
Fast-paced tactical combat meets strategic management in this sequel to the acclaimed Warhammer 40,000: Mechanicus. Take control of either the ancient and deathless Necron legions or the techno-religious acolytes of the Omnissiah, with the fate of a world in your hands.
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Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
About
After millennia of slumber, Vargard Nefershah mobilises her dynasty’s legions to annihilate the Adeptus Mechanicus interlopers who unknowingly settled upon her world. Across the galaxy, Magos Dominus Faustinius is summoned to bring his hard-won expertise to bear and ensure the Necrons do not succeed. The conflict soon becomes a crucible of unanticipated significance, drawing to it external actors stranger and more deadly still.
Two playable factions, two narrative campaigns, two highly unique play-styles and one important choice – who will you lead to victory in this arcane technological war of cold metal hatred?


Assemble your force, deploy your warriors and crush your enemies in intense turn-based tactical battles. To succeed you’ll need to master and adapt to each faction’s unique abilities and playstyles, as well as the diverse range of combatants at each side’s disposal.
New environmental mechanics require you to maneuver like never before. Play to your chosen faction’s strengths and weaknesses – take cover behind terrain as the Mechanicus, or destroy it as the Necrons.


Fight for control of an entire world, capturing and defending regions from the forces of the foe while generating and managing crucial resources.
Race against the Sankhotep dynasty’s global awakening and drive back their deathless legions as the Mechanicus, or defend the tombs of your people as the Necrons and crush the verminous interlopers.


Deploy and upgrade a characterful entourage of Tech-Priest leaders as Magos Dominus Faustinius, or customise your own court of Necron nobles as Vargard Nefershah.
Manage each of your territory’s garrisons and assemble your forces wisely for each mission, choosing from a vastly expanded selection of fighters from each faction’s range.


Sublime music and audio design by critically acclaimed composer Guillaume David will once again transport you to the grim darkness of the Warhammer 40,000 universe.
Incredible illustrations combine with highly detailed and authentic environments and characters to bring the Warhammer 40,000 universe to awe-inspiring life.


Veteran author Ben Counter, best known for his Black Library novels, returns to tell the next chapter of the Mechanicus saga. Atone for past failures as Faustinius in his ongoing war against the ancient Necron species, and follow the inexorable rise of Vargard Nefershah as she seeks to reclaim the dynasty’s crownworld from the Adeptus Mechanicus.
Experience an epic conflict skilfully woven over multiple campaigns, replete with narrative events. Your choices will shape not just the course of the war, but its climactic outcome.

Sums Steam only; PlayStation, Xbox, 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 | $39.99 | 2.3Kreviews | 54% | — | $2.7M |
| $39.99 | 198ratings | 78% | — | 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 224 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
To preface this review, I loved the first Mechanicus game and the varied challenges it presented while trying to complete all 100% of its achievements. I was ecstatic when I heard that Mechanicus 2 was coming out and that it was from the same studio. I was looking for more of the same kind of gameplay, with meaningful depth and upgrades. This was because, as a 40K and Warhammer fan in general, the games tend to be middling throughout the history of the franchise. To have a sequel to one of the best 40K games was something I was looking forward to. For the TLDR, I have completed all 100% of the achievements and both campaigns, as well as both Epilogue options, on Grim Darkness difficulty. This game has significantly less depth than the first, and it only took me 29 hours to complete all the achievements. I had 41 crashes over my 29-hour run and cannot recommend this game in its current state to anybody. Please do not make the mistake I did and wait for the game to be patched before purchasing. For the good, the music, while not on par with the first Mechanicus game, was thematic. I think that Bulwark Studios must have recognized they had something special with the first game's soundtrack, and I appreciate being able to use the first game's soundtrack during my time playing this game. I also think the artwork was done well and is compliant with Warhammer 40k lore. I particularly appreciated the push and pull of Necron Dynastic conflict and felt that the characters, while one-dimensional in some cases, were done well. The unit design and UI were also done well. For my first in-game look at the Votaan, they were exceptionally well-written and integrated well into the story overall. The unit design was also done according to lore, which is good. For the not-so-good, your characters are pre-made, and their development is linear. This means that the depth that