
Battle for galactic dominance in this real-time 4X strategy game with unrivaled scale! You’ll explore, expand, exploit, and exterminate through military force, diplomacy, trade, culture, influence, and other underhanded tactics.
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
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): 6.57/day in the week to Sep 8 → 9.57/day in the week after.
One market had a chart position on both sides of this cut. One sale in one country is an anecdote — read it next to the store-wide figures below.
About
Sins of a Solar Empire II is the sequel to the critically acclaimed space strategy game that seamlessly blends real-time battle tactics with the depth of 4X. As both emperor and battle commander you must lead one of six playable factions to victory against the threat of extinction!
There are no turns. There is no battle mode. There is no strategic mode. It's all one mode and it's all in real-time.
Instantly zoom in to control tactical engagements where every missile, turret, and ship is fully simulated and an important part of the battle. Instantly zoom back out to manage your empire where every asteroid, moon, and planet orbits its parent in a slowly evolving strategic landscape.
Sins of a Solar Empire II delivers sprawling empires, huge fleets, and completely new and exciting gameplay moments that can only be found in Sins II.
The Surprise: Build a secondary fleet on a rogue asteroid and launch a devastating surprise attack when its orbit brings it behind the enemy's back line.
The Body Block: Stall an enemy's home planet bombardment by using your massive titan to body block swarms of missiles attempting to knock out your starbase and its critical planetary shield.
The Screen: Advance a screen of point defense flak frigates to protect your fragile long-range cruisers by intercepting incoming bombers and missiles.
The Swarm: Maneuver your faster moving ships to pick apart unescorted larger ships. Their powerful but slow-moving turrets simply can't track your agile strike force.
The Influencer: Influence a hostile expansionist Minor Faction to secure your border while reserving enough Influence to win an auction for a powerful item to install on your best capital ship.
The Backstab: Protect yourself from a backstab by establishing a time locked alliance. But pay attention to the time - your “ally” may move his fleet to your doorstep just as the lock expires!
A Dynamic Galaxy: Planets orbit their stars in real-time causing the galaxy's structure to slowly change, creating new battle fronts and new opportunities. Players can view the state of the galaxy up to an hour in the future to prepare their strategies.
3 Unique Races: It's War Year 35 and the emergent TEC, alien Vasari, and deviant Advent have been forced to adapt and evolve to survive.
TEC: The inhabitants of this region of the galaxy, the TEC are humans who have joined together as the Trader Emergency Coalition to combat the alien Vasari empire. They rely heavily on trade to support their industrial base and augment resource income.
Vasari: Ten thousand years ago, the Vasari Empire once ruled over hundreds of planets and dozens of sentient species. Now on the run from an unknown enemy they use their mastery of phase space to conquer and acquire resources to continue their exodus.
Advent: A civilization of humans who were forcibly outcast by the Traders over a thousand years ago, the deviant Advent have returned with technologically amplified psionics and the power of the Unity - a devastating expression of their collective will.
Each race features unique starting conditions, gameplay mechanics, units, abilities, items, and technologies. Their game changing new Empire Systems add a whole new level of strategic capabilities:
TEC Trade: The new TEC trade system enables them to dynamically adapt their economy by adjusting the allocation of traded resources on demand.
Vasari Phase Resonance: Strategically placed structures collect Phase Resonance allowing the Vasari to customize their global phase mastery effects.
Advent Unity: Enables the Advent to harness the collective will of their population, unlocking the full potential of the Unity's global abilities.
6 Playable Factions: The parent races are further differentiated by unique sub-factions each with their own unique features and play styles that reflect their motivations and goals. For example, the TEC: Primacy is a xenophobic 'human first' empire focused on aggression and the Vasari: Exodus is willing to destroy planets to fuel their mobile empire.
Combat Simulation: A detailed combat simulation adds incredible depth to tactical gameplay. Turrets with their own pitch and tracking speeds make firing solutions important in battles. Fully simulated missiles can be blocked by ships or destroyed by point defense. New mechanics around shields, armor and hull points give greater depth to units and tactical decisions.
