
REMNANT II® pits survivors of humanity against new deadly creatures and god-like bosses across terrifying worlds. Play solo or co-op with two other friends to explore the depths of the unknown to stop an evil from destroying reality itself.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
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 617 reviews with recorded playtime.
Reviews
Themes across 614 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
Don't get me wrong the game at its foundation is still the Remnant we grew to like but I will admit in this case? it feels like Remnant projected onto a teenage targeted novel. STORY SPOILERS BELOW: You created a "hero" character we couldn't care less about (Clementine) somehow we are supposed to care about her and her heroic final sacrifice? She came across as this annoying Mary-sue self-insert who talks about "THIS IS IT! WE CAN DO IT!" ♥♥♥♥♥ didn't lift a finger through the story of the game, oh she ♥♥♥♥♥♥ off into Labyrinth wow much important contribution. All in all REM 1 where story was more ambiguous and you didn't try to give us this C Grade threatre kid expose of the plotline landed 10x better than whatever you produced here. I'd be 10x more invested in Ford or The Wanderer (REM 1 Player Character) than Clementine and W/e BS she was on. PS. The Realm plotlines that are more in-line with REM 1 were solid. END STORY SPOILER Lets talk about the RNG-esus realm generations, the fact you can have seeds that create non-completable objectives is just abhorrent. We found the Blood Moon temple in my seed and we spent ♥♥♥♥♥♥♥ hours trying to proc blood moon in a seed that can never have a Blood Moon because it was a DLC seed. And trust me spending 4h+ trying to PROC ♥♥♥♥ that didn't have a clear answer until I found a foot-note in wiki page after going to forums first sorry not sorry respect my ♥♥♥♥♥♥♥ time. If you think forcing me to mindlessly replay the same ♥♥♥♥ over and over again in RNG-seeds that fail to deliver a content package is "replayability" no it's not. Finally the end credits, If anyone in party hits SPACE even accidentally (had to confirm with my party that someone did hit the space) it kicks all of us out into Menu. So you didn't jump us to the Post Credits end Scene you just kick us out into main Menu and guess what I can't even reload my save and rekill the boss to re-trigger it I've to replay it. A normal game would skip you to post-credits but you just decided to toss us into Main Menu with no option of just going to that final moment before the boss fight. EDIT: Some write online that only host can skip End Credits, I only hit Shift + Tab and if that was the root-cause of it getting skipped then I call 2x ♥♥♥♥♥♥♥♥ because why would SKIP that has been SPACE the whole game suddenly skip if I hit shift + tab? While I loved REM1 and played it to the bone REM2 from implementation point of view and the main story point of view is absolute trash and I actually regret finishing it with the ♥♥♥♥♥♥ experience I had it tarnished it for me. My advice play the 1st game, enjoy that because this, whatever that is, is a downgrade.
I just finished my second run, and i must admit. to whoever came to the idea, to create such a dumb end boss, should get kicked 3 times into his balls.
