Compare Sacred 2: Remaster prices across trusted key stores and find the best deal. Developed by SparklingBit, Funatics, Nukklear. Published by THQ Nordic. Released on 11/11/2025. Available on PC. Genres: Action, Adventure, RPG.

A cult ARPG with a genuinely massive open world and seven distinct classes, held back by a remaster that introduces as many problems as it solves. Nostalgia tax applies.

I wanted to love this. Sacred 2: Fallen Angel was one of those sprawling, almost defiantly weird action RPGs that never got the credit it deserved when it launched in 2008, and the idea of a cleaned-up version with all the expansions bundled in, full controller support, and modern stability fixes sounded like exactly what the game needed. The reality is messier, and the mixed Steam score is not a surprise once you spend a few hours in Ancaria. The bones are still interesting. The world of Ancaria is genuinely large and mostly open from the start, built across a range of colorful, distinct biomes with underground areas and some verticality that the camera handles poorly but that at least exist. There is no fast travel system, which at this scale is a design choice that will sort players into two camps immediately. Seven classes cover a broad spread of playstyles: the Seraphim is the forgiving hybrid for beginners, the Shadow Warrior is a heavy armor bruiser built around sustain and crowd control, the High Elf is an elemental nuker who shreds with AoE fire and ice, the Dryad mixes poison arrows with pets and nature buffs, the Temple Guardian brings mechanical gadget-fuelled lightning attacks, the Inquisitor trades survivability for burst damage, and the Dragon Mage is a spellblade hybrid added through the Ice and Blood expansion content. Each has class-specific Combat Arts and skill trees, and the depth of those systems was impressive in 2008 and still holds up in structure. Choosing to fight for the Light or Shadow campaign alters the arc and locks certain classes to a specific side, which gives the roster replay value on paper. All classes also have access to magic in some form, and the weapon variety is substantial. The problems are real, though, and they cluster around the remaster work itself rather than the original design. Combat retains its hectic, enemy-dense rhythm but has not been overhauled: hit detection is loose, enemy AI is passive, and after a while you are mostly holding a direction and clicking. The controller mapping is particularly rough. Rather than mapping skills to a sensible hold-trigger-plus-face-button layout, the remaster requires tapping the trigger to cycle between abilities mid-fight, which creates friction exactly where you need fluidity. Menu navigation with a controller has flip-flopped between patches, with reports of mouse and keyboard locking up menus at launch and controllers fixing the problem, only to swap behavior later. The UI gives players almost no contextual help with obscure stat labels, which will lose newcomers who never played the 2008 release. The writing and voice work have not been updated, and the self-aware humor that felt like a breath of fresh air against grim-dark peers in 2008 lands thin today. Crashes have been reduced compared to the notoriously unstable original PC release, but a 30-hour playthrough still saw multiple halts across reviewer testing. NPC cloning glitches, physics oddities, and sporadic CPU spikes round out the technical picture. The community has also flagged that the original Sacred 2 Gold has been pulled from digital storefronts, which removes the community-patched alternative that some consider the more stable experience on PC. Here is where I land: if you played Sacred 2 back in the day and want the definitive content package, the Remaster does bundle the Ice and Blood expansion, includes all seven classes, and represents the only convenient way to play on modern hardware without manual compatibility patching. The open world still has a pull that few ARPGs match, and the class variety means a second or third run with the Dragon Mage or Inquisitor feels genuinely different. But if you are coming in fresh and your benchmark is anything released in the last five years, the combat will feel sluggish, the UI will frustrate you, and the remaster sheen is thin enough that calling it a remaster is generous. This is a preservation effort that did not quite clear the bar. Monika, Scout Team

Sacred 2: Remaster

Sacred 2: Remaster

Nov 11, 2025SparklingBit, Funatics, NukklearTHQ Nordic
GamerScout Says

A cult ARPG with a genuinely massive open world and seven distinct classes, held back by a remaster that introduces as many problems as it solves. Nostalgia tax applies.

PC
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GamerScout Verdict

Worth revisiting only if you have history with the original and patience for a remaster that trades one set of problems for another.

