
The Talos Principle 2 is a thought-provoking first-person puzzle experience that greatly expands on the first game's philosophical themes and stunning environments with increasingly mind-bending challenges.
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.
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): 2.57/day in the week to Jul 23 → 4.57/day in the week after.
About

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 13.4Kreviews | 95% | — | $9.4M |
| $29.99 | 3.1Kratings | 91% | — | not modelled | |
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 906 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I would give it a middle thumb if I could. I thought the actual puzzle elements of the game were pretty well done. There's quite a few new gadgets which are cool, and the game does a good job at introducing them slowly. The trouble is everything is separated into huge islands where there are only 8 puzzles, and 2 additional ones. By the time you've done those, they've only gotten slightly challenging, and then you're moving onto a new island with a new tool which is again introduced slowly. So instead of following a linear curve of difficulty, it just goes, easy puzzles, slightly challenging, new island, repeat. However, I thought the 12 golden puzzles made up for that a bit. They were quite challenging, and some of them made you think outside the box to find a solution. I enjoyed those the most, and thought they were the highlight of the game. There are a few other negatives I felt with this game too. The first game is a lot more concise. With this game it feels a lot more like it's wasting your time, and padding itself out. Due to the amount of dialog and large areas, it feels like you spend a third of the game just holding forward and sprint to get to your next destination. Also, the game runs ok, but worse then you'd think thanks to UE5. When I turned on any amount of upscaling to get some more frames, there was an awful black fuzzy blur around bushes and trees that looked terrible and was quite distracting. Overall, I did mostly enjoy the game, and I feel like I got my moneys worth buying it on discount. If you enjoyed the first game, although quite different, I think you'll enjoy this one too.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
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, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Turkish*languages with full audio support
| $29.99 |
| 812ratings |
| 88% |
| — |
| not modelled |
| $8.99−70% | 133ratings | 92% | — | not modelled |
| $29.99 | — | 96% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 907 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Единственный минус игры в том, что она заканчивается
"erm we did a heccin science guys" dialogue, absurd file size, EUslop. first one was a very tightly designed game with interesting concepts, this one loves the sound of its own voice. world far too big and spread out with empty spaces between levels to try and wow you with space, like serious sam 4. enjoy walking a mile between each puzzle
解密游戏的部分我就不谈了,这边主要聊一下作品剧情中的哲学讨论。 剧情上还挺好的承接了上一部,并且故事无疑不像第一部那么抽象,基本能看懂在说什么了。 先说一下涉及到最主要的一个普罗米修斯的神话故事。泰坦普罗米修斯的名字意为“先知”,而其弟弟厄毗米修斯意为“后觉”。普罗米修斯给人类带来了火种这件事触怒了宙斯,一方面把普罗米修斯绑到高山上永世让鹰啄食内脏,另一方面,为了惩罚人类,命令火神赫菲斯托斯制造出第一个女人“潘多拉”,并被众神(雅典娜也干了)赋予各种属性(潘多拉即具有一切天赋之意)。作为礼物,潘多拉被送给了厄毗米修斯。尽管普罗米修斯告诫过弟弟不要收宙斯的礼物,但还是被潘多拉的美貌诱惑收下了。潘多拉随身携带一个陶罐,尽管宙斯假装提醒过她不要打开,但是由于众神赋予她的好奇心还是打开了,于是从陶罐中飞出疾病、瘟疫、痛苦、嫉妒、贪婪、仇恨、战争,使得原本太平的人世间出现各种灾难。当她反应过来关上陶罐时,里面唯独只剩下希望。 先说一句,古代的神话故事经常被现代心理学家,比如荣格,看作是研究人类集体无意识的素材。你可以说神话都是那时人类编造出来的故事,但这种编造过程是对人类自身的一种客观反映。 结合游戏内容,普罗米修斯盗火实际上暗喻着人类从懵懂的无意识到诞生出自我意识的过程。从名字可以看出来普罗米修斯兄弟俩象征着人类自身意识一体两面,一边是有计划有预测能力的理性,另一方面是后知后觉的感性。一个很有意思的说法是,一些学者考究像在荷马史诗中,看不到描述人类心理活动的描写,同时有的是神直接与对话。于是有了一种猜想,在那个时代,人类的自我意识还未萌芽,人并不认为一些决策是自己想出来的,而是“听到神的指示”,这实际上是一种与自身无意识的对话。而随着时间推移,人们才逐渐开始意识到自己在思考,与此同时伴随着的是众神的沉默。 而众神的愤怒并不来自于众神,反而是当众神沉默,人类第一次要自己思考自身的未来时所面临的迷惘,恐惧,以及犯下的种种错误。可以说火种与潘多拉魔盒也是一体两面的。结合游戏中的各种文本,人类常常会对自然有一种没有理由的倾向,什么自然的都是好的,相应的,人类的科技进步与社会变革总被认为是邪恶的,伴随着各种恐慌。这也对应着游戏中主动的乐观主义与消极的悲观主义者之辩。