meant every run would be different in the first Mechanicus game is gone. I seriously question why this was done, as it deeply affects the replayability of the game. As it stands, I have no reason to go back and play the game as it exists now. There is no meaningful wargear to unlock, no major artifacts to strive for, and the ones that do exist give abilities that range from mediocre to broken. I do not think a meaningful balance pass was done on these wargear items. Most of the game, I was choosing my least favourite character to do assignments and using two or three other characters to farm character development points. It was incredibly boring, overall. The units each of your lords gets is pre-determined, and you do not get to choose your units, so be careful when you level your lords and check what units they get before you invest in them. I would like to see that changed so you can create battlegroups that align with their abilities. Not be able to do so was a strange and unwarranted decision. Further to that, tomb exploration and the great glyph mechanics that I had to learn to be successful in the first game are gone. The gameplay loop just a linear track with events and choices that are just managing your vigilance meter, so you do not get even more enemies in the next skirmish. Again, there is no choice or strategy here, and all the team had to do was carry the previous mechanics over, so you could try different routes in the tombs you explore, or different decisions with different options that may or may not help you. This has deeply hurt the replayability of this game and the overall game loop. It was my favourite part of the first game and was done so well, and I am sad to see it go. The game's economics, even on the hardest difficulty, make no sense, and you snowball so quickly that you can easily afford all the upgrades midway through the game. Blackstone was crucial, and I remember making very difficult decisions so I could get the units and upgrades that best fit my play style in the first Mechanicus game. There were no difficult decisions through either campaign and, as I said previously, you could just farm currencies by using your least favourite lord to do so and be off use for a few turns at most. Now for the bad. Thus far, this has been one of the buggiest games I have had the displeasure of playing throughout my Steam career. Over my 28-hour playthrough, I had 41 crashes. All of them had to do with some sort of video card incompatibility, which is odd, as my video card has no issues with far more demanding games, or any game at all. The crash logs state that the game has difficulty finding the video card. I have the latest updated drivers and do not understand what the issue is. I have tried multiple reinstalls, deleting player preferences, all to no avail. I do not understand why it is acceptable to publish a game in this state and why this game is not allowed to cook more. There were some days when I would come home from work, spend hours troubleshooting, and have no time to play. Some tips I can give to anybody having performance issues. Volumetric fog takes up a ton of performance, so turn that off. Bloom also causes issues, and when I turned both off, I had fewer crashes. Follow the Reddit and Steam threads to troubleshoot issues. That said, it will not solve everything. Overall, I give this game a very generous 4/10. Its merits regarding lore, artwork and music are to be commended, but those can only carry a game so far. I do not recommend purchasing this game as it currently exists, even if you are a die-hard 40k fan. Buy it on sale after these issues are fixed. How Bulwark Studios thinks this is worth 50+ CAD in its current state is beyond me. How Bulwark Studios thought releasing Mechanicus 2 in this state is acceptable is also a question I have for their leadership team. Why was this not allowed to cook more? Was launching during the Warhammer Skulls Event that important? I wish for a Votaan DLC so we can play their part of the story, but I highly doubt, based on the reception to this game's missteps, we ever will.
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 2: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Russian, Simplified Chinese, Korean*languages with full audio support
| $39.99 |
| 84ratings |
| 70% |
| — |
| not modelled |
| $39.99 | — | — | — | $0 |
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 224 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I really, really wanted to like this game, as I'd been hyped for it since the release trailer came out. If you like turn based strategy games, you'll probably have a reasonable time with this, but it will ultimately disappoint fans of the first game. THE GOOD: •Most, if not all, units have unique abilities that make each one valuable on the battlefield •Random access to units means that, as you unlock more units, you will have to vary your strategy •Focus on named Tech-Priest Leaders with a modular skill tree allows progression without the ability custom craft the most broken Tech Priests since the Schism of Mars •Unit progression via research means you will feel the benefits of unlocking