Empire Management: All planets and ships can now be easily analyzed, customized, and upgraded in one place without the tedium of finding and clicking through all units in your empire. The Intelligent Construction system will queue up the entire chain of prerequisites to fulfill any item, research, or unit build request.
Fleet Management: The new fleet system includes the ability to request specific reinforcements on the fly. Requested units are automatically queued from the optimal factory and rallied to the fleet. Combined with Intelligent Construction this allows you to focus on the important tactical decisions and big picture strategy.
Unit Customization: Planet surfaces can now be customized with special items that vary by race and planet type. Capital ships, titans and starbases can also be customized with race specific items to fill gaps in the fleet's composition or target specific strategies.
Minor Factions: Numerous minor factions now inhabit the galaxy offering trade, auctions for rare items, and with enough influence, access to their most powerful abilities. Will you befriend them or annihilate them to keep your enemies from turning them against you?
Diplomacy: New features include a new offer / counteroffer system, the ability to give or demand planets, and the game changing time locked cease-fires that prevent your 'ally' from backstabbing you until it expires - but keep on eye on the time!
Multicore 64-bit Engine: The Sins II engine can utilize all available cores and RAM to maximize performance, now and into the future. Dynamic lighting, physically based rendering, higher resolution textures and more create a beautiful tapestry.
10-Player Multiplayer Support: A cloud based online system supports both 'join codes' and lobbies to make it easier than ever to play with others. Games can now be rejoined in progress if a player drops or has to leave; humans can even take over for AI players if a friend joins late.
In-game Mod Support: Mod support has been integrated into the game, making it easy to discover, install, and share mods. Custom maps are automatically shared for multiplayer games, preventing the hassle of everyone downloading ahead of time.
Easy to Learn; Hard to Master: With an elegant and intuitive user interface Sins II is easy to pick up and play. However, mastering your chosen faction will take true skill.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 981 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Alright, let's get right into it. Lets go through each part of this review piece by piece. PERFORMANCE: Got a beast of a PC, it plays well the majority of the time I'm playing it. Before this, my 2020 beast of a PC had trouble handling it. I think its fine for now and the game has options to reduce performance demands. VISUALS: The game utilizes AI assets in its artwork. Given that its still early access, I can understand using these as placeholders for future artists to come in and make something special, But its been too long and they've made too much money for me to keep giving it a pass. Pay some humans, because even though I looked past it, you are alienating potential players and starting to put off veteran ones, devs. I don't think we're in early access any more. GAMEPLAY: Its solid. Against other people in multiplayer there's no problem, it has had balancing issues here and there but nothing game breaking. In singleplayer, the AI is disappointingly broken. I've played their beta AI and it needs a lot of work, almost worse than vanilla. The multiplayer community is small and very, very good. That's great for the people that really love SOASE 2, but it absolutely makes geting into multiplayer daunting and nearly impossible. I'm fairly decent and I'm scared to play with them lol, but that's not the game's fault. That said, its a reality that most people are going to be doing single player, and need that experience to be solid. MONETIZATION: Yes, how I'm being exploited for my dollar matters. The base game needs to be shored up a lot and early access holdovers like AI art have to be removed for me to consider the DLCs. Speaking of DLCs, the whole experience is like 100 dollars now for something where the base game isn't even polished. TL;DR: Overall, I like it. But as a primarily single player gamer, this ain't it. The AI brings the entire experience down from an 8/10 to a 3/10. Can't recommend. Use of AI assets at this stage is inexcusable, now a 2/10. The reason for the disparity in how I weigh those two things is that the AI art assets don't really impact how the game plays. The gameplay AI itself makes this game so, so bad.
