
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 994 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
还行吧,毕竟没有竞品,但是我想问了,这个第4派系今年还能玩到么?
Its an graphical update to SINS 1 with very minor changes. I would give it a positive review but this seems like a cash grab and not a new game in a series, doesn't help that all of the DLC cost 15+ dollars for a new ship or some minor other thing to go with it.
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.
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 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.
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 997 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
worst mod UI ever... not sure why they dont use steam workshop like almost EVERY other gaem
No, you can barely find any sequel of a game like this. [h3]IT GOT NOTHING NEW COMPARE TO THE ORIGINAL ONE.[/h3] Devs seems like they live in the age of ATARI, when sequels were look all the same compare to the original game, now a day we call it a "remastered" rather than an actual sequel. Try better.
It's just a polished Sins 1. The stuff they should have improved Sins 1 with they put behind a paywall for Sins 2.
Ah Sins. Il est difficile de parler de Sins sans évoquer, même brièvement, le parcours du premier. A l'origine du premier, il y a d'abord une idée de gameplay. Les devs de Iron Clad voulaient un jeu de conquête spatiale. L'échelle est clairement stratégique - on ne va pas micro-gérer les vaisseaux (à part les gros thons) et de toute façon ils sont trop nombreux, la gestion des ressources est simpliste (c'est un flux et non un stock) tout cela dépend du nombre de planètes... ce qui se tient. On accumule des planètes, donc des ressources, donc une ou des flottes, et si on optimise bien, on gagne. Le facteur temps est le modérateur à la montée en puissance : des technos aux vaisseaux, tout prends du temps à sortir une fois les coûts payés, et lui aussi, il devient une ressource à gérer. Ils ne s'embarrassent pas du superflu, l'aspect réalisme de l'univers c'est zéro et ne fait même pas débat. 40, 50 ou 60 planètes autour d'une étoile ... osef. On veut des combats spaciaux, pas de la gestion de planètes, qui est complètement minimaliste. Ce n'est pas un city-builder déguisé, la meilleure preuve de cela c'est que les "bâtiments" sont tous en orbite et à part quelque idées basiques de placement, tout cela n'a pas vraiment d'importance. Si vous mettez vos tourelles de défense hors de la portée de la station de réparation, c'est pas hyper malin. De même les tourelles de défense sont en général placées en face des lignes de saut d'où peuvent arriver les ennemis. Son originalité c'est l'alliance de ses concepts simples et du temps réel. Un jeu dynamique dès ses premières minutes où il faut aller vite, gérer la prise de risque et se développer façon dragster avant de convertir cet avantage en flottes massives qui ne pourront plus être arrêtées. Et voilà Sins 1 à sa sortie, grosso modo. Et ça, je le vois comme une idée simple, au moins on sait où les devs nous emmènent. Une idée simple et maitrisée. Le jeu cartonne. Ironclad Games va continuer très intelligemment à enrichir le jeu de base à partir de cette base saine. Les défenses disponibles étaient un peu légères face à des flottes un peu constituées ? Pas de soucis, le premier add-on introduit les "Starbase" pour palier ce déficit. L'espace est un peu vide, pourquoi ne pas créer des possibilités d'interactions ? Et voilà un compartiment du jeu enrichi. Et surtout, la déclinaison des trois camps existants en 2 sous variantes (dotées d'une saveur propre) avec .. excellente surprise, les titans, super-classe de vaisseaux uniques pour chaque sous factions, voilà qui remet une grosse pièce dans l'arsenal offensif des joueurs. Ce qu'on voit au court de la vie du jeu, c'est que l'idée de base du gameplay n'est jamais ruinée, mais qu'au fur et à mesure, les devs enrichissent leur jeu d'origine. Et il est hors de question de dire "c'était mieux avant" - Dawn of War 2 et 3, retournez