
Join Captain Leeway and his ragtag crew as they uncover the enigmatic menace threatening the Great Sea. Equip and upgrade your crew for turn-based gunfights packed with ricochet action and engage in real-time naval combat. Get ready to aim, plot, and plunder in this uproarious Steambot adventure!




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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Langue | Interface | Audio complet | Sous-titres |
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| Russe | |||
| Ukrainien | |||
| Anglais | |||
| Allemand | |||
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| Espagnol |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
I played every single SteamWorld game (even the forgotten one for DSi/3DS, SteamWorld Tower Defense) and I have to admit: While the original SteamWorld Dig was my all-time favourite for a long time, SteamWorld Heist II (SWH2) is the game that finally took its place. The graphics are beautiful. With the addition of dynamic lighting, it really adds more depth to the even more improved 2D style. The map is a very nice upgrade to the first Heist, as it really feels like you are on the shard / overworld and not just on a map. The steering is a bit wonky, but adds to the challenge. I also like the fact that there are lots of secrets to uncover. The new job system is easy to learn, but also easy to miss. One mission brings it up, and it's really worth taking time to get into it, as it really adds much depth - and extremely fun and almost OP techniques - to your trick shots. One time I was abl
I really loved the first game, and I the sequel is excellent as well! I beat the game in 42 hours (higher than what Steam reports as I played a good bit offline on my Steam Deck), which included getting full stars on all missions, unlocking all upgrades, and unlocking all crew. Pros + Great combat, which is like a combination of turn-based tactics and the Worms games :) + Beautiful visuals + Fun story + Very satisfying to have a turn where multiple abilities work together to let you get a lot of kills/deal a lot of damage + Hats! 🎩 + Moving around the overworld in the submarine and having some real-time combat was fun and a change of pace between missions Neutral * Job system -- I'm a little mixed here. You level up a character's "job" based on their currently equipped weapon type (e.g. sniper). All abilities are active for their current job, and you can enable abilities from their ot
Comparing this to games like XCOM is not fair. Those games rely on a strictly RNG based system, where you move a piece into a position where they can see an enemy and then they attempt to take a shot, usually giving you a % chance of success, and a % chance of a critical success. This game doesn't do that, instead after you move your pieces to where you want them to be you have to manually aim your shot and take it, this completely changes the formula of these games. Instead of a 90% shot missing and killing your favourite piece basically rendering the mission unwinnable instead you are the reason you missed, and you can improve on that aim. Rather than an entire game based on micro and macro risk-management you're instead encouraged to work on your aim alongside your positioning. Also this has the bonus effect of allowing for some crazy outcomes when shots miss there mark, possibly hit
I wish there was a "neutral" review option. Anyways.. it is a very good game, though it does not grip me the same way the first one did. I am specifically not a fan of countdowns starting right at the start of a mission, or endless waves of enemies. And this is way more prevalent than in the first game. I get what this is trying to achieve: keep the players on their toes. Stop them from playing "too safe". But it's a bit of a killjoy for me. If I put time into planning my crew skills, positioning, moves and abilities, I want to be rewarded for that. Like being able to clear a room without having to worry about a timer pushing me. And since you'll never know what kind of alarmed enemy is going to spawn from which door/gate, a perfectly planned and executed run can still end up in defeat. Just because of randomness. This does not appeal to me in the slightest, which is a shame. The core
A very solid sequel to the original, which expands on everything but doesn't take any massive risks with the formula. If you didn't like the first, there is nothing for you here. Game runs around 25ish hours and I think that runtime is really about right, as the animations and time it takes to progress turns with so many lategame enemies and effects makes the game start to overstay it's welcome. Achievement hunters should expect to have to slog through many more hours, if not the whole game again, to mop up a handful of lengthy achievements (not hard, just long)
Wonderful game, it took me 30 hours which is plenty of content for the price. If you are familiar with steamworld heist 1 here are the improvements: -overworld map with ship combat. You can get new abilities to reach new areas -pretty complex job system. This feature gives you much more control over your units' progression then in the first. You can make some really op combos -meta upgrades. You can upgrade your ship, crewmate abilities, and job skills. -ability to load during battle, taking you back one or two turns. This is a great addition! Aside from this there is also a lot of great music in the inns. Overall I think this game is better played after the first one, so you have a good understanding of the base mechanics. But that aside, its a much more tactically deep game and it has a much better atmosphere imo (the world map does a lot here) I noticed one negative during my playt
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