Remnant II fails for me as a "Soulslike with guns." My biggest issue is the enemy design and overall combat flow. Most standard enemies are so weak and appear in such small numbers that they rarely pose a meaningful threat. Instead, the game's difficulty is concentrated almost entirely in its elite enemies, which frequently rush into melee range and relentlessly pressure the player with attacks designed around dodge timing. Many of these elite enemies also feel excessively tanky unless your build is highly optimized. Rather than rewarding precise shooting, positioning, and tactical gunplay, Remnant II often feels more focused on character builds and item synergies. Once enemies reach elite status, success seems to depend less on player skill with firearms and more on whether your build can generate enough damage, healing, or survivability to overcome the encounter. The Relic healing system further reinforces this feeling. The healing animation is lengthy, yet many elite enemies are designed to stay in your face and apply constant pressure. While the game expects players to create openings before healing, many encounters left me feeling frustrated rather than challenged, as using a Relic often felt riskier than it was tactically satisfying. My second major complaint is the camera. Remnant II has one of the most restrictive camera systems I've encountered in a third-person shooter. The camera sits extremely close to the player character, limiting battlefield awareness and making it difficult to track threats approaching from the sides or behind. Aiming only makes the problem worse. The camera zooms even closer over the character's shoulder, further reducing visibility and creating tunnel vision during combat. This becomes especially problematic because many elite enemies immediately rush into close range. The game constantly encourages fighting aggressive melee opponents, yet the camera seems designed for shooting distant targets. When enemies get right in your face, the zoomed-in aiming view can make it harder to see what is happening and harder to place accurate shots. The controls compound this issue. There is no true hip-fire system. Pressing the attack button without aiming uses your melee weapon, meaning firearms can only be fired while in the zoomed-in aiming mode. Every gunfight therefore forces the player into the game's most restrictive camera view. The lack of alternative control schemes, such as allowing melee weapons to function as a separate weapon slot, only makes this more frustrating. What makes this particularly puzzling is that Remnant II is heavily designed around co-op play and enemies attacking from multiple directions. Yet it provides less battlefield awareness than many other third-person shooters. Instead of helping the player read and react to combat situations, the camera often feels like an additional obstacle. Another issue is the lack of visual variety. While the game technically features five major locations—Losomn, Yaesha, N'Erud, the Labyrinth, and Root Earth—the vast majority of your time is spent revisiting variations of the same three core world themes. After multiple playthroughs, I found myself growing tired of the environments much faster than in other action RPGs. The DLCs only reinforced this feeling. Rather than introducing entirely new settings, each expansion simply adds content to an existing world. The Awakened King expands Losomn, The Forgotten Kingdom expands Yaesha, and The Dark Horizon expands N'Erud. While all three DLCs add new bosses, enemies, equipment, and story content, they rarely feel visually distinct from the worlds they expand. Personally, I found the asking price difficult to justify. I also found the game's secrets to be hidden to an absurd degree. Some are so obscure that I struggle to imagine many players discovering them naturally. If you enjoy uncovering secrets on your own, Remnant II can become frustrating very quickly. A surprising amount of content feels designed around community collaboration, guides, and wiki searches rather than player intuition. That said, I do not hate the game. In fact, most of my enjoyment came from playing through it with a friend in two-player co-op. Exploring the worlds together, experimenting with builds, and overcoming bosses as a team was easily the highlight of the experience. Had I played entirely solo, I suspect I would have enjoyed the game considerably less. I purchased Remnant II for under $20, and at that price I feel it was worth it. I mainly play co-op with a friend, without that I probably never would have picked it up. However, based on my experience with it, I would not recommend it at full price.
i agree with a fair bit of the mixed reception, but ultimately it IS a step up from the first game. and i loved that game. boss weapons get insanely creative and interesting. archetype system is fun and leaves plenty of room for theorycrafting. how deep, can't say im qualified, but there's a lot of ways to limit test. game is great with friends, but suffers from weird issues that crop every so often. for instance, there's collision issues when it comes to the moving around semi-close to each other. this WILL get people killed when it comes to areas with death on the floor and the areas with light platforming. even when you give each other space, there's still this weird 'collision ghosting' that sometimes occurs. great worldbuilding. i thought the worlds themselves and their isolated storylines were honestly pretty good. compared to the overarching 'storyline', yeah, because the main campaign story was abysmal. found the whole 'inspecting quest items' to interact with them very cool. the whole idea of re-running levels to get different stories, gear, etc, is a very love it or hate it thing. rerolling the worlds to get more stuff is cool and great, no worries. having to replay the ENTIRE CAMPAIGN to re-do the 'final zone'? not ok. nop. gunplay is great, a lot of the sound effects are fun and cool, same with visual effects. graphics decent, animation decent. it stacks up well as an AA title and that was what kinda made the first game so disarmingly good. i rly hope this franchise continues and that the devs maybe get some consulting in when it comes to storytelling and character development bc the surrounding worldbuilding is honestly not terrible... but the way they presented the characters in the campaign was just bad and falls way short of its potential. i found myself often skipping dialogue, which is a real pity. multiplayer actively encourages this too. i don't think every 'souls' adjacent game should aim to just copy the source material, but i think there are still lessons to be learned from it. dialogue and character presentation / development in the soul series is pretty minimal, but it does a LOT with a little and so those stories and characters remain memorable. remnant dumps weak dialogue and exposition on the player often and rather poorly, so it just falls flat. when players want to engage with the background story, we'll read item descriptions, books etc. and for the most part, all of that is really good in this game. overall, i still think it's a really good game and i think it's fair to say the franchise has a lot of untapped potential, even still. if it put some more care into it's core storyline, it'd really nail everything down pretty well, and achieving that could require far, far less work than one might think.
