
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
There's no reason to buy this game, just go play the old one, it's basically the same with mild changes to the UI and graphics. Basically an update for full price with no frills. I guess they think they can split a full game into three parts and have us pay full price for them all. Gaming companies sure have gotten scummy with how much money they ask compared to how little they give.
I'm surprised to see the "mixed" reviews at the time of posting this. I love this way better than SOSE 1. They've fixed so many issues and made so many improvements since the first game. That being the ability to rejoin a multiplayer match at ANY time, if your system should crash or if you just want to take a break. AI will take over for you in your absence. There aren't any syncing issues anymore with multiplayer and the interface in which you can upgrade and control fleets has significantly improved. It feels so much more fluent with controls since the first game. The only down side is the lack of mods, but the game isn't that old yet so I'm patient that we'll see some soon. I'm currently waiting on the Star Trek Armada IV mod to be completed, it's pretty good so far. I don't have any real beefs with this game, but perhaps others are expecting a lot more than I am. I don't have any issues with AI regarding difficulty...seems balanced to me (then again I don't play on extreme difficulties). I just prefer a game where I can sit back and relax for the night, so I don't care for too much challenge. I honestly never bothered to check to see if there were any single player features as I only ever played it for the multiplayer and skirmish aspets anyway. TLDR; if you liked Sins 1 then there is no reason you won't like Sins 2. Worth every penny if you ask me.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
[b]Sins of a Solar Empire II[/b] is a confident and largely successful modernization of [i]Ironclad Games[/i]’ long-running “RT4X” formula, blending real-time strategy with the scope and pacing of a grand 4X game. Rather than reinventing the concept, the sequel focuses on technical renewal, deeper systems, and improved usability—choices that will resonate strongly with series veterans while remaining approachable for newcomers. The game retains the franchise’s defining identity: large-scale empire building in real time, without traditional turns or pauses in progression. Exploration, expansion, exploitation, and extermination unfold simultaneously, demanding constant strategic prioritization. Planetary management is streamlined but still meaningful, with clearer upgrade paths and stronger visual feedback on economic and logistical decisions. Fleet combat remains the centerpiece. Battles are slower, heavier, and more deliberate than in most RTS titles, emphasizing positioning, composition, and long-term planning over micromanagement. Capital ships feel appropriately powerful and distinct, supported by a wide range of frigates, cruisers, and support vessels that reward combined-arms tactics. The move to a new 64-bit engine is one of the sequel’s most important upgrades. Performance is significantly improved, especially in late-game scenarios where the original struggled. Massive fleets, large star systems, and prolonged wars are handled with far greater stability. Visually, [b]Sins of a Solar Empire II[/b] is clean and functional rather than flashy. Ship models are detailed, scale is well communicated, and effects are restrained but effective. The user interface is notably improved, offering better readability and more accessible information without overwhelming the player—an essential achievement for a game of this complexity. Multiplayer benefits from improved stability and synchronization, making large matches more viable than in the original. As with the first Sins, the long-term value will likely be extended significantly by the modding community. The game’s structure and developer support suggest strong potential for total conversions and balance-focused mods over time. [b]Sins of a Solar Empire II[/b] does not attempt to radically redefine the series—and that is precisely its strength. It is a refined, technically robust sequel that polishes a proven concept while addressing long-standing limitations. For fans of large-scale space strategy who value depth, scale, and real-time empire management, it stands as one of the most compelling entries in the genre. [h1]7/10[/h1] DISASTER | BAD | MEDIOCRE | OKAY | [b][u]GOOD[/u][/b] | GREAT |AMAZING| MASTERPIECE [quote] Reviewed on: Win11 Home 64-bit, Intel i5-11600K, NVIDIA GeForce RTX 5060 Ti 16GB PRIME, 32GB DDR4-3600 RAM, 2 x Kingston NV1 1TB M.2 NVMe SSD, Internet Broadband 1000/1000 Mbit [/quote] [quote] If you like this review, then please consider giving it a thumbs up. I've also reviewed other games that you might find interesting. If so please follow [u][url=https://store.steampowered.com/curator/27418263/] Top of the Chart.[/url][/u] [/quote]
"It's the same game." No, not quite. The mechanics are the same because this is a proper sequel. If you're at all familiar with the first, you'll feel right at home here. Everything is improved upon. Phase lanes are no longer set in stone as planets orbit the stars. Capital ships now require exotic resources to build, so you'll have to scrounge for those early game. The Vasari no longer begin quick-started, but arrive in the beginning at a ferrous planet with a capital ship and small fleet. Every faction has their own unique abilities and strategies. Playing as different factions makes the game feel new and exciting each time. Multiplayer is mostly empty, but the AI will challenge you. I highly recommend this game for fans of Sins of a Solar Empire: Rebellion.
