
SteamWorld Heist II
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About SteamWorld Heist II
As Captain Leeway, lead a crew of steambots through a water crisis threatening machine life. Plan turn-based firefights by positioning crew and aiming carefully; bullets can ricochet off walls. At sea, take on real-time ship battles, and tailor your crew with weapons, items, and upgrades. Steam PC player rating: 93% positive from 2,228 reviews. Supported interfaces: Simplified Chinese, Traditional Chinese, English, French, Italian, German, Spanish, Japanese, Portuguese-Brazil, Russian, Polish, and Ukrainian.
Credits
Lowest recorded in 36 months
$4.592026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
Show 9 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| Italian | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Ukrainian | Yes | Yes | — |
Steam PC edition data · 2026-10-22
02Before you buy
Combat and controls
The Steam PC version combines turn-based firefights with ricochet shots and real-time naval battles. Full controller support is listed.
Language
English is supported for interface and full audio on Steam PC. Other supported languages are listed with subtitles.
03Frequently asked questions
What is SteamWorld Heist II about?
You lead Captain Leeway's steambots to uncover the source of a water crisis threatening machine life.
Can shots ricochet?
Yes. Shots can bounce off walls, letting you line up trick shots during turn-based combat.
Are there naval battles?
Yes. The game includes real-time naval combat alongside its turn-based missions.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
I was hyped as hell for this after loving the first installment - it comes as a shock that I'd feel the need to give a thumbs down for this after 9 hours of playing. More isn't necessarily better, something that too many studios fail to appropriately grasp: - The overworld is tedious, as it's essentially here to inflate gameplay time through not-so-good real time combat. The whole point of the game is the turn-based tactics, adding anything else that isn't 10/10 in between makes the whole experience more annoying. It makes going back to earlier levels a chore, too. - I don't remember the first installment having so much constant reinforcement right from the get go. Suddenly, it's not about strategizing against a specific enemy setup, but rather managing to survive long enough against an unending onslaught of enemies. What that does, is make you feel that the issue isn't so much the strategy you used, but rather the fact you haven't farmed enough to get better gear for your characters and level them up. It leads to a vicious circle as the difficulty makes you flee the level before you can grab all the loot (and sometimes even the epic one), which means less stuff to improve your characters, which means the next level is gonna feel even tougher, and so on and so forth. Of course, the solution for me would be to lower the difficulty. But once you do that, you absolutely stomp the enemies and there's no challenge/thinking needed anymore. Some of the enemies' powers (damage, stuff they spawn) are literally halved between the third highest difficulty and the second highest. This leads an absolutely gorgeous game full of personality and promise to be a tiring experience that felt like a chore right as I was entering the second zone. This isn't a bad game per se of course, but the result in terms of fun vs. what it could be unfortunately warrants this negative review.Show moreShow less
They have a professionally produced song from a real band about how you can wear hats on your head made for the sole purpose of playing inside hat storesShow moreShow less
Ugh, I really want to give this game a good review. It gets a lot right for a tactics type game, but it falls into the worst and most major sin: Reinforcements. I get it. You want your game to be challenging, and giving players too much time means they can crawl their way through. But why, why in god's name would you think the solution is to spam adds at random throughout the stage? The entire game is about positioning and reinforcements literally flip over the chess board. You can do everything right, but too bad, the game spawned a shotgun guy behind you and now you're dead. It also bloats the turn-end as you monotonously watch the AI cycle through orders for dozens of enemies, half of which you don't care about. It doesn't even solve the main issue, because I'm just going to reload and account for this lazy garbage. It changes nothing at all about the problem. There was every opportunity to do better here, with the way the game works making beefier enemies with more skills would have worked. Even a rising water level, you set it up perfectly with the polluted water story! But no. Random adds. Disappointing.Show moreShow less
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 other jobs they have leveled up using a limited amount of "cogs". What seemed to make sense to me was get each character's main job up to level 5, but also cycle through the other jobs to get characters to level 2-3 for most other jobs (otherwise you are missing out on other abilities/synergies and sitting on unused "cogs"). So it's good that it forces a little experimentation and lets you unlock abilities, but through the mid to late game I felt like I was constantly swapping weapons around to try to get characters leveled up, so they were rarely being used for their "best" job. There were some really neat combinations I found, but most I didn't discover until the game was about over. Cons - No way to inspect your characters, enemies, etc. which is unfortunate. This is pretty much expected in most tactics/strategy games (for example, to see what status effects a character has and what they mean, the movement range of enemies, etc). - UI for some of the floor hazards could use some work. For example, if a player ends a turn on some tiles they will get a negative status effect. Most of the time you get warned with a big ⚠️ symbol on your move cursor, but if that tile also has an item or interactive element, it will just display the ⚙️symbol indicating interaction. IMO, it should display both symbols to avoid a user moving to a tile not realizing they would take the negative status effect. - Alarms/countdown timers -- It seems that just about every mission is forcing you to be aggressive because of "alarms" that will increasingly spawn more enemies or achieve the objective in X turns. You can mitigate this a good bit by using custom difficulty and turning "mission urgency" all the way down. While I don't mind this concept entirely, I found its frequency annoying (way more than the first game from what I can recall) - I was surprised to never unlock any kind of fast travel ability. While I overall liked the overworld and submarine combat, I would have found it useful a few times in the 2nd half of the game to be able to warp between bars or something. Overall a great game! 4/5Show moreShow less
