
MMORPG Tycoon 2 is a single-player world-builder game about creating the greatest MMORPG of all time – yours.
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Themes across 125 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Incredible game. Could not recommend this game more for anyone who enjoys management games. The updates are very consistent. I know a lot of people will see a game that has been in early access for 6 years and turn the other way but I promise you if this game in concept interests you at all I highly encourage you to give it a try. I promise you will enjoy it. In the several years I have been playing this game I have not once had any performance issues.
I love building games and i love MMOs, so the idea of building my own MMO? AWESOME. TAKE MY MONEY! €21 poof. Gone. First, something positive: the main menu is ♥♥♥♥♥♥♥ awesome. Seriously, great job there. It has personality! Unfortunately, things go downhill from there I have now spent around 10 hours and honestly, it just feels unfinished. The biggest problem for me is that the game is a time sink and not in a good way. I dont mean the kind of time sink where you look at the clock and realize you have spent five hours completely immersed, built something awesome and actually achieved something. No. You spend hours building a tiny village, constantly scaling and adjusting everything so the buildings actually line up and look somewhat coherent. Then 20 minutes later, you have to do basically the exact same thing somewhere else. And no, i dont want to just throw random buildings onto the map and call it a day because apparently thats how you make money here. The menus are also not very intuitive and often feel unnecessarily complicated. If you actually want to build something that looks decent, you have to adjust and scale almost everything because so many assets simply dont fit together properly. It often feels less like building an MMO and more like trying to convince a pile of random assets to cooperate. And then there is the logic behind the economy. I don understand how you came to the conclusion that players would be excited to spend real money on ♥♥♥♥♥♥♥ potions. MMO costs 40 Casheronis. Then there is a 10 Casheroni subscription. And apparently the next logical step is: Yeah, surely these people are going to be absolutely thrilled to spend another 5 Casheronis on a damn potion. Who is looking at that business model and thinking: "Hell yeah, sign me up!" There is definitely a cool game hiding underneath all of this. The core idea is great and there moments where managing your own MMO is genuinely fun. But right now, way too much of the game feels like unnecessary micromanagement and busywork rather than actual strategy or creativity. But hey... its only Early Access for six years.
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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, German, Portuguese - Brazil, Simplified Chinese
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 125 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's just a very, very slow paced game. I wish there were more "fast forward" options. I can't bring myself to play for 30+ hours on a single save. It's like the length of Rimworld, but you don't feel nearly as invested. Only bought it to scratch my Lets Build a Dungeon itch.
I don't know if theres a roadmap, but I had some personal wishes for what the game currently felt like it need as I played. Guilds, subscribers join in groups of 250-500 and prefer helping each other over others. Some more spell/ability architecture options. Polymorphing, spell activation modifiers (can only be used at x% health), combo points (other recharging, generating, limited resources), Chain spells, better descriptions for AoE around a target, channeling. Keys, or levels, of dungeon, like dungeon lvl 18-20+1, 18-20+2, Raids (guilds use these, extra hard multi-boss dungeons for 4 parties at a time). Better GUI for boss phases. Whenever you make a new ability or skill, allow us to copy it from another class window by drag and dropping. Meaning, I'm making an Orc warrior mob and I want it to have my Warrior class abilities or some of them, open both windows, drag abilities over the mobs to overwrite and fill slots. All in all, GUI cleanup for the spells creation and user friendly copy/paste systems. Subscribers can get special player made armor from dungeons/raids. An auction house or subscriber market for subscribers to sell special armor from dungeons if they're done using it. Some kind of heat map tracking for where subscribers move, level density. Maybe some kind of tracking of stats for dungeon participation and quest completions? PvP arenas and a PvP area/district paint tool. Confines users to PvP areas for duels. Arenas, ranked PvP for subs. Group PvP stuff. Just needs to be filled out more than duels in towns. Arena and Battleground editor like the dungeon editor. Some kind of preference to congregate together at highly scenery level areas. Like if I want a Capital city for everyone to gather and wait around and socialize it might be cool if its weighted by scenery score or presence of certain building types. Maybe a district tool modifier for Town, City, Capital. Terrain Paint brushes instead of color swatch picker. More targets for quests and a more detailed quest maker tab with stuff like: fetch, kill, boss kill, dungeon clear, scout and return, speak with and stay, speak with and return, selectable quest target with a different quest turn in target. Can't wait for the game to be dense and rich with more granular mechanics and features. TLDR: Game isn't dense enough yet to scratch my simulation itch very well, but has the potential to get there pretty easily if the Devs stick with it. But its fun to build your world out with whats there and see the subs run around and do stuff! Worth it as of now probably if you like Planet Zoo, Majesty, casual builders with interesting NPC mechanics around what you set up/build.
It's a fun game but boy does the pathing tool suck ass. Please fix this. It is the most unintuative pathing tool I have ever used.
Played it a few times, and just have no interest going back. It promises a lot, and delivers on little. In the end, the game just can't really hold up. The art style also holds it back quite a bit.
This game is genuinely so amazing and I was so lucky to just stumble across this absolute gem. If you want a good base building game on a massive scale with limitless customisation then this game is for you.
No mixed review option. It's got the makings of greatness, it just feels a little thin right now. With more content/workshop support this will feel a lot more impactful. They keep working on it so it's likely to be in a good spot 6-12 mo from now. Try if you can before you buy, or be ready for a bit of a content-lite experience
Poorly constructed, crashes frequently. Very low flexibility; no items, only very basic abilities, hardcapped slots for classes/ monsters. The entire concept of network management being on the same map as your buildings. Poor UI/ unintuitive design. These are only a small list of errors found in this game.
Few years ago was a stable game. Now funny nuff a game bout making games crashes doing literally anything in it. Placing things down, crashes. Changing prices in game... crashes. Dungeon edits? Crashes. Fresh install on new system Specs blow minimums out the water So what is this garbage
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.
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