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Latest in each market: best CA #60, worst RU #96 · 10 markets collected
US · last 30 days
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
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, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America, Hungarian*languages with full audio support
Hours played at review time, across 984 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
2 Years in, and this game has nothing to show for it. Not only did they pull a fast one with modding this game where you have to go to their own SANCTIONED AREA to get mods for this game, this game is STILL using AI generated Imagery. Ironclad is dead. Want to enjoy Sins of Solar Empire, get SOSE: Rebellion. Many great mods that work and the game has content and NO AI imagery. I have no hope of any games coming out in the future from this company, being good...
The Gameplay is nice, as an oldschool SOS Rebellion player im quite enjoying myself. Except one thing. The AI Art is attrocious. I hoped it would only be placeholder Art until a later state of the game but no. Youre loading into the game? Enjoy the pseudo smooth Ai Main Screen. Picking a Race? here have some AI Pictures for your Commander. It devalues a, in my opinion, good game sooo much. If youre annoyed by the AI BS dont buy.
Yeah so, this is probably one of the best real-time space strategy games out there, and I'd totally recommend it to basically *anyone* who enjoys RTS games. For those who haven't played the originals, Sins 2 is essentially a stripped down 4X game that mainly focuses on the military aspect of the genre, yet still includes some small spinkles of the three remaining Xs (exploration/expansion/exploitation). If you're looking for a Stellaris-like experience then this probably isn't the game you're after, but if you want a space battle RTS - then this is exactly it. Basically, imagine Age of Empires, but in space, and with individual planets rather than one large map. Each player spawns in their corner, everyone slowly expands, player A finds player B, then the territorial tug-of-war begins. It is worth noting though, that every game is it's own isolated skirmish - there is no overall campaign or long-term progression. You win/lose the match and that's it. For returning players, Sins 2 is actually more like a remake of Rebellion than a sequel itself. The factions, their units, the game's mechanics, it's all pretty much the same as it's predecessor - bar a few new changes and additions. Key mentions include a new plantery orbit system (mixed opinions on this one), changes to minor factions (they're a lot better now but also more RNG-dependant), and an overhauled capital ship/planetary upgrade system (this one is REALLY good), as well as number of other minor things. The engine is also FAR more capable, with full multi-threading support, meaning late game battles on large sized maps no longer drags the FPS down to a crawl - woohoo! Whilst, for the most part, I am satisfied with all the new additions, I do feel somewhat disappointed that there isn't.... well, more. For such a long time gap between entries, I'd have thought we'd atleast see a singleplayer campaign (which players have been asking for for well over a decade now) or even just a new faction. Funnily enough though, it turns out that these things are in fact on their way... but as DLC (am I surprised? not really lol). There is also a high amount of AI artwork, mainly for things like portraits, techologies, icons, and so on. It's actually quite a shame considering how awesome all the real art was in Rebellion. The devs are supposedly 'upgrading' it over time, but as of now the artwork is FAR more boring and generic than prior entries. I digress though, since I'm just happy to see this series brought back, especially now in line with modern hardware capabilities. Without a doubt, it's worth every penny spent. Should you buy this game? Hells yea, absolutely.
