
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 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
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
[h1] ГЛАВНОЕ - БИТЬ БОЛВАНЧИКОВ! [/h1] Я играл в разные игры жанра Tower Defense, но это если не лучшая, то одна из лучших! Самое главное проходить эту игру в коопе, так как помимо довольно необычного и вдумчивого геймплея с башенками, который включает себя ещё и шутерную механику, проект дарит ещё и море фана за счёт разных ситуаций и агра на мобов, ведь НЕ-Е-Е-ЕТ ОНИ ПРОЛЕТЕЛИ ЧЕРЕЗ УКРЕПЛЕНИЯ И БЬЮТ ЯДРО, БЕГИ-И-И-И!!! Отдельный плюс также за финальный уровень, потому что он прям супер эпичный и многим разрабам стоило бы поучиться масштабности у этой игры! p.s. а ещё спасибо за озвучку чата, т.к. текст транслитом очень рофельно звучит, особенно если писать всякие мемы и запретки :> ESHE EHSE ESHE
wheres 3
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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
Where sanctum 3?
After playing this, I fully understand why the devs decided to focus their attention elsewhere. They clearly cannot make Tower Defense games if their lives depended on it. How did they manage to make this game feel even more outdated than the first one, which feels, and plays like a PS3 game? It actually made me feel nostalgic for it. Everything feels weightless and unimpactful, ranging from character movement, to enemy physics. For instance, the game has a shotgun that can shoot all its bullets at once, like in many other FPS games, and you'd think that it'd feel awesome, but even THAT somehow feels unsatisfying. Anyway, they decided to change a bunch of stuff, almost exclusively for the worse. You now have a tower limit... for some reason. You can no longer see wave information after you press ESC. Speaking of which, you cannot PAUSE in this game, since I assume it's always online to support coop play, and the waves will automatically start after a while, unlike the first game, which let you do whatever between waves. I cannot stress how ♥♥♥♥ this feels, especially since there are no longer checkpoints every few waves. But hey, at least each map lasts five to fifteen levels now, instead of the overkill thirty of first game. Then, there's some questionable stuff, like the fact that the game now has four different characters, each with their own kit. You cannot, for instance, use Guy B with Guy's A starting weapon. I understand putting limitations to increase gameplay diversity and difficulty, but I don't think this is how you do it. Oh, speaking of weapons, you can longer upgrade them, which is also questionable. Then there's a bunch of stuff that's subjective, like perks, and what have you, but I've already wasted enough time reviewing this awful game. Honestly? Play the first one. It's better. Sanctum 2? More like Rectum Too. lol!
Thought the last level was unreasonably difficult till we realized that the turret selection is a scroll-down window that has at the bottom the best turret in the game. That UI decision caused a lot of pain, Coffee Stain Studios. A lot of pain.
A classic
Канешна рикомендую. Какие могут быть сомнения?
pinnacle of tower defense games,standing up well to the test of time.
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.
This game is ♥♥♥♥♥♥♥ awesome I am genuinely surprised this type of format hasn't been done more often, the blend of a co-op horde shooter with tower defense is just magical. Sanctum 3 would be cool.
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