AI War II is a grand strategy/RTS hybrid against an overwhelming, inhuman enemy who has conquered the galaxy. The enemy has made only a single error: underestimating you. You must steal as much technology as you can, and take enough territory to fortify your bases and launch your attacks.
Recent Reviews:
Very Positive (15) - 86% of the 15 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (185) - 90% of the 185 user reviews for this game are positive.
Release Date:
Oct 15, 2018
Developer:
Publisher:

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We feel a great obligation not just to our kickstarter backers, but to all our fans of the first game, to get this right. That means we need testers, we need feedback, we need bug reports.

Some of the hardest decisions we've had to make, and some of the best ones, were greatly aided by our community. This game is massive, and we'd like for the 1.0 release to be extremely polished.”

Approximately how long will this game be in Early Access?

“From October of 2018 to October 2019.”

How is the full version planned to differ from the Early Access version?

“There are a few dozen unit types (out of several hundred) that we're holding off implementing until during the Early Access process. There will undoubtedly be many balance changes, since that sort of feedback is what we're looking for in the first place.

We plan on more capturables, various quality of life improvements for gameplay and the UI, and biggest of all: multiplayer! Not via game search or central lobby, but similar to the first game in terms of direct connection to player-hosted lobbies; this time with NAT punchthrough technology to help, though.

Steam Achievements and Trading Cards are also planned. Oh -- and a properly satisfying ending for the game! And more nasty tricks for the AI logic...”

What is the current state of the Early Access version?

“The game is playable from start to finish, with several hundred unique units. All of the music, and a lot of the art, sound effects, and voice acting is done. The interface is in a functional state that needs further refinement based on player feedback, and visual polish as we decide things are final in each area.

The balance is ever-evolving, but we think we're through with the last of the truly major overhauls (circa June 2019). There are some key new things that we still want to add to make fleets and your empire in general more customizable than ever, and to give you even more inroads against your enemies, but that's an iterative process that is heavily driven by player feedback on how each feature feels.”

Will the game be priced differently during and after Early Access?

“No, the pricing will be the same in both.”

How are you planning on involving the Community in your development process?

“The best place for discussion, which can then lead to changes, is our forums, where we are quite active: http://www.arcengames.com/forums/index.php/board,122.0.html

The best place for bug reports, concrete suggestions, and similar is our Mantis Idea Tracker: https://bugtracker.arcengames.com/

If you create any mods or anything like that, please feel free to get in touch and we can work with you more directly, too. We're super easy to get a hold of!”
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Buy AI War 2

Buy Arcen Strategy Collection BUNDLE (?)

Includes 6 items: Skyward Collapse, Skyward Collapse: Nihon no Mura, Bionic Dues, AI War Bundle (2014), The Last Federation Collection, AI War 2

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Recent updates View all (87)

July 16

v0.876 Released! "Counterattacks Ate My Waves"

Release notes here.

This one refines a lot of things from the prior build, and fixes up neutering, waves, and counterattacks all in one fell swoop. The list of short-term general annoyances is getting much smaller, and the discussion that started it all is here.

So what's new?
  • Counterattacks were working well in the prior build, but in some respects a bit TOO well. Basically the AI was being granted too many counterattack points (the same as too much salvage in prior builds), and so the counterattacks were just plain too large in a lot of situations. Things should be much more reasonable now, but we do expect it to be something we need to tune over time, so please do keep the feedback coming.
  • An unintended side effect of counterattacks that I completely missed was the fact that neutering a planet (scouring away all the guard posts but leaving the command station) was being treated as if you had failed to conquer the planet. Blah! This is definitely a big part of why we love having so many dedicated fans who are testing things out. Neutering is one of the oldest and most important strategies, and counterattacks were never supposed to mess with that. As of this new version, they no longer do; the command station isn't a counterattack-helping unit anymore, except for the AI Overlord version of it.
  • With some of the changes to waves in the prior build, I actually entirely broke waves, too. So they were supposed to be more specialized, but they wound up just not coming at all anymore! This was because waves themselves have been evolving a lot over time in the code, and the code needed a bit of a refactor in order to fully embrace the new "how much the AI pays for things is decoupled from how strong it is" balance change that we put in months ago. The AI needs to be able to know when to not send a wave, or when to spend a bit less on a wave than it might otherwise spend, and it was previously having to approximate that sort of thing in a way that could often be quite wrong just because there isn't a literal relationship between cost and strength. Now it's using real numbers and is thus able to make far more intelligent decisions.
  • Counterattacks were also happening too quickly, rather than being something that wouldn't kick in until a certain threshold of battle. We think that's fixed.
  • And there are a variety of other bugfixes, including the Global Command Augmenter hacks always being hidden (oops, typo on my part). Overall this should make the game far more pleasant to play, and the back-and-forth should feel a lot more natural.