I really wanted to enjoy this after loving the first, but this sequel feels more frustrating than fun. Missions constantly push you to rush or get swarmed by enemy spawns and alarms. The pacing and tactical control just aren't there anymore.Show moreShow less
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 hitting other enemies or scenery or even friends, which isn't always a bad thing! Also this game has a deep and rewarding class based system. Usually games go piece 1 is class A, locking them into a tree of skills, sometimes even locking down what weapon they can use and in some cases making them useless because your class A pile is huge and full of max levels but your piece C pile is basically empty. Others allow you to select whatever classes you want and you quickly and easily find a formula which suits you and renders the entire game effortless. This game manages to split the difference with a very clever system. When you recruit a new character this character will come with a weapon and, usually, a personality befitting one of the class archetypes. You may keep this weapon and follow this character's archetype or you can change the weapon and, depending on what family of weapon you give them (Shotgun, rifle, pistol etc) the class they are will change as well, and all of the class abilities they have access to. That's not all, with the levels from all of the other classes that you have levelled on this piece you can pick up skills from those class trees, nowhere near as many as if you were that class, but enough to really boost the power of your character. Alongside this you have weapons of different tier and rarities, a legendary level 1 pistol probably won't be as good as a tier 12 pistol for example, and you can only bring classes that you have the weapons for, AND each character has their own character skill. Combine this all together and you have a really interesting choice when organizing your team for each mission, do I bring piece A and piece B; they both want a shotgun since that's their main class but I only really have one good shotgun, and if I bring them with a rifle they could level up enough to gain access to this skill which makes their shotgunning so much better! This rewarding experience encourages the player to branch out and take risks when making their team. When added the together the overarching story of levelling up each character and moulding them into the soldier you want them to be, and the rewarding gameplay which makes the act of doing that moulding just fun to engage in. Add on top of that a fun (but not anything groundbreaking (unless you've played a lot of the Steamworld games in which case it's a lovely little tale)) storyline, great art and fantastic music (and sound design in general) and you have one of my favourite games of 2024. An absolute gem which does the original proud and a truly wonderful experience. P.S: I didn't even mention the overworld actions which are absolutely great little breaks between the intense missions.Show moreShow less
I initially wrote a longer review, but steam deleted it, so I guess I'll keep it brief. I liked steamworld heist 1 a lot, and was excited to pick this one up and play it. Initially, it felt good. I was having a good time. But as things went on, the game just started to feel tedious. You have to go back to base to sleep constantly, after every 1-3 missions. The game heavily encourages you to switch things up and multiclass characters, but gives a piddling amount of XP for each mission that doesn't scale with the mission's difficulty, length, or enemy count. The later missions are flooded with swarms of enemies that leave you constantly on the verge of being overwhelmed, and these enemies often have high armour as well, which can significantly impede your ability to kill them in 1 turn, which you need to do as 4+ enemies will spawn per turn due to the game's alarm system, where you have constantly increasing waves of enemy reinforcements spawning in every mission. The initial areas of the game were fun, but once I reached the arctic area and started fighting the "Rattlers", my enjoyment dropped off a lot. I even tried turning down the "mission urgency" setting, which I assumed related to the game's alarm system, but it didn't change anything. I didn't want to turn the difficulty down to the point the game was trivial, but I just wasn't enjoying it anymore. Eventually, during a mission, I watched 8 enemies spawn out of a random door due to the alarm going off, and as they ran towards my units, I was overwhelmed with a strong desire to stop playing. I put the game down and just never picked it up again.Show moreShow less
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)Show moreShow less
Honestly, more of the same would have been better. I appreciate the attempt to innovate but the first game was perfect. All they had to do was make more of that. Unfortunately, encounters are often designed around those Helldivers style neverending waves of enemies. I don't mind an endless ambush once in a while, but it feels like every other mission pushes you into braindead smash-and-grab tactics. The game has lots of cool gear that I'll never try because it hasn't been balanced against the encounter design. I wish there were a way to disable the overworld and use the old starmap style menu-based navigation system. If I wanted to play Sid Meier's Pirates!, I'd play that. Having to go back to a base just so I can turn around and drive back to retry the same mission again is not fun. What happened to this studio, man? Did the same team that made the first masterpiece make this one? Serious question, but not serious enough for me to google it. Edit: According to other reviewers, it was indeed a different studio. Everything makes sense now. Bummer.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.