One of the best games I've ever played. The sheer amount of build possibilities, Secret Items to find and replayability are just incredible. People crying in the comments are obviously mad because bad, but they do not represent this gem of a game at all. You have a total of 800+ Items to find, choose between Softcore or Hardcore, play Solo or Grouped, see every ending in each Biome, and most importantly: the story makes ABSOLUTE sense in terms of generating new seeds for your current run. 12/10 points.
刚入,新手还是别买了。我是新手,马勒戈壁,我在找任务找了3.5小时,我不知道,在平台之间飘来飘去,不知道任务究竟在哪里,机器人说少个机械手和核心,我到哪里找????我到设计师你家里找吗????神马吊意思?????
Просто axuенная игра, обучение унылое, но стоит улететь в первый мир и сразу отрыв башки в прямом и переносном смысле
难玩也就算了,任务一点指引都没有,地图有,任务我也有,但我就是不知道去哪,整个地图全是迷雾,4个来小时蠢捉瞎,一顿神逛...到最后我也不知道我应该去哪...
Remnant II faz exatamente o que uma boa sequência deveria fazer: pega tudo o que funcionava no primeiro jogo e melhora. O combate está mais refinado, os arquétipos trazem enorme liberdade para criar builds, os quebra-cabeças são criativos e a exploração continua recompensando quem gosta de descobrir segredos. A lore também merece destaque. Cada mundo possui uma identidade marcante: Yaesha e suas antigas tragédias, Losomn com seu horror psicológico e N'Erud mostrando até onde a busca pelo conhecimento pode levar. A história é contada de forma sutil, incentivando o jogador a juntar as peças por conta própria. Minha única saudade ficou por conta do modo Sobrevivência do primeiro Remnant. Era um modo que combinava perfeitamente com a proposta da franquia e fez muita falta aqui. Remnant II é uma sequência que respeita o original e evolui praticamente todos os seus sistemas. Para quem gosta de RPGs de ação com builds variadas, ótima rejogabilidade e um universo rico em história, é uma recomendação fácil.
So I spent about 20 hours developing my melee-tank build and my buddy going full summoner. Both builds are useless for the end boss and we had to re-spec our classes. Absolute garbage of a boss design, favoring range builds and not respecting the player's time! Not to mention how many other bosses in the world are also designed to not allow melee-centered builds like the one I was making. There were events that we found, that were rare to occur but because the game doesn't explain ♥♥♥♥ we didn't know what to do. One example is when we killed a bug that was blocking a water pipe in a big room and we thought that it's going to fill-up after some time - well it didn't and we moved on, later to find that we needed to wait 90 minutes for it to fill up so we can get a weapon. Who in their right mind thought of that?! I am not waiting 90 minutes, what a crap?!? And that's just the tip, there are many more absurd examples where content is locked behind some weird "puzzles". The story is like a pile of crap sprinkled with suger powder, in it's core is ♥♥♥♥ with cringy writing. All the dialogue hints about female empowerment and everyone else must stay quiet while the boss-girls are talking. All the females talk like what the woke writers think a "manly man" is. Garbage writing and dialogues since the first minute throughout the game. Women can be strong without sounding like men and being annoying; Men can be vulnerable and caring without sounding weak and pathetic. But it takes talent to write that. I was looking forward to exploring more content, doing the adventures, enjoying the randomness and buying the DLCs. But after having to develop a new class from scratch just so I can complete the game was the last drop that changed my mind. I regret buying this game even though it was on sale. What a ♥♥♥♥♥♥ execution of good ideas. What a ♥♥♥♥♥♥ and cringy writing. Horrible experience and I am glad I finished it so I don't have to go back to it.
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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.
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Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Japanese, Korean, Portuguese - Brazil, Russian*, Simplified Chinese**languages with full audio support
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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