Steel Division 2 is a historically-accurate WW2 real-time strategy game set on the Eastern Front. Features 1:1-scale turn-based army management and real-time tactical battles with thousands of men at your order.
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Available: 04/04/2019

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Recent updates View all (12)

February 14

Dev Diary #10 - The New Deck Builder

Hello all! Welcome back to a brand-new dev diary for Steel Division 2. We like to keep on bringing you the good stuff, so in today’s rather big entry we’ll be delving deep into the new Deck Builder.

The Deck Builder is still being worked on, so disregard any typos, glitches or strange language. This will all be fixed at launch.

The new Deck Builder
We are proud to present the new Deck Builder, where you will create and customize your own Battlegroups to be used in skirmish matches (solo, cooperative, and multiplayer). Compared to Steel Division: Normandy 44, we have vastly increased the freedom players have in creating their own Battlegroups: you decide your own economy rate; unit cards are no longer locked to a phase; in the new Deck Builder you decide how and when to bring a unit to the battle. Keep on reading to find out more.

Each Battlegroup is created from a parent division, which comes with strengths and weaknesses, as well as the number of open card slots per unit category. In Steel Division 2, there will be nine Axis and nine Soviet parent divisions to choose from (not taking into account the four Allied and four Axis divisions from Normandy 44 from the Back to War pack ).

There will be even more divisions to choose from with the History Pass that offers access to DLC’s planned to release during the year after the game officially launches on April 4th.
Our main objective was to give the player the freedom to create their own playstyle, as they see fit, without having to resort to fixed economies, phases or experience levels. Of course, Steel Division 2 will ship with the option to autofill your Battlegroups, so you can jump in and play straight away.

Creating a Battlegroup
When you create a Battlegroup, you need to choose which parent division you want to work from. The division you will select will determine the number of open card slots available per category (Tanks, Artillery, Defenses, Air, etc.). It also gives you a number of activation points. Each card slot requires activation points to unlock, the cost of which rises the more slots you want to use in a particular category. Each Battlegroup comes with 50 activation points, but there will be divisions that might come with more (or less).

Next to the division's name, you will see the emblem or coat of arms, the type, the nickname or official title if it has one, as well as the Division Rating. The rating ranges from A to C and gives an indication of the relative power of a division. Essentially, A’s are top tier multiplayer divisions, while B’s and C’s might be a bit trickier and better suited for other modes.

The User Interface
The first thing you will notice entering the Deck Builder are the rows and columns of open slots where you will place your unit cards. You can use the filter function to see the cards per phase. Once you select a card, the user interface will show you the different options available for the category, as well as all the details of the unit card selected, their firepower and other detailed statistics, the number of units a card brings, their in-game tactical economy cost, and much more. You can also filter by type or name.

Selecting your Tactical Economy Rate
Gone are the days that each division came with a fixed economy rate for each phase. In Steel Division 2, for each Battlegroup, you choose your own tactical economy rate from four different presets. This will determine the points you will gain per minute and per phase during a game.

For instance, Juggernaut will be an economy type that heavily focuses on income during the late game. Maverick, on the other hand, will see a higher tick rate in Phase B. There will also be an aggressive early game preset and a balanced economy rate one. Deciding on the right tactical rate will be an important decision in creating a viable Battlegroup!

Unit Cards and Veterancy
Another way we expanded the player’s freedom in customizing their own Battlegroup is giving the player the freedom in deciding in which phase they want to bring a unit card. Depending on which phase you have placed a unit card in your deck, you can now determine how many individual troops or tanks you will bring to a battle. We feel this is a major upgrade compared to the previous game, which used a fixed phase-system. Not only that, the number of troops per card will differ depending on their veterancy level, which is also an option you can choose when adding a card to your deck. There are three experience levels: Rookie, Veteran, and the mighty Elite.

Let’s take a look at an example: the ubiquitous T-34 tank. You select the parent division (say the renowned Soviet 2nd Tank Corps) which gives you a large number of card slots in the Tank category. A unit card of T-34’s with Rookie veterancy in Phase A will bring 4 tanks. In Phase B, with the same veterancy level, this number will rise to 8 tanks. And in Phase C, you will get a whooping 16 T-34’s. There is a trade-off if you want to bring more experienced tanks, though. They are better fighters, but more expensive as well. In our case, the second veterancy level, Veteran, will give you 3 tanks in Phase A, 6 tanks in Phase B, and 12 tanks in Phase C. Say you want your most experienced troops, Elite level, you can only bring 2 T-34’s in Phase A, 4 tanks in Phase B, and 6 tanks in Phase C.

