
The Pit2 returns to the turn-based Roguelike roots of the indie classic and takes you to another alien facility filled with broken machines, warped creatures, and new surprises!
Modeled estimate, not a reported figure. How we estimate →
Media

About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I like Sword of the Stars The Pit 2. I recorded some of my progress in the Sword of the Stars The Pit 2. [b]Please take a look if you value a more Audio / Visual experience, as I discuss the game as I punch and blast my way through it; in some semblance of style perhaps![/b] https://www.youtube.com/watch?v=t41QGUfy8Z4 Sword of the Stars The Pit 2 is an Indie, Turn Based RPG Traditional Roguelike all about surviving and thriving in a deep, randomized, Sci-Fi dungeon, crawling with mutants, monsters and murder bots. Procedural Generation of the dungeon layout, monster spawns, loot locations, and more is the name of the game here. At the start, you select from 1 of the 5 currently available classes, all with different stats, skills, and equipment, choose 1 of the 3 difficulties, and into the pit you go! I like that you can attack and be attacked on diagonals spaces; Sword of the Stars The Pit 2 is an Ordinal Roguelike; good. Here, the diagonals are in play, and you can be surrounded and attacked on 8 sides, no mere 4 sides as lesser Roguelike would restrict most of the action to; this pleases me. So too does the Hunger clock, so necessary to keep the player pushing forward, and presenting a vital caloric treasure for the player to find to continue their dungeon delve. Item durability adds to this as well, as the wear and tear of the creatures’ attacks should degrade your armor and clothing when the attacks land, and sharp and pointy melee weapons should lose their edge over time as they encounter resilient monster hide, scale, and bone. Differing from the first Sword of the Stars The Pit, here the action is in 3d, and you have nicer graphics, which should help bring in those who turn up their gamer noses at pixels (Madness!). While I do like Sword of the Stars The Pit 2, I have some [b]suggestions [/b] that would make it even better! I know Sword of the Stars The Pit 2 is still in Early Access, but it is launched and live, and remaining silent about these things would NOT be helpful towards the longer term health of the game. Please let me know if anyone thinks I’m off base with any of this. I will try and keep this organized. [b]Suggestions [/b] [h1] 1: Speed Me Up Sword and Starman! 💫 ⭐️ [/h1] I really wish there was a speed up animation option, as the melee attacks, which you do plenty of at the start to train up your unarmed and save weapon durability, are somewhat slow, and feel VERY Slow after doing it for a while. Please add an option to speed up the animations. [h1] 2: Turn Me This Way! [/h1] I wish I could rotate the camera using the mouse, maybe by holding right mouse button and dragging? Currently, it seems you cannot do that by simply holding right mouse button and dragging, as ”Rotate Camera Left” and “Rotate Camera Right” seem to require different keys to be bound, and binding RMB or RMB + a modifying key to left and right camera rotation would not work for both, and would require 2 different key or key combinations, which would Not be great! This alternate control option would allow both fluid “wasd” movement, character facing control with Q / E, and allow the mouse hand to handle precise targeting, long walks via mouse click to move, and inventory management. Contrasting markedly from the original Sword of the Stars The Pit, I did not find “wasd” movement here either efficient or fun to play, as the added burden of having to constantly re-adjust the camera every time I take a turn or open a door, [b]Massively Slows Everything Down! [/b] Of course, one could simply Zoom Way Out, but what is the 3D really offering at that point, if I just end up duplicating the original Sword of the Stars The Pit perspective? Currently, using the existing controls, using “F” to fire onto closest is handy, but is NOT useful when trying to shoot a Specific target, not just the closest, like when you want to drop a brood mother and not her horde of rat spawn; the mouse click Really helps with this. Using the existing control options as I understand them, after trying with the default “wasd” and numpad camera rotation controls for a run, and finding it [b]Extremely Cumbersome [/b], I remapped the default numpad “4” and “6” camera rotation to “A” and “D”, as 2 hands on keyboard doesn’t feel very good here, as full numpad movement is currently not possible, as you cannot move directly onto a diagonal here. This allowed me to use the mouse for movement and precise aiming, “F” for quick, easy fights, and keeping the Middle mouse button close for zooming, or pairing with “Alt” when I need to adjust the camera angle to see over the top of a door. [b]The option to rotate the camera using the mouse, maybe by holding right mouse button and dragging, would make controlling this feel even better and more intuitive to gamers more use to keyboard and mouse control; the majority of pc players. [/b] [h1] 3: Gun Durability!? What Are They Made Of? Not Forged Steel?! [/h1] [b]Gun Durability seems Absolutely Unnecessary[/b] in a game where ammo is counted and consumed; as the guns are already limited by the available ammo supply. This is not a Fallout: New Vegas situation, where most guns are ancient, rusted apart disasters, but tools carried by properly trained professionals; tools they carried into the pit expecting action! [i] After all, what kind of marine deploys without their cleaning rod?! [/i] Maybe certain attacks or environment effects could damage the steel frame, or perhaps consume ammunition, attacks like caustic bile or high heat cooking off rounds, but simply firing the gun degrading it? Why not assume the character has some degree of competency, and cleaned their firearms before going into near certain death? Why not assume they are checking the barrel, and running a cleaning rod and some gun oil through while they ride the elevator down between floors, as needed? It is what a trained marine / trooper would do, and all these characters seem like they went through basic training. [h1] 4: Hardcore Mode Please! [/h1] Consider adding a hardcore mode, where all eating and healing costs time and is not instant. I tried the game on hard, just to see if the gameplay mechanisms functioned as excellently as the original Sword of the Stars The Pit, and they do not :(. [b]It is odd: eating does not cost a turn; nor does using a med patch, but reloading does? [/b] [i]It is a Glaring inconsistency, and is very immersion breaking in a Traditional Roguelike. [/i] [h1] 5: I Walk ON! [/h1] I can literally walk through enemies, like rats and small bots, as well as much larger mutant rats as well. At first, I thought it was related to their small size, but no, it works on the much larger mutant rats as well; it seems to work on everything! Maybe walking through an enemies space should grant them a free attack on you? Or at least, a better chance of hitting you, as you’re getting all up in their space, and they Don’t Like it! Again, Very Odd! Consider adding an attack of opportunity like system, presenting a cost to the player if they want to try and dash past their opponents, as just literally walking through my foes feels silly, and doesn’t look great either. [h1] 6: Cook Em UP🔥! [/h1] A little thing, but I noticed that rats I kill on or near a fire dropped cooked meat, but not when I dropped some raw meat and waited by the flames. Sad… :( Being able to cook meat over an exposed flame would be great, adding value to these environmental effects, beyond just hazards and potential choke points, and would make the Sci-Fi Dungeon world of the pit feel more immersive and enjoyable. Anyway, I enjoyed my time with Sword of the Stars The Pit 2. I look forward to psionics being added, as I miss my Sci-Fi wizard from the original Sword of the Stars The Pit, and I look forward to the day when this exceeds it’s still awesome predecessor.
