Compare Stellaris: Apocalypse prices across trusted key stores and find the best deal. Developed by Paradox Development Studio. Published by Paradox Interactive. Released on 2/22/2018. Available on PC. Genres: Simulation, Strategy.

The planet-killers land too late to matter. Buy this one for the Marauders and the Great Khan, the mid-game crisis that finally gives hour 40 of a Stellaris campaign something to do.

The store page sells planet-crackers, and the planet-crackers are real. Park a Colossus over a populated world, wait out the charge timer, and the world is gone along with everyone standing on it. What the page leaves out is the schedule. Colossus Project is an ascension perk, and ascension perks are the scarcest currency in a Stellaris campaign. Spending one on a single slow ship means not spending it on Technological Ascendancy or a wonder chain, and by the time my hull rolled out of the shipyard I had usually already won the war it was supposed to end. The headline feature here is a victory lap. The parts nobody put on the poster are where the actual value sits. Those parts are the Marauders and the Great Khan. Marauder empires squat in unclaimed space as raiding clans you cannot court through normal diplomacy. You pay them tribute to be left alone, hire their fleets as mercenaries when your own navy is out of position, or buy a raid on a rival you are not ready to invade yourself. That alone turns the dead stretch between your first border war and the endgame crisis into a set of real decisions. Then one clan unifies under a Great Khan and comes for the whole galaxy. This is the mid-game crisis the base game was missing for years. It arrives right when your economy is comfortable and your fleet doctrine has calcified, and it respects neither. Fighting off a Khan doomstack made me rebuild fleet composition mid-campaign for the first time in ages, and the successor states left behind after the Khan dies redraw the political map better than most scripted event chains manage. The military layer around it is solid rather than transformative. Titans are capital ships gated behind their own ascension perk and a naval capacity limit, and they matter less for the titanic weapon than for the aura they project across the rest of your fleet. Ion Cannons bolt onto starbases and give defensive play an argument it did not previously have, which pairs neatly with the Unyielding tradition tree that shipped alongside. The civics are the sleeper picks: Barbaric Despoilers lets you raid enemy worlds for population instead of taking territory, and Post-Apocalyptic starts you on a tomb world with habitability rules that reward the kind of hostile-planet expansion most empires ignore. Armageddon bombardment is genuinely nasty, and playing an empire built around it feels different from turn one, not just at the end. So why is the review score mixed at 65 percent. Most of that is collateral damage. This expansion launched next to the free 2.0 rework that scrapped warp and wormhole travel for hyperlanes only, introduced war exhaustion, and squeezed fleet counts. A large share of the angry reviews are about that overhaul rather than about the content in the box, and the game has been rebuilt several times since. The fairer complaint is dependency: paid on top of a base game that already needs other expansions to feel complete, this is a slice, not a foundation. If you own nothing, this is not your first purchase or your second. On the newcomer question, I will defend a 200-hour game as beginner friendly if you set it up correctly. Stellaris teaches you the first twenty years and then stops teaching, and this expansion adds no tutorial for its systems. Compensate manually. Play a small or medium galaxy so the map stays legible. Turn the mid-game start year down so the Khan actually shows up while you still care. Run a lower difficulty for your first Khan war, because losing half your navy to a raiding stack teaches nothing when you cannot afford to rebuild. The Workshop covers the rest, from UI cleanup to rebalanced marauder aggression, and multiplayer with hyperlane-only movement is far more readable than the old free-for-all was. Come in expecting a mid-game fix with a flashy toy attached rather than the other way around, and it holds up. Diego, Scout Team

Stellaris: Apocalypse

Stellaris: Apocalypse

Feb 22, 2018Paradox Development StudioParadox Interactive
GamerScout Says

The planet-killers land too late to matter. Buy this one for the Marauders and the Great Khan, the mid-game crisis that finally gives hour 40 of a Stellaris campaign something to do.