I clocked around 1000 hours in the original Sins game but, after realizing this game is just a remaster and not a true sequel, I waited to buy it until it went on sale. And my concerns were valid. 90% of the game is like the original prequel with some new things added, such as equipable capital ship items, planetary items and that the planet's relative position change over time. However, the reason I cannot recommend it, is that the AI is arguably worse. I played on the higher difficulty settings and it seems that they are incapable of defending their homeworld as you just need to build a large fleet and go straight for the opponent's capital and most of the times their main fleet is out on some wild goose chase, instead of protecting their capital. Which btw should be a toggle as a victory condition, as I find it stupid to "defeat" someone who still has a large fleet. And the weird part is that there are ways to protect your capital, like planetary shield items, but I have yet to see the AI actually use it. Weak! More over, there have been other occasions where the AI must have surrendered as in one occasion I had one opponent trapped in a cluster of worlds, while I went for another one. But, for whatever reason, the trapped opponent, after trying to break out a couple of times, just surrendered. So, if you plan to play this against AI, I don't recommend it. Big epic space battles, but a very weak AI which gives no challenge.
The AI art is horrible and inexcusable at this point. "Iterate through UI elements" is a load of bull. They've added more of it with updates rather than replace it. AI has no place in art.
It's like if they took Stellaris and made it into an RTS. One of the too few good RTS's on the market, at the moment. They took out all (?) of the AI generated imagery, too, if you care about that stuff, and seem interested in keeping game development going for a long time, going off their roadmap. Definite recommend, don't let the mixed status of recent reviews throw you off. They're just mad about some modding nonsense and their prior use of AI for portraits.
Отличная космическая стратегия, упор в которой сделан больше на сражения, нежели на развитие и экономику (но и без них тоже повоевать вряд ли получится). ⭕ В игре нет сюжетки. После вступительного ролика вам предлагают пройти обучение, а затем предоставляют список карт. Дальше вы развлекаете себя сами. Хорошо это или плохо – решать вам. Я бы не отказался от сюжетных миссий, но, с другой стороны, они были бы не такими весёлыми, как обычные сражения. ⭕ Экономика. В игре есть три основных ресурса – кредиты, металлы и кристаллы. Добывается всё как обычно – налоги с населения и коммерция, а остальное с шахт и прочей промышленности. Кроме того, есть несколько экзотических ресурсов, которые позволяют строить редкие штуки и проводить исследования на последних этапах. Экзотики можно получить, исследуя планеты или построив орбитальные заводы, которые произведут любой экзотик за ваши деньги. С каждой захваченной планетой или астероидом ваши экономические блага приумножаются. Если вам нужно что-то специально «подкрутить», то на планетах можно построить секторы с выращиванием кристаллов, например, чтобы ускорить добычу этого ресурса. ⭕ Исследования. Дерево исследований небольшое, если брать за пример Стелларис. Два направления исследований – гражданское и военное. В первом изучаются разные социальные и экономические улучшения, а во втором – всё, что связано с боевыми кораблями и вооружением. ⭕ Корабли и сражения. Корабли поделены на группы и каждый в чём-то хорош, но никто не запрещает вам наклепать десяток линкоров, и они сметут почти любого противника. Недооценивать «мелких» противников тоже не стоит. Например, ракетные крейсеры могут издалека разнести базу или нанести очень большие повреждения крупным кораблям. То же касается и фрегатов, которые управляют роями дронов, с которыми плохо справляется любая оборона. Проще говоря – нужно проявлять гибкость в сражениях и иметь в запасе корабли на все случаи жизни. Корабли живут ОЧЕНЬ долго, поэтому у вас всегда будет время подумать над тем, что делать дальше. ⭕ Необычная фишка в игре — связи между некоторыми планетами постоянно меняются, так как небесные тела постоянно движутся. Это создаёт очень хорошие моменты для нападения на тылы противника, но и вам могут доставить неприятности. Разработчики, однако, дают возможность передвигать постройки вокруг планет, так что вам не придётся строить оборону по всему периметру. ⭕ В игре есть три фракции (и три подфракции) и каждая из них имеет уникальные постройки и корабли. И если постройки просто рескин, чтобы