
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 2,419 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 835 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Чудесная игра, затягивает с первых минут!!! Оценка : 10|10
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Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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 842 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
babababababababa
[b]Overall Score: 5 / 10 (Neutral)[/b] [b]Bottom line first:[/b] Got it on sale, one playthrough on hard. Good enough to reach the end, but while I played Part 1 over 10 times, I can't imagine replay value here. Since Steam lacks a neutral button, this gets a thumbs up because I had my fun and down feels too harsh. However, expect massive downgrades from the original—buy it only if you are a hardcore fan. [b]Why call it a mess?[/b] [b]1. Depth of Field from hell:[/b] The built-in blur is an abomination. If I buy a big screen, I want to see my base sharply, not look through a smeared lens. Next time give us an option to toggle this garbage off. [b]2. Artificial waiting times:[/b] Only one mission at a time. Why? If I want to manage multiple threats or tasks simultaneously, let me. Forcing me to sit around waiting for lockdown timers kills the pacing entirely. [b]3. Useless notifications:[/b] "An item has been destroyed." Which one? Where? With thousands of items in a huge base, this generic alert is plain useless. At least specify the item in the log and make it clickable to auto-zoom to the location! [b]4.Storytelling & Climax: The Anti-Bond Experience[/b] Did the writers ever watch a James Bond movie? The dramatic build-up of your doomsday device is completely ruined. Test-firing the weapon 6 times on Stage 1? In any proper spy fiction, you threaten the world once or twice, 007 arrives, and the third time is the final climax. Instead, you fire it so many times the world leaders should have surrendered (or nuked your base in retaliation). After the testing phase of HAVOC, you fire it 10+ more times just to get through all the side-quest boxes. Endlessly recharging and firing kills any sense of escalating global tension. Worse, the automatic Red Alert triggered during firing is plain stupid. It is completely unnecessary and actively hinders your well-planned base operations. [b]Now to more game-specific stuff:[/b] Did the devs even play Part 1? Some core mechanics were severely butchered. [b]1. Doors:[/b] Why can't I lock doors anymore? There is no way to stop stupid workers from wandering into dangerous areas where they don't belong. [b]2. The mutation of doors:[/b] Part 1 had great doors. Here, they actively punish you. Each door forces your minions to halt, yet low-level agents hack SecLevel 3 doors faster than minions can walk through SecLevel 1 doors. Separating your rooms destroys base efficiency, so the meta is to just not use doors—which looks terrible. Lairs need doors, but they shouldn't cripple your infrastructure. [b]3. Henchmen:[/b] They are never where you want them and won't stay where ordered. When you call them, the battle is over 80% of the time anyway, or they stop mid-way for unknown reasons. Jubei is only top-tier because he can teleport. The devs completely removed the rally order from Part 1, where henchmen could bring a squad of minions with them. (At least Doomhilda works nicely as a damage-sponge staying in the Casino: Near the entry). [b]4. Cams & Alarm chaos (The Iris situation):[/b] A good lair needs cameras, but you can only place them in corridors now. Putting them in important rooms like treasure chamber is apparently forbidden, forcing you to design stupid hallway layouts. Iris is useful precisely because the security system is so crippled—she serves as a mobile camera to rally (did i talked about the old rally order?) the army wherever Agent X or Symmetry spawns. Furthermore, where is the base-wide speaker system? In Part 1, you could color-code security grids to manage waves dynamically. Now it's a mess. Minions running to a fight bump into a lone survivor, kill them, completely forget their original security order, and just take a nap. And Henchmen cant use desks so they ignore cam alerts. [b]5. Minion buffing:[/b] Buff buildings should provide permanent stat boosts. Instead, minions juggle temporary morale, health, and stat regeneration buffs. The first buff wears off before the last one is applied! Combat minions are even worse: Kung Fu guys stand at the shooting range while ranged fighters use the melee buffer. And minions sitting at desks (so the only one reacting to actual threats) use nothing. [i]If we had the old camera/speaker system, we could have a "Ready Room" where grunts train, lifting and sparring, until an alarm clears the room. Then time-limited buffs would make sense—provided we could use individual checkboxes to block specific minion classes from using the wrong equipment![/i] [b]6. Loot mechanics (And why I avoided them):[/b] This tedious buff design is why I didn't even bother to build my loot for 3/4 of the playthrough. For the sword quest, you are forced to place it, and minions instantly waste time interacting with it. And remember: The "desk guards" - the one heading into real fights - never get the buff anyway. I feared dropping 20+ loot items would just create massive work-time sinks. When I finally placed the rest of my loot near the end, my fears were confirmed: all but one or two buffs are temporary, and the permanent ones are research-related (at a stage where no relevant research is left). The exceptions are awesome aura items, like morale regen near body bags or speed buffs near security desks. At least one buff that gets applied when they need it: To run faster towards the enemy! But then you look at the Statue of Liberty: more detection? The aura only triggers on the minion's way to the camera chair, not while they are sitting on it. The buff wears off immediately, leaving you with zero detection boost while they actually work. [b]Some final impressions:[/b] The game is stable: No game-breaking bugs and only 1 crash in 100+ hours. However, it fails to warn you about massive completionist traps. There is zero info that Clara and Carl are mutually exclusive, locking you out of the achievement. There is also no warning that killing super agents early locks you out of recruiting Sir Daniel. It is sad that you need an external guide to avoid ruining a completionist run. Which brings us right back to the start: while I liked it enough to finish it once, I'm absolutely not going to replay a campaign just to fix those two unflagged choices. And that's a little sad. [b]Final Thoughts:[/b] I really hope they make an [i]Evil Genius 3[/i] some day, where they actually remember what made Part 1 great and bring back deep, complex management features instead of this watered-down design.
Muy entretenido,
Great game, engaging game play and great trap mechanics. Highly recommend to everyone who feels like being evil!
Extremely expensive and overpriced, don't buy this anywhere over 1/10th RRP That said, If you like these time waster mobile style base management games, this is probably the best one I've played that doesn't go into total freeform super complicated territory.
Jackie is STILL GLITCHED!!!
二编:打算继续通关其他天才因此回去找dlc时: 本作dlc大多数都是对游戏体验提升有限的,只是平行增加内容却没有扩充游戏玩法,且有将一代做好的游戏拆分到dlc里卖的嫌疑。因此在游玩之前建议先看看dlc情况,至少2021.5.12的那个dlc一定要看。新天才包给人感受也就那样,决定撤退! ------------------------------------------------- 一编:截至科学女/绿总困难全收集通关游戏本体时: 较为优秀的基地建设+经营游戏,因为其独特的虚构层而更有趣。但是依然具备以下问题,总体来说值得好评: 1、经济系统拉跨,高难度热力太难控制,特工缺少机制全是数值,不得不人海来堆 2、本作战利品系统、心腹和超级特工系统任务太复杂,每个战利品需要过10-15分钟,心腹和超特每阶段同理且总共有3-4阶段,实在太复杂、太杀时间,玩起来重复性较强容易厌倦 3、支线任务的触发条件没有写全,很多时候任务甚至有时效,搭配上划分不清不楚的主线更是让人一头雾水,我本人就在最后一阶段打特工X和暴力宝拉做战利品任务时坐牢2小时,事实证明打这俩还得把地全开了才能触发战利品前置,实在难受 以上问题很明显,但是看在本作各个方面的巧思和彩蛋,还是给个好评,评分6/10
基地建设游戏,刚开始还觉得挺有意思的,培养各种人物,但后面就感觉有点无力
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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