wunder, dass Trainigs nicht auch damit gemacht werden. Es wird nicht mehr die gesamte Insel benutzt. Bedeutet keine Außenanlagen mehr. Alles ist jetz weich gespühlt und gemacht für Kinder und nicht für Erwachsene. Es will witzig sein auf Krampf. Ich spiele weiterhin den 1. Teil.
Красиво, и хотелось бы наслаждаться, но скучно. Прогресс очень медленный, помещения по большей части бесполезны. Управление местами неудобное. Глобальные миссии - кругляшки с прогрессом, и ничего более.
i want to like this game, i really do. i loved the original, the aesthetic is there, and development seemed promising. and then i finally got to the gameplay. my god, i cannot stress how utterly boring it is. perhaps it is how i play, but it is just so slow to do anything, not helped that you can only do one mission storyline at a time, one research at a time, one major event at a time. there is little to do between those things besides expanding your base (past a certain point, this is essentially just busywork), fighting off agents that only ever go through your casino because most of them are regular investigators and barely any special agents show up if you build it right, or just sending minions off to do random missions. a few things off the top of my head as to why i dislike this game: agents are no longer visually distinct with what region they're from, which is a total shame; specialized agents like rogues or saboteurs barely show up, and soldiers are basically a minor nuisance at best and a nonissue at worst; all of the dialogue written for the evil geniuses are the same outside of their story missions which doesn't give them much personality; perhaps most minor of all but something i felt was a shame was the 'streamlining' of each of the agencies, so they're not as scattered and a reference to cold war political alignments in the first game. also, things are either terribly balanced or not balanced at all; i thought this game would have received more than a handful of patches and updates, but no, there's nothing to address glaring issues like how traps are uhhh kind of useless besides maybe the bare minimum to alert you or soften up super agents. one major balancing thing that took way longer than should have been to fix was the issue of power generation: it was a stopgap for nearly everything and you had to dedicate a ridiculous amount of space to get enough power for all of your facilities. they fixed it, thankfully, and then added the issue of heat generation which is a non-issue but back when the dlc released, it was frankly ridiculous how many air conditioners you needed. oh also, decorations take up valuable tile space which would be okay if they added any sort of benefit, but most generally are not worth it. maybe things like the chairs to allow technicians or scientists to hang around your labs, but that's about all i can think of the extend of decorations' usefulness. overall, i was pretty disappointed with the game. i couldn't finish my run because i just... got bored. there's nothing to really encourage changing up your strategy or anything that requires thinking, it's all a numbers game - raise up power, get more money, get more minions, get more powerful minions, etc etc. it's a shame because i really did believe this game would have been fun for me.
手下 AI 像智障一樣,敵人來了瘋狂去送頭,沒有人顧設施,發電站、無線電站全部都壞了,沒有技工要去修 設施沒有人用也會慢慢消耗耐久度、佔用電量,如果要省發電、和維修的時間,就要一直手動去開關它,非常麻煩 人口上限根本沒有什麼用,因為一個敵人來,你人口就從 100 剩 20,人口補充的速度也沒辦法提升,只能花時間等 天才的操作也很迷,跟敵人遠距離戰鬥,已經剩半血了我要叫他離開去補血,結果他卻不聽操作,偏偏要往前被敵人打,需要狂點左鍵,才有機會叫他往回走。而天才死掉就 Game Over 了,超爛的設計。 跟敵人戰鬥時,旁邊的陷阱很容易失火,然後延燒,而雜工不救火反而要跑來戰鬥送死。失火沒多久東西馬上被燒掉,導致每次都要重蓋一整片區域。屍袋卻不會被燒掉?等到整理完後,下一波敵人又差不多來了,無窮迴圈。
I would have liked to like this game but it is not one, rather a chore. Most of the gameplay is repeating the same pattern again in the world map, leaving the base view grind away. At the end, when every goon and soldier is thrown at you, you would encounter problems with not being able to replace minions that are killed with single shot enemies. I can't believe I grinded this to the end game even, I should have stopped earlier.
Play the first one. EG2 is OK, even after all this time it has bugs. Lots of gloss with less substance under the surface. It lacks the grit of the first game by simplifying too much. If you haven't played the first, do that. Otherwise, wait until heavily discounted and enjoy the first dozen or so hours until bogged down with unlimited cash, substandard traps and pointless repetativity.
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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