игроки не путались, то большие корабли, и особенно самые мощные «титаны» имеют свой набор оружия. С повышением уровня у этих кораблей открываются новые способности и вы решаете куда вкачиваться. Кроме того, для кораблей есть расходники, например авторемонт или размещение военной базы. ⭕ Мини-фракции могут предоставить небольшие бонусы за влияние, которое копится само по себе. Одна из фракций может дать вам ресурсов, а кто-то целый корабль. Мне понравились пираты, которые могут дать вашему кораблю мародёров, и каждый выстрел этого корабля по цели будет приносить вам доход. Игра стоит того, чтобы обратить на неё внимание, если вы любитель космической тематики и в восторге от созерцания того, как ваша армада пролетает мимо звезды по направлению к последней планете противника. Геймплей не сложный, но как только вы освоитесь с основными фракциями, а сражения с другими игроками не для вас, то игре уже нечем будет вас удивить.
Sadly, the game stability is plunging with every patch. As of the latest patch, there are two critical bugs that are yet to be hotfixed. 1. Construction ships cannot path around your own structures. You have to micro your own construction ships. In a 4X game. Yes, it's as annoying as it sounds. 2. Ancient starbases sometimes become uncapturable, which leads to a major AI hang (the AI will literally move their entire supply and keep the fleet there).
So, where to start? Sins of a Solar Empire II does not exist in a vacuum - it follows what I believe is one of *the* best space RTSes on the market, one that has an expansive and vibrant modding community and which I have played for nearly 500 hours as of writing and I will still return to. However, Sins 1's age is starting to show through the limitations in its engine - several mods necessitate that the player lower their settings *heavily* to avoid frequent crashes, and even then there are some bugs from the base game that still carry through, like a crash triggered through the diplomacy screen. Sins II, obviously, has a much more powerful engine under the hood, solving many of those limitations at the outset, but it's also *different* in many ways, and I don't think it's for the worse. While Sins 1 certainly isn't an eyesore, Sins 2 is downright beautiful with its attention to detail. Every faction's visual identity is deepened with each one using starkly different materials in their construction - from the rugged hull plating of TEC vessels to the sleek, polished and reflective alloys of the Advent, to Vasari ships looking as if they were hewn from obsidian. You can zoom in close enough to see every little turret on a ship swiveling toward various targets, or spot the hangars fighters and bombers are launching from, or even just to find little details like literal cities inside some Vasari ships, it's just adorable at times and I love how much each faction's identity has been expanded upon for this new release. Speaking of faction identities - the factions! They all keep MOST of their niche mechanics from 1, with some new goodies to go along with them, from swarms of garrison ships to defend TEC Enclave territory or the ability to resurrect large portions of the Advent Reborn's battered fleets in the midst of a battle, to what's probably my favorite glow-up of the bunch - the Vasari Exodus leaning into their nomadic fleet doctrine even further. Research labs, exotics refineries, fleet beacons, and more all built within the hulls of their capital ships, and after enough time you can just forget about holding territory entirely, core out all of your planets for a huge resource boost, and start roaming around like a spaceborne locust swarm. This game still is pretty early in its life, however, so sins 1 does still have strengths over it. The modding community there is obviously much more filled out, though sins 2 does have many good additions in the works as of writing (like Star Trek Armada 4, god that mod is beautiful). Then there is also the note of some Gen-AI Assets still in use - faction leader portraits, preview images in the tech screen, etc. From the sounds of it the devs are working on phasing these out, so they might as well be considered placeholders for the moment. Overall I do recommend this game, it complements Sins 1 really nicely even if it's not as complete as its predecessor yet.. though I can't lie, I think I recommend Sins 1 even more strongly, and it can be used as a hint for what this game may reach with a bit more time for expansions and mod content to release.
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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