
SYNTHETIK 2 is a unrelenting tactical-shooter rogue-lite. Play alone or with friends. Loot powerful tech. Experience the next level in gun-play. Upgrade your androids to rival the machine gods!
Modeled estimate, not a reported figure. How we estimate →
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About
Pick your android prototype class, experiment with powerful gear and upgrade yourself to match the Machine Gods!
1-4 Player Co-Op Mayhem
120+ Weapons with Deep Mechanics
Limitless Replayability & Modding!
Fight the Machine Legion Solo or in chaotic 2-4 Player co-op!
Level your android classes, unlock new loadouts and experiment with new builds every run!
Find powerful loot, experiment with many classes, endless load-outs and tons of crazy tech!
Master the satisfying manual reload system,
leverage the unique top-down headshots, now more accurate than ever!
A new attachment system allows for even more varied upgrade paths!
Weapons can now upgraded to new heights!
Weapons can jam and overheat—keep your cool or burn out!
Explore powerful Faction Arsenals
Each weapon can come in many variants, defined by their Faction
Make hard choices with expansive item and class upgrades and our unique weapon upgrades!
Play either as Commando, Riotguard, Breacher, Recon, Demolisher, Machine Hunter, Chrono Trooper...
The 10 Classes play very differently, slow, fast, tactical or brawling, choose your style!
Our powerful new framework, UniversEdit brings unending new possibilities for you & us!
Use our truly next-level modding / content creation tools right within the game:
Create and share your own items, abilities, weapons, classes and more within minutes!
4 Player co-op unleashes complete mayhem!
Explore more and more varied environments with destruction, physics & full 3D!
Fight the Machine S.A.T Police Force, Chrono Squad and Machine Military and their bosses!
The now 10 Classes play more differently, slow, fast, tactical or brawling, choose your style!
Master new mechanics such as single shell reload, dual wield and more!
A deeper, tailored attachment and item upgrade system allow for more customization than ever!
Armor 2.0 enables rear-armor hits, deflections, ricochets and more realistic gunplay!
The new Difficulty Directives System allows adding new enemies or other powerful challenges!
Create new Classes, Items and Weapons with ease with UniversEdit!
Power Slots - all items can either be set to automatic or manually activated!
Weapon Technologies - All weapons come with randomized technology-based perks
Faction Variants - Each weapon faction has their own set of unique variants!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Simplified Chinese, Polish, Russian, Italian, Japanese, Korean, Portuguese - Brazil*languages with full audio support
Engagement
Hours played at review time, across 46 reviews with recorded playtime.
Reviews
Themes across 45 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
Surprisingly difficult. In-run upgrades are meaningful and enjoyable, however they need more variety. Roguelite, out-of-run upgrades are almost non-existent. All classes feel varied and unique. Shooting feels good, the headshot, spray deviation, and heat mechanics all add substance. Weapons don't necessarily feel balanced correctly (I feel as though some lower rarity weapons are quite a bit stronger than their high tier counterparts), however they do feel unique enough to warrant each player having their own preferences. Difficulty modifiers feel challenging and aptly rewarding. Enemy variety isn't massive, but they all have extremely clear visual language and are distinct enough to be very fun to engage with on a gameplay level. Zero issues with visual clutter or performance issues. The UI needs a passthrough for clarity; for example, Pulse Kick and Seismic Impulse (two abilities on the Demolisher class) say they remove "additional plating". In the tooltip, Seismic Impulse states it removes 2 plating, while Pulse Kick doesn't say how much it removes. Similarly, the description for Pulse Kick has a plating icon next to the word, while Seismic Impulse does not. These small discrepancies are everywhere. Another example: you can purchase something that adds a perk to your weapon; however, if you have 4/4 perks, it replaces one, without warning, without saying it will do so, and without choice as to which one. Outside of this, the actual UI design is, uh, clearly made in Unity (derogatory) Another bit of feedback: the end run screen should let you hover your abilities, perks, weapons, etc., to see their total uptime, usage amounts, kills, accuracy, etc.
wtf happened? very buggy after recent push, they're trying, but its broken rn
HEY HEY PEOPLE
Лагучее га*но, мы сидим в одной сети 3 человека и не можем эту херню запустить. это просто ужас...
Played the hell out of the first game. Of course, nothing will ever stand to the original. This is a fun "Spin-off". Pros: Satisfying, Looks great, Fun Cons: You can only use 2 classes if you want to win, The loot/luck ratio sucks ass
It's a great game. Multi is a bit janky but very fun at the same time. classes very different, the weapons are amazing, sound and music ++ as well. Really worth the money
I like watching a gun that can clearly only shoot one bullet even more clearly shoot seventeen causing it to superheat and melt in my hands
Far better presentation than the first one, the graphics look gorgeous and the isometric view suits the gameplay style way more, different areas look more distinct compared to how monotonous S1 was. Gameplay is mostly the same, with some additions/tweaks and other things either removed or still missing for now. Has an integrated modding system (through mod.io) that can help with longevity and variety, with new classes and guns being easily downloaded with a couple clicks. Performance still needs some ironing but so far I can definitely say that I vastly prefer this second iteration over the first one.
pretty good
good
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
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.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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