As a side-note, some very specific unit cards will come with a higher default veterancy level; this indicates that these are battle-hardened troops. The vast majority of the unit cards will come without any phase or experience level limitations.

Transports and Authenticity
The same flexibility has been extended to your infantry unit cards. In Steel Division 2, you can select the transport your infantry units will use when on the battlefield. Choose a lend-lease Studebaker, or go for a vehicle with a mounted machine gun. The more powerful the transport, the more expensive your unit will be.

There will be a maximum number of transport vehicles. For instance, an average Battlegroup will have a pool of various types of trucks, the standard variant amounting to 300 trucks in total. You will be able to get all your infantry motorized, but the more powerful versions carrying weapons, such as half-tracks, will be limited in availability. This is authentic if you look at the real-life availability of equipment for German and Russian formations of that era. We have extended this authenticity to all the equipment and number of vehicles in your deck; while not exact, the total number of tanks, for instance, will be pretty close to what was fielded in the summer of 1944.

In conclusion
We are very excited about our new Deck Builder, and we think that you will come to love it as much as we do. It gives more freedom and more detail to our players, deepens the complexity while at the same time being as authentic as possible. Just the way we like it. Let us know what you think!

As always, stay tuned for the new dev diary which will come next week. Don’t forget to check out the Steel Division 2 newsletter,pre-order the game on steam, and visit our pre-order store.
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February 7

Dev Diary #9 - New Defensive Structures

Welcome back! By now, you should know all about the important news that dropped last week: Steel Division 2’s release date (April 4th), the amazing Back to War pack bringing some Steel Division: Normandy 44 divisions, and the Steam pre-order.

We’ll keep up the good news in today’s dev diary as we are going to talk about a pretty cool addition to the Breakthrough mode. You might have guessed it from the title, and yes, it’s true, players will be able to deploy defensive structures in Steel Division 2.

Disclaimer: As always, what you are going to read is still in development. We’ll make sure all glitches, issues and baguette language will be excised at launch.

Bunkers, barbed wire, trenches
Barbed wire, trenches, gun pits, different types of bunkers; you will be able to deploy and use all as a defending player in the Steel Division 2’s improved Breakthrough mode.

A reminder: Breakthrough mode sees a defending player occupying 75% of the map while the attacking player will need to advance and break through. Only the defending player will be able to build defenses, and only during the deployment phase.

You will have full control over where to place these defensive structures; for trenches and barbed wire, you will be able to paint and draw a line directly on the map. Players will be able to place and rotate gun emplacements and bunkers to ensure the best possible field of fire. Of course, certain types of terrain, such as heavy forest, open water or towns, will limit the locations where you can build.

Defenses are like any other unit in your deck: they occupy their own category, and each unit card brings a certain number of individual structures or deployable length (in meters). Each division will have access to the same defensive structures, but some defensive-minded divisions (wink, the incoming Back to War pack 352. Infanterie, wink) will have a much larger number of defenses slots available.

What can you build?
Let’s take a closer look at what you can build.

  • Barbed wire: Pretty self-explanatory. A nice stretch of barbed wire will slow down any enemy troops - tanks and vehicles included. Great to funnel units into kill zones. Barbed wire is “painted” on the map and measured in meters, and on average, a unit card will give you 3 kilometers of barbed wire (sounds a lot, but trust us, you will have to be careful where you deploy).

  • Trenches: Works the same as barbed wire when it comes to constructing it. Trenches will shelter infantry, and to give an indication to our Normandy 44 veterans, will offer a similar amount of protection as being garrisoned in a house. You will have roughly 1.5 kilometers of trench available.

  • Gun pits: Gun pits are like trenches, but instead of infantry, they are singular points which will protect large pieces of equipment such as anti-tank guns, AA guns or artillery. Gun pits come empty but offer good all-around protection, and you can remove your guns during a battle if needed.

  • Bunkers: Hardened structures which are essentially stationary weapons with armor. They are fixed positions, very well-protected, but with only a limited field of fire. They come in different shapes and sizes, from a machine-gun bunker to a light anti-tank rifle bunker, or even an AT bunker with a 76.2 mm gun, for instance.