More to come soon. Enjoy!

Problem With The Latest Build?

If you right-click the game in Steam and choose properties, then go to the Betas tab of the window that pops up, you'll see a variety of options. You can always choose most_recent_stable from that build to get what is essentially one-build-back. Or two builds back if the last build had a known problem, etc. Essentially it's a way to keep yourself off the very bleeding edge of updates, if you so desire.

The Usual Reminders

Quick reminder of our new Steam Developer Page. If you follow us there, you'll be notified about any game releases we do.

Also: Would you mind leaving a Steam review for some/any of our games? It doesn't have to be much more detailed than a thumbs up, but if you like a game we made and want more people to find it, that's how you make it happen. Reviews make a material difference, and like most indies, we could really use the support.

Enjoy!

Chris
0 comments Read more

July 12

v0.875 Released! "Counterattacks You Can Taste"

Release notes here.

This is a big one! The list of short-term general annoyances is getting much smaller, and the discussion that started it all is here.

So what's new?
  • You can FINALLY turn off construction on individual ship lines in your mobile fleets.
  • There's a bunch of other stuff you can see about fleets that is handy info to have, too, in their tooltips.
  • Waves are now thematic based around the planets they come from, so they should be something that you can plan for without them being absolutely homogeneous around the galaxy. The release notes explain it better, but I didn't go with my "Wave Mainframes" idea because this is simpler all around, less cluttered, and gives more variety without being a mess. It may need more tuning, we shall see.
  • Salvage and Reprisal Waves are gone. What? Hol' up a minute.
  • The release notes again explain it better, but we have a really cool new Counterattack mechanic that takes the place of Reprisal Waves, and which gives you waaaaay more control over the amount of risk you take on when you attack an overly-strong target.
  • In recent builds, some players were getting game-ending reprisal waves "out of nowhere" because of how they were attacking and how the fairly-invisible salvage mechanic worked. This was not something I liked at all, because it basically feels like something you can't control; and in some respects that was literally true, whereas in other respects you needed to have secret knowledge to avoid it. Bad bad bad in both cases.
  • The new counterattacks can actually be far stronger than reprisal waves in the recent builds -- absolutely apocalyptically game-ending, in fact -- but the important thing is that the communicate to you the whole time from the point at which they start becoming dangerous. That then gives you a chance to run away and take your small beating (rather than letting it get apocalyptic), or it lets you double-down and paralyze the counterattack long enough for you to eventually dispel it outright by killing all the AI guard posts and command stations on that planet.
  • Put another way, it adds some brinkmanship into attacking oversized targets, and gives you the controls to choose just how far you push things. If you can stall the counterattack and then cancel it, that's absolutely the best thing... but the risk of doing that if you might not be able to could mean that you bring down the roof on your head. It's all dynamic, right on the screen in front of you, and gives you an immediate feeling and source of back-and-forth.
  • And for smaller targets, it doesn't even come into play and bother you, because this specific mechanic isn't supposed to be a response to you just playing the game in general. There are things like Cross Planet Attacks, reinforcements, and the hunter fleet for that already. We didn't need yet another mechanic that was inevitable. We needed something devastating-but-avoidable, and hopefully the round-one balance on this is somewhat reasonable at least. I'm sure it will need more tuning over time.
  • Oh dang, we also added three new hacks, too (thanks Quinn!). You can hack big weapons of the AI to take them over (Orbital Mass Drivers and Ion Cannons), which gives you new strategic/tactical options during taking a planet. Unlike the first game, there was no way to capture these before now. And then you can also hack a co-processor to find all the other co-processors if you don't want to wait for regular scouting to find them.
  • Techs also show you a bunch more info that is helpful for when you're trying to capture new fleets, and new fleets also show you more accurate information based on your current techs and bonuses, rather than showing their mark-1-defaults.
  • Good grief we also fixed a bunch of bugs, too. This really is a pretty hefty release.

More to come soon. Enjoy!

Problem With The Latest Build?

If you right-click the game in Steam and choose properties, then go to the Betas tab of the window that pops up, you'll see a variety of options. You can always choose most_recent_stable from that build to get what is essentially one-build-back. Or two builds back if the last build had a known problem, etc. Essentially it's a way to keep yourself off the very bleeding edge of updates, if you so desire.

The Usual Reminders

Quick reminder of our new Steam Developer Page. If you follow us there, you'll be notified about any game releases we do.

Also: Would you mind leaving a Steam review for some/any of our games? It doesn't have to be much more detailed than a thumbs up, but if you like a game we made and want more people to find it, that's how you make it happen. Reviews make a material difference, and like most indies, we could really use the support.

Enjoy!