I was a massive fan of the original games, the games were massive in depth and the dlcs had plenty to offer in new ships, mechanics and features, while i was majorly hyped for this game for such a long time and was excited when it was announced. im not really satisfied with it at all, im deeply disappointed. First, i was expecting major improvements and advancements, the developers are not new by any means to developing a variety of games and have over a decade of experience ONTOP of having employed many of the series biggest modding teams such as the team behind Sins of the Prophets Halo mod. Obviously there is no excuse for any downgrade interms of model design, game mechanics, features or quality, the models are really well textured, the factions have very indepth and intune aesthetics with their respective empires that makes them really pop and immerse the world very much like the ships from Homeworld. weapons and turrets r both animated nicely and most of the particle effects and textures are well done, planets look really nice and the background of space too. i enjoyed much of the new mechanics and features such as population management and planetary modules, really allows the players to build their planets to be science asteroids, industrial forge worlds or even frontier fortress worlds inspired by Cadia from 40k. Now, beyond that i have plenty of issues. WAY too much laziness and overuse of AI generated content on even basic things like image cards, much of the game is just remade using AI to such an eyesore degree it looks massively lazy and unnecessary as they couldve just reused old art from the original games as a placeholder if they needed to and it wouldve worked no problem since they are well made. the main menu is really suffocating in its layout and design, an entire screen of UI but only a small tiny spot in the top like im trying to find a needle in a hay stack, settings for basic things like resolution, texture quality and so forth were main stay in the original but were not an option here. Many of the ships from the prior game carry over with significant changes, some very much so and others not as much, they look great but this game is set after several decades after the war has progressed, i wouldve expected the designs to develop and centralize. For those unaware, the Human factions {TEC} had no military vessels as they were an economic empire in peace and each world was unified in trade to prosper, when the war brokeout, they converted many civilian vessels into makeshift warships with only a few actual Warships being made such as the KOL Battlecruiser in the few years after the war started. This was an amazing design philosophy as you can see on most of their ships where the Trade and Civil sections end and where the Militaristic sections begin and where they the TEC just slapped weapons where they could fit it. In this game those designs are mostly unchanged other then armament {which ill get into later below} now with some of the military vessels like the KOL i understand they wouldnt need much changes in structure since they were already dedicated Warships by design, however the majority of their naval compliment originally were Cargo haulers and Mining vessels retrofit for war. In this game if anything those vessels were mostly copy and pasted and even downgraded interms of armament, abilites or changed in purpose in contrast to their roles initially in the prior game. all the factions in this game have this complication, i wouldve expected the designs of the TEC to become predominately Warships with the initial prior game designs being further upgraded for that purpose after 30 or so years of nonstop war for example. Armament, its garbage and changed needlessly in this game, if its not broken dont fix it. The TEC, Advent and Vasari have very specific and unique compliments of weaponry they each use, TEC uses a mix of missiles, auto cannons and laser cannons with some special weapons like the KOL's beam and Gauss cannons on their orbital defenses, Advent uses mainly plasma cannons and beam weapons and the Vasari specialize on their tech advantage of pulse and wave energy weapons and phase missiles which bypass shields. in this game it is like all 3 have regressed in technology, the TEC no longer use laser weaponry at all and have diminished use of missiles and fighter craft, focusing on more gauss and auto cannons, the other 2 factions also have technology and armament just gone, with many ship designs being ruined and pointless in their new forms. the Marza dreadnaught for the TEC is a siege cruiser, lots of missile launchers with auto and laser cannons, it was one of the best before, now its garbage, a literal glass cannon. I tried to enjoy this game i really did, but it isnt fun to play any of the factions, the ships looking great just is not enough to continue playing it, the dlc have added plenty of new ships and designs but that isnt going to cover up the sore thumbs in the room, how they could ruin already perfect ships is beyond me, theres no strategy to be had in the game since all the ships r glass cannons and are fodder to throw away even if ships r specialized for certain roles they dont perform in them well. i could go on plenty but id be here forever, game needs much much changed and improved so until then im giving it a 3/10
They sell Sins of a Solar Empire II: Harbinger for 30 euro's without the discount which is more than half the price of the main game. The faction doens't contain subfactions, nor does it have a dreadnought. Do developers not feel shame anymore? Even if the new faction is cool and adds new ways to play, it is a complete rip-off from a value perspective.