new techs •Unit rank system makes each squad a little different, possibly having more movement, HP, or special abilities that make a unit more versatile, hit harder, or live longer •The Lector Dogmatis' voice is phenomenal THE NEUTRAL: •The game isn't *un*stable, but you do need to save regularly to avoid progress loss from crashes. Don't alt tab. •The two campaigns do not feel very different from each other •Activity on the overworld map starts off being incredibly useful but only gets less useful over time •No unique Flayer or Destroyer Cult mechanics. Flayed Ones and various Destroyer constructs are units you can use, but I personally expected to have some of the Nobles interact with them in some way •Most melee units are decent when they arrive but have low movement, making shooting almost strictly better. •I personally like the focus on non-hero units, but people who really enjoyed building Your Dudes in the first game may not. THE BAD: •Optional missions do not matter. You can expand your territory, but that doesn't *do* anything other than let you play the game and get XP for your leaders •Enemy units have no progression, meaning your units will slowly eclipse them until even the most elite forces pose no challenge •Necron gameplay is incredibly boring, with almost no loadout diversity between Nobles and reanimation protocols very rarely mattering without the direct use of a resurrection orb. I struggle to tell the nobles apart. •The Leagues of Votann were shoehorned into the game •Mission diversity is almost nonexistent. There are precious few "hold out" combats, the occasional "Reach Destination" combat, and 99% of your gameplay will be "Kill them all." There are a few things I want to address in longer form. The lack of enemy progression is what makes this game ultimately a chore to finish. I have finished several combats in literally one shot from a Kataphron. There are no surprises with defenses like the first game; units of the same type always have the same armor, the same HP, the same amount of defense. There's no more firing a weapon at an unscanned unit only to find that that one resists the weapon you shot at them. I can fire an overcharged plasma cannon into a brick of Warriors knowing that my Minimum 6 damage will kill each and every one of them. There are, total, four Votann units in the game. Two of them are the same unit with different guns. It's very clear that the developers just wanted to be the first game to include the Leagues of Votann in a video game, a fact they trumpeted in their advertising. Ultimately, their presence is negligible. There are some interesting interactions in the campaign, and a few scripted missions where you fight them, but I think I encountered them on optional missions a grand total of twice. At one point in the game, I legitimately thought I'd just reached a point where they no longer appeared because you fight them so infrequently. I don't think they need the same amount of development as a playable faction, but very little work went into them and it shows. The lack of diversity in Necron gameplay ultimately made something I was very excited about coming into the game dull and uninteresting. Four of your five nobles are all possible combinations of Warscythe or Staff of Light and the Phase Arrow (I think this is what it's called?) or a Reanimation Orb. The fifth is a sword and board. They have different skills, but many are almost ineffective until higher levels of Dominion, which I seldom reached because of the speed combats resolve at. As a consequence of this, the major difference between the Nobles is the units they're allowed to field, as each has a fixed roster. This does lead to minor strategic gameplay but ultimately was unsatisfying enough that I just do not plan to complete their campaign. I know that there is an epilogue after completing both, but the game became such a chore towards the end of the Mechanicus campaign that my desire to play more has been snuffed out.
Game is full of bad decisions. Everything that made first game great is abandoned. No more making your custom super soldiers, now there is extremely restrictive barely existent customization. Tech Priests don't speak the cool machine language, they still sometimes default to English even if you pick the halfassed toggle option they added. But worst part is story. It is abysmal. They do this stupid "Oh there is one story you experience it from different parts" we had a working system since ages ago. It's called having two separate campaigns. One for Necrons one for Tech Priests, what the hell is this have your cake and eat it to nonsense? Unsatisfying, full of holes for other campaign to go through and weird pacing. I wanted to play as Necrons, kick the humans out and win. Why is this a difficult concept? Even losing the last mission in first game gives you a more satisfying Necron ending. Here I just finish a mission telling me I won a great victory then aftermath shows I am losing everything because of stuff from Mechanicus campaign. Two of the three bosses whole game builds up don't even come up because they got killed in human campaign. Complete waste of time.
