
Sanctum 2 is the sequel to the world’s first Tower Defense/FPS hybrid game. Pick from four unique character classes and embark on a mission to protect the oxygen-producing Cores from hordes of deadly aliens who are threatened by their existence.
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.
Every market we collect.
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): 0.29/day in the week to Jul 30 → 0.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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
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 811 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game fails on everything the first game worked. There is no actual endless mode, the sandbox is not a sandbox (still have limited "walls" and "towers", the maps go quickly from you trying to make a proper maze to forced long paths where you have to FPS more than manage towers. I used to love the first game and hoped for improvements, but the ONLY improvement were different characters and weapons. Hard pass, play the first more.
One of my favorite tower defense games as it mixes strategy with action. However, after having done all maps on the hardest difficulty I had to, not only find, but suffer through hours of finding and completing what probably are the worst arcade games I've ever seen (or they are trolling their customers) in order to get 100% achievements. Made me irate af. Will recommend the game though for people who enjoy tower defense and don't care about steam achievements. Tower defense: 10/10 Achievements: 2/10
Media

Related
Related
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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, French, Italian, Spanish - Spain, Russian*languages with full audio support
Hours played at review time, across 815 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
+ One of the few Tower Defense + First Person Shooter hybrid games out there, Sanctum pioneered the genre and Sanctum 2 is still one of the best. - A little outdated though, but fair considering it's a decade old at this point. It's from that version of Unreal Engine that had UI that lags the game, but the game should be mostly normal FPS during the actual game, outside of the main menu. - On Linux it crashed a few times with the default steam compatibility, so I swapped to GE proton and it worked just fine. * I wish Coffee Stain Studios continued the Sanctum franchise with their current experience but I guess they are just a publisher with a factory game now.
can we get sanctum 3 pls
I really like this game! Too bad it took me so long to find this gem. There aren't many people online, but it is still possible to team up with someone from time to time.
Play this game, holy fook it's good! I really enjoyed this game. I played this from launch until well after the final DLC came out. I played with friends. This is one of my favorite games ever!
Phenomenal FPS TD Game. This plus orcs must die are the best of this style of TD of controlling your own character in the mess while making your tower defense. Rip Deathtrap never actually making it to the finish line. Maybe one day that Sanctum 3 will come.
REFUNDED!!! Not a bad game, just not good either. its more of a mindless rinse and repeat shooter with the same enemies continually respawning every mission as you just stand there and gun them down; you have a "core" where the enemies end up at in the end of their pathing cycle and that has so much hp its relatively hard to fail even if you go afk for awhile. The towers are semi-useless, as you cant build your own maze or path for them to go down, You can only build within the designated area or space they provide, this game is more or less just a shooter rather then a TD game.Some characters are significantly better then others such as providing BURN and continued DPS whereas other characters just dont even have that even if you use the same weapons because a specified character gets burn on all weapons. these are just a couple of examples, If you enjoy shooting games where you have support towers that dont do that much, and you like just standing in a single spot shooting the same enemies all day long, then this is the game for you
wheres 3
Attempting to come back to this game brought forth a surge of awful repressed memories that I had forgotten for some time but it's all back now. I liked Sanctum a lot, but I cannot stand playing this for too long. This is simply NOT a singleplayer game. I haven't even played coop, and yet I already know it was balanced for it because of how useless towers feel in this game. The only one with any firepower is you, and while that should mean there's more for you to do, there isn't. In fact, you only get two weapons so there's even less creativity and skill when it comes to killing things in this game compared to the last one. All you do is empty one gun, switch to the next, empty, repeat. The first Sanctum is like this in a way, but certain waves would make you focus more on a specific weapon over the other and