Chris
2 comments Read more
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Reviews

“A grand strategy RTS game that excels at both genres. The gameplay is top-notch, mechanics are in-depth, and the quality of life combined makes this a worthy successor to AI War.”
Original Curators Group

“While it has a heckuva learning curve, once you start to grok it, it turns into one of the most amazing and satisfying RTS experiences you'll ever come across.”
Space Game Junkie

“The bots are back at it again and having conquered the known galaxy, only you can stand in the way. Defrost the stasis pods and deploy your squadrons : AI War 2 is back for more!”
Splattercat's Nerd Castle!

About This Game

AI War 2 is a grand strategy/RTS hybrid against a galaxy that has already been conquered by rogue artificial intelligences, alien nanobots, and many other devious (and occasionally helpful) factions. Your path to victory lies in destroying the AI Overlords, which requires you to locate and acquire new fleets, superweapons, allies, mercenaries, and defensive weaponry.

Rather than trying to recapture all the territory (which will simply enrage the vast enemies enough that they slaughter you), you must capture planets with care, invest in new technologies, and strike with precision. This isn't a stealth game, but there's a definite art to knowing when and where NOT to strike.

It's also "a sequel to [Arcen's] enormo-space RTS AI War, which we called 'one of this year's finest strategy games' back in 2009" (Tom Sykes, PC Gamer)

What's New?

We still have a lot we want to add, and even more we want to polish, but the current version of AI War 2 is already vast:

  • Many optional factions, each with their own goals and strategy, create a living galaxy.
  • A new Fleets system gives you even more ships than befire, and allows you to customize your empire more than ever.
  • A ton of map types, and with a lot of sub-options to make them even more varied.
  • Mercenaries to hire, factions to ally with, and oodles of targets to capture or hack --with the AI or aliens.
  • Warden and Hunter sub-fleets of the AI provide for new challenges (and sometimes opportunities) in how both you and the AI interact with each other.
  • Polished gameplay mechanics, representing everything learned from first game’s six expansions.
  • Trimmed fat: repetitive boring tasks have been automated or streamlined, but more options than ever have been added for you to customize things when you want to. Our goal is never to waste your time, but always have an array of interesting challenges for you to pursue at once.

What Other Stuff?

  • Redesigned UI, currently going through iterations.
  • Over 1700 lines of spoken dialogue from more than 25 actors, and more to come from the AI itself.
  • 1.5 hours of new music added to the 4.5 hour included score from the original game.
  • Crazy moddability, with many levers available in easily-accessible XML.
  • Multiplayer is temporarily disabled, but still being implemented.
  • Multithreading for modern performance, and a codebase that will not summon an elder god.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 7, 8.1, or 10 64bit
    • Processor: Dual Core 64bit CPU (2.2+ GHz Dual Core CPU or better)
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GTX 510+, Radeon HD5900+, or Intel HD4000+
    • DirectX: Version 11
    • Storage: 4 GB available space
    • Additional Notes: Important: final specs may marginally differ, but this is our best guess for now.
    Recommended:
    • Requires a 64-bit processor and operating system
    • Processor: Any Quad Core or 3.0+ GHz Dual Core CPU
    • Memory: 6 GB RAM
    • Graphics: NVIDIA GTX 660 2GB / AMD HD 7870 2GB
    • DirectX: Version 11
    • Storage: 4 GB available space
    • Additional Notes: Important: final specs may marginally differ, but this is our best guess for now.
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Mac OS X 10.9+
    • Processor: Dual Core 64bit CPU (2.2+ GHz Dual Core CPU or better)
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GTX 510+, Radeon HD5900+, or Intel HD4000+
    • Storage: 4 GB available space
    • Additional Notes: Important: final specs may marginally differ, but this is our best guess for now.
    Recommended:
    • Requires a 64-bit processor and operating system
    • Processor: Any Quad Core or 3.0+ GHz Dual Core CPU
    • Memory: 6 GB RAM
    • Graphics: NVIDIA GTX 660 2GB / AMD HD 7870 2GB
    • Storage: 4 GB available space
    • Additional Notes: Important: final specs may marginally differ, but this is our best guess for now.
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Ubuntu 12.04+, SteamOS+
    • Processor: Dual Core 64bit CPU (2.2+ GHz Dual Core CPU or better)
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GTX 510+, Radeon HD5900+, or Intel HD4000+
    • Storage: 4 GB available space
    • Additional Notes: Important: final specs may marginally differ, but this is our best guess for now.
    Recommended:
    • Requires a 64-bit processor and operating system
    • Processor: Any Quad Core or 3.0+ GHz Dual Core CPU
    • Memory: 6 GB RAM
    • Graphics: NVIDIA GTX 660 2GB / AMD HD 7870 2GB
    • Storage: 4 GB available space
    • Additional Notes: Important: final specs may marginally differ, but this is our best guess for now.

What Curators Say

28 Curators have reviewed this product. Click here to see them.

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