
From the producer of the original Fallout comes Wasteland 2. With over 80 hours of gameplay, deck out your Ranger squad with devastating weaponry, test the limits of your strategy skills, and bring justice to the Wasteland! The choices are yours…but so are the consequences.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
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.
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): 0.29/day in the week to Sep 14 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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.
About

Sums Steam only; Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
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 812 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
As a Fallout fan, I found this game to meet my needs between replays of New Vegas and Outer Worlds. I never played the original Wasteland so some of the references were lost on me. Plot is just ok, but combat can be rather fun and challenging. Lots of little problems though: questlines that must be completed before others due to "reasons", skill leveling doesn't scale well especially towards the end and a need for player clairvoyance regarding their initial squad makeup. Overall: Fun. I won't be replaying this one, but I interested in what they do with Wasteland 3.
Awesome classic, I remember playing the original
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 10: 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.
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, Polish, Russian, Italian, Turkish*languages with full audio support
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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 812 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I played mostly offline and loved this game. The skill system works nicely, there are lots of things to explore. The developers achieved something the newer Fallout games could not manage so entirely: creating a post-apocalyptic world feeling like in the original Fallout. Its original humour however is not matched by Wasteland II. But there's always a chance to play a third part, right?
Combat is tedious, event and hit chances are laughably broken, and it ruins the game. I've started the game twice now and can only get through a few hours before I rage quit from the 5% "gun jam" event showing up on about 1/8 shots, and the 60%+ to-hit chance means that realistically about 1 in 5 attacks will hit.
Fun, if sometimes janky, RPG in the combat style of XCOM.
I love this game. Perfect!!
⠛⠕⠕⠙
Shaky, yet still a wholla lotta gratifyin' goin' on. Let's quickly put your doubts at rest: It's a true inXile game, it crashes at least once an hour, often more. At least as much as the Director's Uncut, or whatever you call the version the director was forced to release at gunpoint. Differences in terms of stories and events are not obvious to me. The obvious upgrade is the looting interface: Most doors and containers now have several ways of being opened, and they are all preset as a shortcut when you inspect the object. That's neat and saves you quite a lot of clicks. Incidentally, that also makes the adventure easier to solo (clearly not the intended way to play, but an old tradition for challenging replays.) Perks have been added to character progress, including a few good ones. From now on, my comments concern both the DC and original versions. The game has a huge flaw: An enormous chunk of my playtime (possibly half of it ?) is spent waiting. Waiting during load screens, in particular after crashes or critical failures. And waiting for interaction progress bars that constantly waste my time on purpose, again and again, ad nauseam. It's a nasty feature, and it's justified only once in the entire game, in a stealth section (without stealth mechanics) that requires you to disarm and unlock things as quickly as possible to avoid patrols. Anywhere else, it's just gratuitous pain. Mechanics are RNG-based nearly everywhere, instead of using classic and reliable thresholds. It's one root of the super-flaw mentioned above, and to several others, albeit to a lesser degree of annoyance. Thus the loot is a constant lottery, and not a smart one; it doesn't roll between things of similar values; one can be a hundred times worthier than another, for the same container. Another example is weapon stripping, with a higher skill amplifying randomness instead of letting you select whatever mod you are looking for. Character creation is good and so is the intro, the hook. First impressions always go a long way. Excellent presentation as well, good-looking and amply voiced. Exploration is interesting, with some memorable locations. It's semi-open, more Metroidvania style than open world, which keeps the challenge levels in check. Quest-givers and quests are abundant, as well as opportunities for tactical or moral decisions, to which consequences are fairly clear in advance. Combat is also abundant, varied, tactically rich enough, and fairly vivid for a turn-based system. Its interface is clear and simple, with all necessary indicators for movement, covers, areas of effect, interactables, and so on. It's nearly perfect. The imperfection is the camera's propensity to miss what matters during an enemy phase. The weakness of combat is strong weapon unbalance. While snipers and melee dominate the field, SMGs or heavy weapons, for example, bring nothing to the table, like half a lettuce to a barbecue. The flawed Stats/Skills system of Wasteland and Fallout still favours Intelligence indecently. You do want those skills points when you level up. Regardless, mechanics make Charisma useful beyond lowering prices, in an attempt to render it combat-worthy. It uses a radius of influence, a skill to rein in disobedient companions, and a perk to disturb enemies. On the other hand, companions that often do whatever they want in the midst of combat, instead of waiting for your orders, bring an amusing level of chaos, even when they zigzag like cretins without attempting anything, or when they go area of effect with no care in the world for friendly fire. (Thinking of it... I haven't tried a companions-only squad, with no leadership; now I'm curious.) By the way, there is a small incentive to recruit people, but none to actually use them once your team is full and balanced, which happens early enough. Minor remarks about the skills: - You meet a fair number of suffering people whom your medic isn't allowed to help in any professional capacity. Several of them even ask, not for painkillers, but to be put out of their misery. I don't know, I've never met a doctor who shoots their patients first and diagnoses them later. Must be an Arizona tradition. - Animal followers are more trouble than help, have a very short life expectancy, yet are hard to replace. - Stripping weapons will make you rich early. - Brute force will break your legs a thousand times, as you always try to kick down doors, literally, instead of using the crowbar you're holding. And brick walls too. The frustration is strong in this one, yet the game manages to be thoroughly entertaining. Interesting stories and colourful characters indeed, enjoyable shoot-outs for sure, though the biggest appeal might simply be the physical handling of the puppets in itself, so satisfying, addictive.
I liked it enough to back the sequel's Kickstarter---err Fig campaign.
as absolute boring chore to get through, terrible writing combat and encounter design
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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