Review by [url=https://store.steampowered.com/curator/34633003-Gaming-Masterpieces/lists/] [u] Gaming Masterpieces [/u] [/url] - The greatest games of all time on Steam. Is this game a masterpiece? No, not really. It is something for die-hard Warhammer fans who always wanted to command the mysterious Necrons. Here you can play them for the first time in a fully playable Necron campaign. Eight years after its fantastic predecessor, the sequel to one of the best turn-based strategy games of recent years has finally arrived. This time, players can command one of two factions: the ancient, immortal legions of the Necrons or the techno-religious worshippers of the Omnissiah, the Adeptus Mechanicus. The story begins when Vargard Nefershah, an ancient Necron leader, is awakened from her millennia-long slumber in a cryo-temple by what she considers a pest infestation. It is time to exterminate the vermin. At the start of the game, four difficulty levels are available, ranging from Narrative to Grim Darkness. I chose the Normal setting. The campaign takes place on the overgrown planet Hecatus IV, a world that the Adeptus Mechanicus intends to transform into a new Forge World filled with massive manufacturing facilities. Your initial objective is to investigate an ancient ruin. Unfortunately, the expedition accidentally awakens the Necrons, for whom Hecatus IV is a sacred tomb world. This sparks a war between the recently arrived Adeptus Mechanicus forces and the awakened Necrons, who are determined to defend their world to the last warrior before eventually reclaiming the galaxy—ambitious plans require ambitious actions. The story is told from the perspectives of both factions. Rather than playing one entire campaign and then the other, the game initially alternates between the two viewpoints, allowing players to experience events from both sides of the conflict. Once the prologue concludes, the real campaign begins. At this point, players choose a faction and fight for dominance across the planetary map. You conquer territories, expand your military forces, and develop your infrastructure. The two factions play very differently: Necrons focus on defending their tomb complexes while gradually awakening more warriors to join the war effort, Adeptus Mechanicus emphasize resource production and industrial expansion, enabling them to field increasingly powerful units. A mission typically consists of several battles connected by story sequences. Units carry their damage forward from one encounter to the next, making careful management essential. Before each mission, you assemble the forces that will participate. Combat is entirely turn-based and focuses on individual units. Your faction leader must survive, while other troops can be sacrificed if doing so secures victory. At the start of each battle, units are deployed, and reinforcements may arrive later to replace casualties. Every unit receives a turn each round. A timeline on the right side of the screen displays the upcoming activation order. One interesting mechanic is that, when your faction's turn arrives, you can choose which of your available units acts next. Units can move or perform an attack or special ability, which typically ends their turn. Some troops possess unique abilities, while others feature armor that must be destroyed before damage can be dealt directly. Each faction also has its own distinctive mechanics. Cover now plays an important role in battle, a feature that was absent from the original game. Units can hide behind walls and terrain for protection, adding another strategic layer to encounters. Combat flows surprisingly smoothly. Select a unit, move it, fire its weapon, and continue. Anyone familiar with turn-based tactics games will immediately feel at home. While many games with similar mechanics can feel sluggish, Mechanicus II maintains a brisk and enjoyable pace. Of course, complexity quickly emerges. Deciding which unit should move, where it should go, and what action it should perform becomes increasingly important as the campaign progresses. Victory requires careful planning and tactical thinking. Combat is only part of the experience. Between battles, the story unfolds through narrative events that frequently pause to present multiple-choice decisions. These choices have meaningful consequences, such as reducing the reinforcements available to your enemies in future engagements. One of Mechanicus II's biggest innovations is its planetary base-management system. Players can construct and upgrade strongholds both above and below the planet's surface. As with your army, strategic decisions matter greatly. The placement of your leaders influences available bonuses and improvements. However, assigning an officer to defend a position means that character cannot participate in battlefield operations. Determining the best use for every unit and commander is critical to overall success. The battlefield camera can be rotated freely, making it easy to maintain a clear overview of the action. Players can also zoom in using the mouse wheel to get a closer look at the fighting. Controller support is included, though I personally preferred using keyboard and mouse. My 3440×1440 ultrawide monitor was also put to excellent use, with the game making full use of the available screen space. One tip: consider limiting the frame rate in the options menu. Without a cap, my PC's cooling fans nearly achieved liftoff. [u][b] Conclusion:[/b][/u] Solid but a bit boring turn-based strategy game with limited customization options. It offers a single overarching story viewed through two playable factions, resulting in two distinct narrative campaigns and two very different playstyles. The Adeptus Mechanicus are technologically enhanced humans who worship the Machine God and rely on industry, resources, and advanced technology. Their rivals, the Necrons, are ancient undead killing machines composed of living metal—a race that once ruled the galaxy millions of years ago. Advancing relentlessly with ranks of Necron warriors, ignoring cover and marching forward with mechanical inevitability, is immensely satisfying and gives me a special Terminator vibe. Still, the game is not as good as part 1 was.
Needs infinitely more fleshing out, ironic for a game abhorring the flesh.