How to use defenses?
Defensive structures are very resilient and will be able to take a lot of punishment. Defending players can construct their defensive lines as they see fit, but they have to be smart about it. Placing a defensive structure in the open to have the best field of fire, will surely allow it to find a quick and explosive end when the match starts.

Better yet is to place gun pits and bunkers behind obstacles such as hills, and use them at short range for devastating ambushes. The same for trenches: have them run through a village instead of outside of it.

Breakthrough mode
Will you be able to construct defensive structures in all the modes? No, we have decided to limit defenses to Breakthrough mode (with one exception). Why? This comes back to the underlying reasons to include bunkers and trenches in Steel Division 2. It makes sense from a historical point of view. On the Eastern Front, the Germans and Soviets alike created complex defensive stretching for many kilometers with numerous strong points and fortifications, such as the German-made Panther-Wotan line.

From a gameplay point of view, defenses make sense as well. We wanted to implement them for Steel Division: Normandy 44 but never got around to it. And: Breakthrough mode in Normandy 44 was quite popular, and we wanted to build on this in Steel Division 2. That’s why defenses appear only Breakthrough; it is a natural fit. Also, we wanted not to make these player-built defenses a hindrance and slow down a regular skirmish game. Right now, we feel it’s a great new feature that is both authentic and lots of fun. Both defenders and attackers in Breakthrough will have to keep their wits about them.[/h1]

Defenses in Army General
Though, having said that, you will be able to dig in and use defensive structures in Army General, our new turn-based Dynamic Strategic Campaign mode. Digging in takes time and action points, but it will give your battalions access to more defensive structures.

If an enemy unit attacks your dug-in formation, the subsequent battle scenario that will play out will reflect this.

What to expect next week
We are curious to see what you think of the ability to construct and use defenses in Steel Division 2. Don’t hesitate to comment and discuss!

You think we’ll just stop with bunkers and trenches? In next week’s dev diary we’ll detail another great new feature in Steel Division 2: the Deck Builder. Until then, don’t forget to check out the Steel Division 2 pre-order page here or to sign-up to our weekly newsletter here. See you next week!
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Digital Deluxe Edition

About This Game


Steel Division 2 pushes the limits of the WW2 RTS experience. Set on the Eastern Front in 1944, this sequel of the critically acclaimed Real-Time Tactical game puts you in charge of your entire army during Operation Bagration, the Soviet offensive against Nazi armies in Bielorussia.

Play as a General in the 1:1-scale turn-based Dynamic Strategic Campaigns, as a Colonel in the epic Real-Time Tactical Battles, as an Weapon Expert in the brand-new Deck Building System.

With more than 600 units, 25 maps, and multiple game modes, Steel Division 2 lets you play as you want and offers hundreds of hours of gameplay in solo, multiplayer and coop.

Massive 1:1-Scale Dynamic Strategic Campaigns

Relive history in the huge single player Dynamic Strategic Campaigns: lead thousands of men on up-to 150x100 km maps, plan your battalion' movements, manage supply and execute your strategy in week-long campaigns in this historically accurate turn-based game mode. Every battalion is the same as it was during the Operation Bagration.

Pick your side and relive this massive offensive or rewrite the course of events. Decide which battalion will take part into battle, fight every one of them in real-time tactical combat, or use autoresolve for a pure Strategic experience.

More than just another game mode, the Dynamic Strategic Campaigns are an entire new game within the game.

Authentic Real-Time Tactical Battles

Field over 600 extremely detailed units, including the iconic T-34 tank, the Katyusha multiple rocket launcher and the IL-2 ground-attack aircraft! Select your division, pick the units you will send to battle, and build the perfect battlegroups in the brand new deck system, allowing more tactical freedom than ever.

Fight in the 25 new available battlefields, analyze the terrain and use your tactical skills to give the right order at the right time and dominate your enemy!

Main features

  • Brand new turn-based Dynamic Strategic Campaigns
  • New setting, the Eastern Front, with the mighty Red Army and Axis powers
  • Over 600 historically accurate units across 18 new divisions
  • Realistic battlefields spread across 25 different maps
  • Substantial changes to the Deck building mechanics
  • New, realistic art direction to deliver a more immersive visual style
  • Revamped combat offering a more refined tactical experience
  • Tons of game modes, offline and online, including co-op and massive 10v10 multiplayer battles

System Requirements

    • Additional Notes: TBC
    • Additional Notes: TBC

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