Loved the original of this game. Love this game too. But, in 2026 this game is not enough. A few minor mechanic changes to the original title are interesting but the game massively lacks the depth and variety you get in other 4X space titles. In terms of depth it's nearest competitors are the likes of empire at war, gal civ 3, and of course SoaSE I. That level of depth for a 4X was great over a decade ago, but compared with the likes of Stellaris which has a similar play time it's just not in competition at all. A couple of specific strengths (+) and weaknesses (-) + Modelling and art work is great + Ship combat balance is also excellent, much better than the rock-paper-scissors most games use + Ship losses are genuinely meaningful early on + Trade system should be fun but in large games everything is constantly discounted and in small games (1v1) no one needs to trade + Ship diversity is well balanced, the penetration system works well to balance lots of small ships vs few large ones. I tested both and could not find a big difference in meta between them. No stellaris-style corvette spam! + fighters and bombers are well balanced - TEC are incredibly overpowered, heavy cruisers protecting trade fleets is overkill and wipes out star bases on their own (not to mention garrison fleets). Rarely have to actually attack an opponent (unless they are also TEC) - non-fighter based fighter defence (e.g. flak) is very weak and difficult to micro - repair ships are difficult to micro and they don't seem to automatically heal at all - fleet cohesion settings are not good, need to be able to tell specific ship types to move to front lines / back lines etc. Very annoying watching weak ships take the full front of enemy attacks - please base AI logic on more than just weapon range! - Super weapons are either entirely meaningless (due to planetary shields), or ridiculously OP (no planetary shields) - Ship losses are meaningless later on, you can just pump out star bases and titans with the (literally) millions of resources stockpiled - Game becomes stagnant very quickly - Planets are pretty meaningless other than the slots they give. It would be nice if planets were meaningfully different in play style to asteroids, other than just more slots. e.g. make it so culture doesn't spread from asteroids, asteroid pops are much much lower (minerals much higher), planets can have anti-ship weapons Some suggestions to improve: * introduce strategic resources to fight over (more than just ship artefacts) to drive narrative gameplay, e.g. shipyards with unique ships, unique tech options, passive bonuses, phase lane manipulation * make the role of minor factions more meaningful rather than everyone trades with them or destroys them (think Civ 6 city states - one controller only, grants win conditions) * Make super weapons, star bases, and titans a staggered progression which encourages surgical deep strikes to remove threats (at a balanced level of attack and defence, attack should do a LOT of harm but should never completely wipe out a planet, when attack is better than defence go ahead and blow up the planet or whatever) * Introduce galactic threats such as severe space weather that can devastate fleets, supernovas that change space lanes, asteroids which if not stopped can wipe out planet populations and buildings * Please please introduce deeper research trees and require some research lab maintenance, for example: (1) add specialisations to key techs which create branching, no return research trees (e.g. go for better missile tech or better lasers?), (2) add a maintenance burden such that if tech drops due to destroyed labs, any unlocks from the higher tier(s) are disabled until rebuilt, (3) remove the stupid +4 labs on planets that's insanely overpowered, (4) make the migration between tech levels more eventful, such as requiring a long wind-up period and a global event that enemies can respond and focus on to stop you levelling up * fix AI so you can't just send one ship to their home planet to get them to stop attacking you, also fix AI so they make use of opportunities to attack whilst other enemies are fighting * perhaps give some early, mid, and late game objectives out randomly to unlock progression, based on faction (e.g. TEC doesn't unlock specific ships / upgrades until it has x amount of trade throughput) * give relationship quests to minor factions, instead of just buying access with influence Overall good game, enjoyed playing it, but absolutely no reason to ever play it again now.
People are out here complaining that it's not different enough from sins of a solar empire 1- This is a straight improvement and evolution of the things that game did. It's streamlined a lot of features, it's tightened up a lot of the balance, it's unified a bunch of disparate mechanics. I'm not sure why "It's more sins of a solar empire" is ever a downside for someone who liked the first game! This is exactly what I wanted, not a dramatic overhaul or reimagining of the concept, I wanted the same super fun game refined into excellence, and this delivers and builds on it.
What's unfortunate is that I did enjoy this game, even if I didn't play a whole bunch of it. However the use of AI Generated art which frankly looks like ♥♥♥♥, is still in the game 2 years after it's release date which is frankly disappointing. So I can't recommend this even if I love these kind of games.
There's no campaign, it's basically the same thing as the first games version of random battles galactic conquest. The graphics are a bit better, there's some different ships. Buy the first one instead, this one has nothing new to really add.
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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