可以看出来这种依恋自然的背景下觉醒自我意识是一件阻力重重的事,即便现如今绝大多数人也没有独立思考的能力,人类的自我觉醒还有漫长的道路。(第一部游戏也是讲的自我觉醒的故事)而道路的终点是什么我们不得而知,这种未知也是恐惧的来源。唯物史观把社会发展看做客观规律可以说淡化了人的主观能动性,相反的把客观规律升格为人类意志的体现一方面要求我们积极主动的思考自身未来,另一方面也讲这个沉重的包袱背在了身上。 在游戏中,通过引入Theory of Everything进一步暴露这个问题的张力。(翻译成万物论我觉得很难受,应该叫终极理论。而且游戏显然是夸大了幻想。现实中即便理论物理实现了什么大统一理论之类的,在人类寿命的范围内恐怕也可不可能赋予人类在工程学天翻地覆的能力)在现如今的世界,人类还总是需要为了生存做这个做那个,生存繁衍就为回答人应该做什么提供了一种自然的目标。(当然这种目标也不是无可非议的,不过选择另一种的也不存在于世界了,可以说是一种类似我思故我在的论证。)但是当人类的力量达到了可以任意操控外界时,人类意志前所未有的可以压倒一切自然条件之时,原本就存在的“人应该做什么”的真空被无限放大。另一方面,由于人类意志的比重增加,所能产生的破坏性后果也越发严重,米兰达的事故就是一个例子。这个问题也就是雅典娜所迷惘的点。 对于“人应该做什么”,游戏中给出了各种回答,比如让世界更美丽(按照人类自身的标准),为所有动物乃至生物谋求福利,为荒诞的没有意志的宇宙赋予意义,或者仅仅是存在。当然游戏中的Theory of Everything是一种理想模型,实际的情况是人类大概永远也不会有theory of everything,而是一种西西弗斯式无穷无尽的过程。那么认识世界(也包括自我)本身也可以作为人类的一个终极目标。 游戏名所说的塔罗斯法则,说实话我其实一直没太懂。似乎是说当物质系统拥有一定复杂结构之后,就可以从中涌现出意识,其行为服务于其目的。这一点不光局限于人类或机器人,也拓展为城市,整个人类社会乃至宇宙都可以涌现出意识。另一方面提到自然界本身是没有意志的,天灾的出现并不是什么神明的惩罚或者恶,仅仅是客观规律如此,而人类试图用自身的意志来理解自然界变诞生了荒诞。一种调和的方法是尽管talos法则可以延拓到自然界,其所涌现的意志远远和人类意志不在一个维度。又或许,这就是赋予宇宙意义的出发点。
They managed to make the game feel like a job. The dialogue is uninteresting but feels mandatory, and the puzzles are just a grind.
Цифровой монастырь из первой части разожрался до постчеловеческой цивилизации: город роботов, совет мудрецов, общественные дискуссии, экспедиции по островам, древние машины и гигантские e6aные сооружения посреди прекрасного нигде. Игра выглядит как красивая научно-фантастическая прогулка по руинам исчезнувшего человечества, а потом превращается в философский консилиум железных людей, которые спорят о смысле жизни так, будто им завтра сдавать квартальный отчет перед Богом, Ньютоном и отделом экзистенциальной безопасности. Самый подлый фокус Talos Principle 2 в масштабе: первая игра давила камерной стерильностью, а тут тебя засовывают в целую цивилизацию, где роботы построили новый мир, axyeли от собственного разума и позвали тебя таскать кубы ради будущего вида. Ты снова бедная лабораторная тварь на службе у пазлов: соединяешь лазеры, управляешь клонами, меняешь тела местами, открываешь двери и делаешь вид, что пришел за истиной, хотя на практике тебя просто оформили стажером в постчеловеческий отдел смысла жизни.
Сказал бы, что игра неплохая, если бы не играл в первую часть, которая реально была гениальной и интересной. В сравнении с ней вторая часть однообразное убожество с элементарными головоломками.
Walking simulator with mediocre puzzles with only challenge is to find missed ladder or lever.
im gonna go against the grain here and say this game is a dissapointement. talos 1 is one of the best games ever made with an amazing atmosphere and story. and then we get the millenial writters making this game with just awful dialogue and non sensical story. some stuff legit make 0 sense how it could be possible and never gets answered! now the puzzles were 90% way too easy! and the rest confusngly hard wich makes again no sense. by the 70% mark i thought about stopping because i wasnt really enjoying it anymore it was a drag to finish and will porbably not play the 3rd game. they shouldnt have made a 2nd game and stopped at 1 it didnt need anything more added the tower ending was perfect and left you wanting more wich doesnt mean you should make a sequel qhen i guarantee you there were no plans for one when making the first game. anyway my rating 6/10
its rare that i venture out on a limb and say a game experience is transcendent of the medium, but the exploration of philosophy in this game is so much greater than a simple theme for a puzzle game. there is an unexpectedly superb and sophisticated player choice/morality/personality system with an in-universe explanation and a cast of an entire society based on it. on top of that these puzzles are fantastic, easily portal tier but theres more of them. if you've never heard of this series you honestly dont know what you're missing here, truly an outstanding work in the artform of video games.
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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