This game is so confusingly bad, I have spent less game-time playing it and more googling to try and figure out how it came out so much worse than the first one. Development was clearly rushed, with barely any marketing or hype. It kinda just came out during the Skulls event. Buggy, unbalanced, poorly designed and the audio downgrade is a tragedy. The story is okay, buy it on discount after bugs get patched if you are really into the lore. Design-wise the game feels like a bunch of ideas were thrown out, implemented in random order until time ran out, and never tested. Like, it makes sense to copy-paste the troop deployment limit system for the AdMec to keep you from trivializing later fights, right? But reanimation protocols is another mechanic ported over from the first game and downed Necrons count towards your limit while playing that faction. So if you can only deploy 6 units early on and 2 are downed, you are playing 3 turns with just 4 units unless you brought the leader that revives them. Because design is a mess, Necron units also have a mechanic to resurrect in the squad after being fully killed in a fight. So, instead of picking one and polishing it, you have 2 mechanics to recover troops as Necrons but the first is copied over from the first game and clashes with deployment limits, and the second is new but they don't lean into it because the first is already there. The music is composed by Guillaume David, who did an excellent job with the previous game. But this game's soundtrack is so bad by comparison, there is paid DLC to just replace it with the previous game's soundtrack. There is also a bug, probably in the implementation of this soundtrack switch, that stops the music from playing during cutscenes.
Like so many others, I trusted this game with the fate I had in the first one. I had also read the negative critics but I believed I could still find some enjoyment with this game. After completing the campaign, I can say this: it was a long, dull slog. The story is not interesting. The missions are repetitive, the units few. Everything feels... rushed. The third faction has like, three units. It's always the same maps. No real choices are to be made. It's all off balance, and the mask falls as you progress. The reason why I post this review is because of the end. Nothing happens. Credits roll. I think that after a while the ending was the only thing I was looking for, and even this was beneath all expectations. That was the last straw. The music is great. Altogether: quite a sad product. I wonder what happened there. It smells like something went very wrong.
I'll keep it brief as best I can. This game is NOT Mechanicus 1. It's taken away a lot of what made M1 interesting and unique, and streamlined it in favor of a more 'one commander multiple little guys no real customization' effect. The story is eh. The voice acting, as always, is top notch along with the music (expected from a 40k title) but the music doesn't hit the same as M1 (could be nostalgia goggles who knows) TLDR; Wanna play a watered down Mechanicus 1 just to kinda get an idea of what's happening in the story that could be covered by a 15 minute youtube video? This is the game for you!
This is one of those rare cases where a genuinely good game still deserves a “mixed” score. The core issue isn’t the mechanics themselves, but how the content is structured and presented. The tutorial, aside from being tedious, gives a misleading impression of what the actual game is like. And beyond that, several other problems start to show. Missed opportunities: Right now, the game offers a fixed set of maps with only mildly random enemy placement. There are almost no interactable objects on the battlefield and no additional objectives to spice things up. Enemy army compositions also feel repetitive—each map seems to have predetermined setups, or at least they behave that way. Meanwhile, commanders have unique armies, but in practice you end up using the same two or three because their kits are overtuned. More varied or unconventional enemy compositions could have balanced this out. Vibes are off: This part is more subjective. The first Mechanicus nailed the Warhammer 40k atmosphere, especially the identity of the Adeptus Mechanicus. I could write an entire essay about how well it captured the faction’s tone. Unfortunately, much of that magic is gone in the sequel. The developers made several odd stylistic choices, and my biggest gripe is the fully voiced Mechanicus characters. It just doesn’t feel right. Conclusion: It is a good game. I enjoyed what I got—it simply wasn’t what I expected or hoped for. I genuinely hope the developers listen to the community and learn from these missteps
I'm very disappointed. This game feels worse than the original when it comes to its design. I honestly think you should fire the lead game designer, because many of the design choices aren't just buggy or poorly implemented, they feel like they came from genuinely bad ideas. In the first game (if I remember correctly), we could build our own Tech-Priest. Here we're forced to play predefined characters. In the first game we could choose our own cohort, here we're stuck with preset squads (I don't want five Rangers in my team, but for some reason the game forces me to use them). In the first game we explored a maze-like structure where our choices actually mattered. Here there's no maze, and the decisions feel far less immersive. I honestly don't understand how you could get the design so wrong. And why, why does the music sound like it was generated by Suno after being fed the soundtrack from the first game? The music in the original was phenomenal. Here it's completely soulless. It might fit a city builder, but not a game that's focused on tactical combat. I genuinely don't understand the thought process behind these decisions. All I wanted was the first game, but with more missions, more Skitarii types, and more enemies. Maybe not Necrons this time, maybe Tau or Drukhari instead. That's it. Instead, I got a completely different game, mixed with a deck builder. Why!?
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