au fond de la classe. Bah le 2, c'est la continuité de ce qui fonctionnait sur le 1 avec ses add-on .. et des trucs en plus. Déjà évidemment, la refonte graphique et des animations tout est plus joli.. qui s'en plaindra. La rotation des planètes. C'est très fun. Dans le cadre du jeu, fallait y penser. On est passé d'une carte avec des chemins fixes à quelque chose qui va lentement évoluer. La planète de votre pote qui passe dans votre Empire pendant qu'une des votre se barre chez l'ennemi. C'est oui. Et le jeu rajoute un système d'amélioration via des bâtiments-options avec lesquels vous pouvez améliorer chaque planète, c'est contextuel à votre faction et au type de planète. Avec ce dernier exemple, on voit comment on évite une gestion lourdingue (je rappelle qu'on est en temps réel avec potentiellement de la baston à suivre) sans se priver de créer un compartiment du jeu qui jusque là était resté en friche. C'est toute l'histoire de ce jeu, une lente évolution (il date de 2008 !) qui donne le résultat de ce qu'est Sins 2 aujourd'hui. Ceci posé, quelques remarques sur des points précis : - L'ergonomie. C'est une réussite, les devs ont réellement porté une grande attention sur cet aspect du jeu. Des dizaines de recherches, des vaisseaux cliquables à produire dont on ne sait pas où ils se trouvent.. L'interface vous dit tout. Ce qu'il vous manque et comment l'obtenir. Et même mieux que ça. Si vous avez les ressources suffisantes, vous cliquez sur ce que vous voulez et le jeu vous déclenchera ce qui vous manque. Au début on est perdu, après on y pense même plus (c'est même un peu piège.. car vous pouvez envoyer en file de production des tas de choses, or par définition - ce sont des ressource immobilisées qui en bloquent d'autres..) Tips ergonomie : vous prenez n'importe quel usine de frégate / croiseurs / titans.. et vous faites un clic droit sur l'icone de n'importe quelle de vos flotte en haut à gauche (vous regroupez vos vaisseaux en flotte, n'est-ce pas ?). Tout ce qui sortira de vos usines ira directement dans la flotte sélectionnée .. où qu'elle soit. C'est aussi simple que cela. - J'ai du mal à comprendre les critiques concernant la lenteur du jeu. C'est un 4X. Sérieux les gars.. un 4X en moins de 2 heures ? Oui les parties sont longues.. après 1) vous pouvez le paramétrer .. 2) la destruction de la planète capitale d'un joueur/IA lui fait perdre la partie. Vous pouvez passer votre temps à courir après ses flottes ou ses planètes, mais ya plus rapide et expéditif. Sins2 s'apprécie aussi comme une vraie compagne, les départs lents ne sont pas non plus sans intérêt. Vous n'avez pas votre vaisseau capital tout de suite, et la perte d'un seul de ces bâtiments (par malchance, souvent le premier) est un vrai problème. Ce qui m'amène à quelques défauts : - Je parlais de campagne, mais c'est pas si simple. Ironclad n'a toujours pas trouvé la bonne formule concernant les factions secondaires. On peut interargir, mais cela manque de profondeur, alors ce n'est pas rien : une faction secondaire peut se mettre d'elle même à défendre une de vos planète voisine par exemple. Mais clairement il manque quelque chose et cela nuit à l'immersion. - L'IA fait relativement le taf. Comme toute les IA dans ce genre de jeu en temps réel, elle bénéficie de la faculté de tout pouvoir gérer en même temps. A régler c'est coton, sans limite elle serait imbattable. En l'état, pour un défi raisonnable c'est de la mettre en difficile. En dessous, elle est trop simple à battre et c'est vrai, que faire une longue partie sans challenge cela n'a rien de bien intéressant. Elle est perfectible sans doute. Donc voilà pour Sins of Solar Empire 2, jeu que je recommande sans réserve. On sait qu'une quatrième faction est prévue. Parfait, c'est toujours et encore la continuité d'un bon jeu, porté par une équipe qui sait ce qu'elle fait et où elle va. PS : A trois joueurs coop en 3v3v3 .. 6 heures de jeu non-stop, zéro bugs , zéro crash, et je peux vous dire qu'un des PC a plus de 10 ans.. Le format multi fonctionne super bien.