the effect that would have in the long run matters. It was always interesting choosing which weapon to upgrade, or maybe which tower to upgrade, but not anymore. Now you can ONLY upgrade towers, and you have a maximum limit of them. Look, I get the design choices of this game, but none of it is fun, or interesting, or engaging. It's designed to have you shoot a bunch of ♥♥♥♥ with your friends rather than intelligently design mazes or make cool synergies with your towers/weapons. So, that was about the crux of this game sucking, which btw, if you read any other reviews they all agree including a bunch of positive ones. Most of which you'll find they played coop and not solo. Now I'll list off a bunch of miscellaneous (yet still pretty important) problems I've had. Enemy types are far more obnoxious and not fun to deal with here, and since your towers suck really hard already even against normal mobs you'll not be seeing much help from them against things they cannot damage at all. Also enemies go after you, so again, in coop, this matters a lot. Whereas in solo, that will only happen in one area of the map, so if there are multiple paths the enemies will just be walking along without a care in the world eating bullets from towers like they're raindrops. There's a stupid progression system so you'll be even more limited from the get-go. I wouldn't be surprised if there's some broken tower or perk later on which dominates everything else, but I'm not wasting my time to find that. Not that I would even enjoy the game any more if there was such a thing. Speaking of which, perks. They essentially replaced being able to upgrade weapons and they're as lousy and boring as it possibly gets. If you didn't think the game was almost solely about shooting your guns then you haven't looked at these things yet. Most of them don't even affect your towers, and are usually as simple as "do more damage" or "stand near enemy and have this happen." Positioning. In Sanctum 1, you can build televators which will bring you atop your maze for easier shooting and surveillance, but more importantly you could teleport to them at any moment. The idea is that you can build them for more convenient positioning, but at the cost of a tower slot. That was too good, of course, so there aren't such things here. Instead you're supposed to clone yourself so you can be in the right spots at the right time to actually deal with anything on maps where you cannot merge the enemy paths on. This is probably the most egregious thing this game does that heavily favors it toward coop. So being in the right place matters, how about actually knowing wtf is going on in a map? Well we got you covered here with this minimap that shows a bunch of red dots and the player cursor being the same color as the background. Have fun trying to even find yourself in the first place. Pressing tab doesn't help, all it does is enlarge the already terrible minimap. In Sanctum 1, you press tab and instantly get a top-down overview of the map, as if you teleported high above the map and can see everything below in real time. The televators are very prominent, and the actual good enemy designs let you know exactly where the big threats are. So you press tab and you can piece together which enemy should be taken out and which televator is the most convenient for carrying that out. Another thing that's sort of in-line with the last complaint is visual clarity. Sanctum 1 was very... white. The enemies are black, and the maps are well lit so you can make things out much easier. If there's a darker map on 2, even the old top-down map perspective wouldn't help much, and because the enemies aren't visually distinct they end up blending together. Doesn't help there would be a whole bunch of garbage in the way because the maps have to look cooler or whatever. Why the hell is there sometimes a timer forcing you to move your ass to build things out of nowhere? Seriously, why? It's as if the game knows it can take an eternity to move from one side of the map to the other thanks to there being no televators. It also knows towers are damn near useless anyways so who cares? Just rush the player because they should probably stop thinking and instead be shooting at things. I have no desire to even "get good" at this game because it's not fun to experiment, it's not fun to shoot stuff, it's not fun to play. Unless you have a friend, or a robot, or maybe even a dog. I'm sure a dog playing this game could accomplish a higher dps than the most optimal tower setup in this game.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $609.7K | 2K | 90% | $9.99 | |
| $5.8M | 7.8K | 64% | $29.99 | |
| $7.4M | 9.3K | 86% | $29.99 | |
| $9.1M | 19.6K | 92% | $14.99 | |
| $2.9M | 4.9K | 76% | $19.99 | |
| $661.1K | 2.3K | 73% | $11.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $6.7M | 10K | 77% | $24.99 | |
| $6.7M | 116.6K | 95% | $4.99 | |
| $6.7M | 14.1K | 90% | $19.99 | |
| $6.7M | 16.9K | 82% | $9.99 | |
| $6.6M | 9.7K | 94% | $39.99 | |
| $6.7M | 14.2K | 92% | $19.99 |