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About Sacred 2: Remaster

I wanted to love this. Sacred 2: Fallen Angel was one of those sprawling, almost defiantly weird action RPGs that never got the credit it deserved when it launched in 2008, and the idea of a cleaned-up version with all the expansions bundled in, full controller support, and modern stability fixes sounded like exactly what the game needed. The reality is messier, and the mixed Steam score is not a surprise once you spend a few hours in Ancaria. The bones are still interesting. The world of Ancaria is genuinely large and mostly open from the start, built across a range of colorful, distinct biomes with underground areas and some verticality that the camera handles poorly but that at least exist. There is no fast travel system, which at this scale is a design choice that will sort players into two camps immediately. Seven classes cover a broad spread of playstyles: the Seraphim is the forgiving hybrid for beginners, the Shadow Warrior is a heavy armor bruiser built around sustain and crowd control, the High Elf is an elemental nuker who shreds with AoE fire and ice, the Dryad mixes poison arrows with pets and nature buffs, the Temple Guardian brings mechanical gadget-fuelled lightning attacks, the Inquisitor trades survivability for burst damage, and the Dragon Mage is a spellblade hybrid added through the Ice and Blood expansion content. Each has class-specific Combat Arts and skill trees, and the depth of those systems was impressive in 2008 and still holds up in structure. Choosing to fight for the Light or Shadow campaign alters the arc and locks certain classes to a specific side, which gives the roster replay value on paper. All classes also have access to magic in some form, and the weapon variety is substantial. The problems are real, though, and they cluster around the remaster work itself rather than the original design. Combat retains its hectic, enemy-dense rhythm but has not been overhauled: hit detection is loose, enemy AI is passive, and after a while you are mostly holding a direction and clicking. The controller mapping is particularly rough. Rather than mapping skills to a sensible hold-trigger-plus-face-button layout, the remaster requires tapping the trigger to cycle between abilities mid-fight, which creates friction exactly where you need fluidity. Menu navigation with a controller has flip-flopped between patches, with reports of mouse and keyboard locking up menus at launch and controllers fixing the problem, only to swap behavior later. The UI gives players almost no contextual help with obscure stat labels, which will lose newcomers who never played the 2008 release. The writing and voice work have not been updated, and the self-aware humor that felt like a breath of fresh air against grim-dark peers in 2008 lands thin today. Crashes have been reduced compared to the notoriously unstable original PC release, but a 30-hour playthrough still saw multiple halts across reviewer testing. NPC cloning glitches, physics oddities, and sporadic CPU spikes round out the technical picture. The community has also flagged that the original Sacred 2 Gold has been pulled from digital storefronts, which removes the community-patched alternative that some consider the more stable experience on PC. Here is where I land: if you played Sacred 2 back in the day and want the definitive content package, the Remaster does bundle the Ice and Blood expansion, includes all seven classes, and represents the only convenient way to play on modern hardware without manual compatibility patching. The open world still has a pull that few ARPGs match, and the class variety means a second or third run with the Dragon Mage or Inquisitor feels genuinely different. But if you are coming in fresh and your benchmark is anything released in the last five years, the combat will feel sluggish, the UI will frustrate you, and the remaster sheen is thin enough that calling it a remaster is generous. This is a preservation effort that did not quite clear the bar.

Monika
Monika · Scout Team

RPGs

Tags

auto-admittedOpen-World ARPGLight-Dark CampaignCombat Arts SystemLoot-Driven ProgressionNo Fast TravelClass-Locked ContentHack-and-SlashCult Classic Revival

System Requirements

Minimum

OS
Windows 10
Processor
AMD FX-4300 x4/ Intel Core i3-4130
Memory
8 GB RAM
Graphics
AMD HD 7870 / Nvidia GTX 750TI
DirectX
Version 11
Storage
20 GB a…

Recommended

OS
Windows 10, 11
Processor
Ryzen 3-1200 / Intel Core i3-6100
Graphics
Radeon RX 470 4GB/ Nvidia GTX 1650 4GB
DirectX
Version 11
Storage
20 GB avai…

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Reviews & Ratings

Steam
55%(1,484)

Game Info

Developer
SparklingBit, Funatics, Nukklear
Publisher
THQ Nordic
Release Date
Nov 11, 2025

Features

Single-playerMultiplayerCo-opOnline Co OpSteam AchievementsFull controller supportCustom Volume ControlsAdjustable Difficulty+5 more

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Frequently asked questions about Sacred 2: Remaster

How much does Sacred 2: Remaster cost?

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What platforms is Sacred 2: Remaster available on?

Sacred 2: Remaster is available on PC.

When was Sacred 2: Remaster released?

Sacred 2: Remaster was released on 11 November 2025.

Who developed Sacred 2: Remaster?

Sacred 2: Remaster was developed by SparklingBit, Funatics, Nukklear and published by THQ Nordic.