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 (14)

February 21

Dev Diary #11 - Autoresolve in Army General

Welcome back to a new dev diary for Steel Division 2. As you know, one of the big new features of the game is the Army General, the turn-based Dynamic Strategic Campaign mode where you control dozens of battalions on real-life maps set on the Eastern Front during Operation Bagration in the summer of 1944.

In previous entries, we talked about movement, action points, combat, and aerial denial in Army General. In today’s diary we’ll focus on some of the finer and underlying details you’ll encounter in the new mode, including how to fight against the AI, the flexibility of the Autoresolve feature, and the underlying statistics that determine your battalion’s combat power.

A big disclaimer: what you are going to read and see is still in active development. Disregard any typos, glitches or baguette-language; this will all be fixed at launch.

Combat and the AI
In Army General, we have given you, the player, as much flexibility as possible in deciding when and how to do battle. This includes resolving any of the tactical battles automatically (hence the name Autoresolve). However, we didn’t want to give you just an on-off switch; instead, we allow the player to select how involved they want to become.

Maybe you want to play boots on the ground, maybe you are not interested in a particular engagement and want the computer to handle everything while you watch how the real-time tactical battle unfolds, or maybe you want to be involved on a more strategic level, like a true commander, influencing each phase from afar, making decisions based on the detailed information presented to you during the course of a battle.

Combat Power
An important element that plays a key role during Autoresolve combat is the relative power of your battalions versus the enemy’s battalions. The power of a unit is determined by three colored parameters: the close combat (blue) value, the armored (green) value, and the support (red) value. These values represent different types of equipment and weapons: close combat is infantry weaponry, armored are tanks and associated vehicles, support is artillery.

The higher these values, the more powerful a unit. But, to gain the upper hand, it is wise to think “combined arms” and mix the battalions you send into an engagement. Bringing battalions specialized in one area, such as an armored unit, is especially useful and might allow you to swing the balance of force in your favor.

Autoresolve in Action
Whenever you are given the option to engage in a real-time tactical battle, you can choose to give some or all your battalions to the AI. This works both on a tactical level as it does on the strategic campaign map. Yes, this means that, for instance, you can select to play only with your ground support planes and have the computer take care of the rest.

If you wish to remain on the campaign map, and you select Autoresolve, you can choose which of your units will do combat. You can still influence the battle phase-by-phase, telling certain companies to fall back or pushing stronger units forward.

This means that you can see the battle unfold with each phase. Except in certain rare cases, it will not be possible to know which forces, or their combat power in detail, you will be fighting. Of course, timely reconnaissance might be able to help you gauge the enemy formations better, though.

At the conclusion of an engagement, you will see a detailed statistic screen, which shows the player everything that happened during each phase, the combat power of the units, which battalions and companies took part, their losses, and more.

If you manage to trump the enemy so profoundly they are unfit to fight in the next phase, the battle can be won before the end of Phase C. The opposing unit will retreat, and you can advance forward.

In conclusion
That's it for today. We love to see what you think of Army General and Steel Division 2, so don’t hesitate to comment and discuss.

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 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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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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