After the most recent update I fully recommend this game as a proper sequel to SinsR. Sins2 now has everything SinsR had in some way or another. Sins2 features vastly better performance than SinsR while looking better graphicly. It features better empire management via new menus, and more customizability with the ship/starbase items. Interactions with minor factions via the influence system, and the reputation system with AI factions add to the 4x part of the game making the solar system feel more alive. The only cons to the game are that the major mod sequels from SinsR likely wont be finished until the future DLC for this game is completed.
It was genuinely nice to see a sequel to such an engaging space RTS. Back in the day, the first game pulled me in for dozens of hours. Unfortunately, this one only managed to hold my attention for a bit over ten. The game can hook you into multi-hour sessions in a single sitting, but after playing it three or four times, it simply becomes boring. For me, the opening and the first hour are always interesting: you plan your strategy, carefully choose your research, balance resources between infrastructure and fleet, rush to colonize planets… but then, in the late game, everything turns into a do-or-die slog. When both are at the cap of 2000 units, you frantically chase the enemy fleet across the entire map just to finally finish them off and end the game. In one match, after four hours, I finally caught up with the enemy and that part was done… and then I spent another 30 minutes slowly flying to the home planet just to actually end the game. Along the way, pirates kept attacking me, and small remnants of the enemy fleet tried to sabotage my economy. I ended up having two games exactly like this. After that, I completely lost the desire to try again. The mechanic where planetary orbits change, sometimes opening shortcuts to desired routes, turned out to be very interesting. But once again, in the late game, even this becomes a drag. The research tree is enormous, and at times it feels like you’re supposed to research every single tiny thing. In reality, after the midgame, there’s little point in doing anything other than increasing military power. By my third run, I was already automatically researching planet colonization and nothing else. I never really understood the point of developing “culture.” Sometimes it was established, sometimes it was lost—but what difference does it make if, in 10–15 minutes, the planet might be completely "destroyed" and changed factions? Apart from war and the occasional alliance to “spam out” other players, there aren’t really any alternative tactics here. The battles are spectacular, and there’s a large number of ship upgrades. You can click around and experiment to your heart’s content. That said, some ship abilities aren’t very clear in what they actually do—but as long as the stats UI shows that something increases, it feels acceptable. Maybe I should have tried multiplayer, but unfortunately I don’t have the time for it, so these impressions are based purely on the single-player experience. Thumbs up overall, because there aren’t many space RTS games these days, and I bought it at a discount. I did get my share of enjoyment, and that’s enough for me. I recommend giving it a try—you might like it more than I did. As for me, I’ll just feel a bit sad that nowadays we don’t have many truly engaging space RTS games, and the ones we do have don’t always manage to keep you hooked through gameplay alone.
Probably one of my favorite strategy games running a close second to Empire at War.
Le jeu est proche du 1, il y a quelques mécaniques en plus au niveau de la gestion des ressources et des capacité. C'est un tré bon 4X, je recommande !
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $14.6M | 8.8K | 41% | $59.99 | |
| $4M | 13.6K | 79% | $13.99 | |
| $251.3K | 817 | 77% | $9.99 | |
| $115.2K | 232 | 76% | $19.99 | |
| $50.8K | 165 | 32% | $9.99 | |
| $26.1K | 48 | 69% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $15.9M | 24.2K | 62% | $29.99 | |
| $15.9M | 18.7K | 80% | $24.99 | |
| $15.9M | 32.2K | 94% | $19.99 | |
| $16M | 25K | 96% | $19.99 | |
| $16M | 21.2K | 83% | $59.99 | |
| $16.1M | 127K | 95% | $7.99 |