
Solar 2
Forget managing resources or plotting supply lines. Solar 2 hands you a single rock and asks how big you can get before the universe stops you.
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About Solar 2
My first instinct when loading Solar 2 was to look for a tech tree or a build queue. There is neither, and that absence is precisely the point. What Murudai built is a physics-driven progression sandbox where the unit of currency is mass, the build order is asteroid to planet to star to black hole, and the win condition is literally becoming a Big Crunch that triggers a new Big Bang. The decision loop is tighter than it looks from the outside, and I mean that as a compliment. The eight object types you cycle through, from a lowly asteroid all the way to a neutron star and then singularity, each behave like a distinct game mode bolted together by consistent physics. As an asteroid you ram into debris to grow. As a planet you coax smaller rocks into orbit by matching their momentum, then absorb them. Once you tip over into small star territory, you start accumulating orbiting planets, nurturing life on them, watching civilizations build fleets, and then deciding whether to let those planets keep growing into secondary stars, forming binary or even multi-star systems, or to absorb them outright for a faster collapse into a black hole. That fork, grow-the-system versus eat-everything, is where the game's only real strategic depth lives, and it is genuinely interesting for a couple of playthroughs. The gravity simulation underneath it all is convincing enough that miscalculated momentum will send a planet careening out of orbit at exactly the worst moment, which critics at the time rightly flagged as a recurring frustration, particularly when a planet-to-star transition reshuffles the entire orbit pattern with chaotic results. The mission layer, handed down by an absurdist deity called The Entity, gives structure to what would otherwise be pure aimless drifting. Missions are optional, waypointed around the universe, and range from protecting a vulnerable planet to fending off enemy fleets. They are poorly balanced, with many requiring a mass threshold you cannot reach until late in a run, and the all-automated space combat means you are essentially a bystander watching your life-bearing planets duke it out with no direct input over your ships. That passivity is the sharpest criticism the game earned at launch, and it still holds. A 72 Metacritic score from eight reviews at release, with critics split between praising the physics and soundtrack while knocking the mission difficulty and repetition, is an honest representation of what this game is. For a sim specialist, the honest read is this: Solar 2 is not a deep game. The full asteroid-to-black-hole arc can be done in under an hour if you skip the mission structure entirely. There is no mod ecosystem, no late-game optimization puzzle, no AI opponent with genuine strategic pressure. The physics options and unlockable "God Options" add some replayability, and the save-anywhere system lets you checkpoint specific solar configurations to experiment from, but the ceiling is low. Where it earns real goodwill is in accessibility. The controls are WASD and a handful of buttons. There is no tutorial that wastes your time because the feedback loop teaches you everything within the first five minutes. Someone who has never touched a strategy or sim game can understand what is happening and why on their first run. For that audience, or for anyone wanting a thirty-minute decompression session between heavier titles, the value proposition is clear. For players expecting systemic depth comparable to even a light city-builder, the repetition will set in fast. Diego, Scout Team
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Steam Deck & Linux
Valve rates this game Steam Deck Verified. Runs flawlessly on Linux out of the box. Based on 7 ProtonDB community reports.
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Game Info
- Developer
- Murudai
- Publisher
- Murudai
- Release Date
- Jun 17, 2011