This game looks interesting at the beginning, but after a couple of hours, it is clear that play-through is not a sustainable one. No progression or meta-play. You can probably call it rogue-like, but it is not fun to play in the long run, because the whole gameplay is very unbalanced. You cannot finish the game, only survive as long as you can with the scarce resources you have, and most of it is heavily based on RNG. Unfortunately, I had couple minutes more over 2 hours, so I cannot return it. Edit: After playing all the classes, i can see that game is broken to a point when further playing is pointless. There are also other issues, lack of proper explanations on most of the things in game, plenty of weird bugs, clunky UX, and just horrible support for controller. The developer mentioned that there is some meta-play in form of new recipes, but I did not notice such mechanics initially, neither I felt it any meaningful way after knowing it - and also for the most part the hardest thing is to even find any crafting station - which only suggest me that this mechanic needs general overhaul. Obviously, much of the game has been done, but the state it is right now is ranging mostly from not good to bad. As for now, I do not think it make sense to pick it up regardless how much promising the game is. As a side note, Sword of the Stars: The Pit 2 seems to mostly go for rogue-like experience. I suggest to the dev to drop it and add more meaningful meta-play. It would probably hit wider audience, and also mitigate somewhat current balance issues. Some of the issues: - lack of gameplay balance and very wild RNG (e.g. failing 50% chance door opening 4 times in a row, failing <80% chances often) - utterly terrible controller support, ♥♥♥♥♥♥ controls in general, even for keyboard and mouse - buggy turn based combat mode, and lack of any info on enemies' properties in that domain in SotsDex - general issue with keeping sustainable source of food - lack of info about crafting recipe in SotsDex in multiple items, which already can be crafted - lack of statistics for item in crafting stations - lists of items are not ordered in crafting stations - some descriptions in SotsDex, like compression Chamber ("can serve a variety of purposes"), is as useful as no description at all - no additional information about effects of specific skills and attributes - missing list of acquired perks - throwing grenade using primary action doe not work at all, and by using "attack selected/nearest" works only sometimes Edit (01.09.2023): Game is even in worst state than it was. There is easy mode now, but even on this level the game is almost impossible. Probabilities of successful action make no sense from statistical point of view, and some archetypes have bigger chance of surviving.
Визуальный стиль полное гавно. 3D-аналог первой части. А, не, вру, жалкое подобие первой части. И видать, заброшенное, да и правильно.
This is a great sequel to SotS The Pit. Very playable and it just keeps making you want to come back and do better every run through it. The game has evolved significantly during early access and has become a very smooth playable experience. I highly recommend this game.
I enjoyed the demo a lot and the full game has a lot of potential to surpass the original. Feels very much like an upgraded version of the original Pit (which is what you want, really), at least when you consider the original base game without all of the DLC/Expansions on top. The SotsDex needs its original voice actor or 'better'! At the moment it feels quite out of place. I highly recommend The Pit 2 to all fans of the original Pit, and I would also encourage general Rogue-like fans to at least check out the free demo for The Pit 2. The progress made so far is impressive, I just hope some of the larger features from the original game are coming; such as Psionics (spells/magic). As The Pit 2 is still in Early Access I'll no doubt update this short review in future. You really have nothing to lose from downloading a free demo though.
As a long time player of the original, it is a nice experience to play The Pit again but in a fresher way. The 3d art is quite serviceable though the loss of the art style of the original is felt, at 4hrs I have yet to fully scrape through the game though I am quite positive that it will still hold up.
make fort zombie sequel pls you have to
Love it, played a bit too much... makes me forget to go to bed!
Seems to become a very faithful but improved second implementation of the first game. They removed tedious things from the first game, greatly improved graphics and made several other changes that are great. Everyone who likes rouge like games/dungeon crawlers should for sure keep their eye on this title.
Like original The Pit but in 3D.
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| My Holiday 2 | $20.9K | 112 | 95% | $9.99 |
| Sakura And The Airyvixen | $20.9K | 78 | 88% | $9.99 |
| CosmoDreamer | $21K | 149 | 100% | $7.99 |
| Night Bus | $21K | 270 | 87% | $4.99 |
| Shiny | $21K | 83 | 49% | $9.99 |
| Conga Master | $21K | 83 | 92% | $9.99 |