PC
Best Price Available
€8.24-59%
at YuPlay
Lowest tracked: €8.24
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GamerScout Verdict

Worth it for the Great Khan and Marauder raids, not for the Colossus, which arrives after the war is already decided.

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€8.24-59%
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€17.99-10%
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€18.79-6%
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€19.99
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Price History

Lowest tracked
€8.244 Sept 2026
Current best
€8.24
Lowest since we started tracking
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Screenshots & Media

About Stellaris: Apocalypse

The store page sells planet-crackers, and the planet-crackers are real. Park a Colossus over a populated world, wait out the charge timer, and the world is gone along with everyone standing on it. What the page leaves out is the schedule. Colossus Project is an ascension perk, and ascension perks are the scarcest currency in a Stellaris campaign. Spending one on a single slow ship means not spending it on Technological Ascendancy or a wonder chain, and by the time my hull rolled out of the shipyard I had usually already won the war it was supposed to end. The headline feature here is a victory lap. The parts nobody put on the poster are where the actual value sits. Those parts are the Marauders and the Great Khan. Marauder empires squat in unclaimed space as raiding clans you cannot court through normal diplomacy. You pay them tribute to be left alone, hire their fleets as mercenaries when your own navy is out of position, or buy a raid on a rival you are not ready to invade yourself. That alone turns the dead stretch between your first border war and the endgame crisis into a set of real decisions. Then one clan unifies under a Great Khan and comes for the whole galaxy. This is the mid-game crisis the base game was missing for years. It arrives right when your economy is comfortable and your fleet doctrine has calcified, and it respects neither. Fighting off a Khan doomstack made me rebuild fleet composition mid-campaign for the first time in ages, and the successor states left behind after the Khan dies redraw the political map better than most scripted event chains manage. The military layer around it is solid rather than transformative. Titans are capital ships gated behind their own ascension perk and a naval capacity limit, and they matter less for the titanic weapon than for the aura they project across the rest of your fleet. Ion Cannons bolt onto starbases and give defensive play an argument it did not previously have, which pairs neatly with the Unyielding tradition tree that shipped alongside. The civics are the sleeper picks: Barbaric Despoilers lets you raid enemy worlds for population instead of taking territory, and Post-Apocalyptic starts you on a tomb world with habitability rules that reward the kind of hostile-planet expansion most empires ignore. Armageddon bombardment is genuinely nasty, and playing an empire built around it feels different from turn one, not just at the end. So why is the review score mixed at 65 percent. Most of that is collateral damage. This expansion launched next to the free 2.0 rework that scrapped warp and wormhole travel for hyperlanes only, introduced war exhaustion, and squeezed fleet counts. A large share of the angry reviews are about that overhaul rather than about the content in the box, and the game has been rebuilt several times since. The fairer complaint is dependency: paid on top of a base game that already needs other expansions to feel complete, this is a slice, not a foundation. If you own nothing, this is not your first purchase or your second. On the newcomer question, I will defend a 200-hour game as beginner friendly if you set it up correctly. Stellaris teaches you the first twenty years and then stops teaching, and this expansion adds no tutorial for its systems. Compensate manually. Play a small or medium galaxy so the map stays legible. Turn the mid-game start year down so the Khan actually shows up while you still care. Run a lower difficulty for your first Khan war, because losing half your navy to a raiding stack teaches nothing when you cannot afford to rebuild. The Workshop covers the rest, from UI cleanup to rebalanced marauder aggression, and multiplayer with hyperlane-only movement is far more readable than the old free-for-all was. Come in expecting a mid-game fix with a flashy toy attached rather than the other way around, and it holds up.

Diego
Diego · Scout Team

Strategy & simulation

Tags

auto-admittedGrand Strategy4XPlanet KillersFleet CompositionAscension PerksMid-Game CrisisLate-Game WarfareEmpire ManagementMod SupportExpansion ContentTitan Class WarshipsMarauder ClansMercenary FleetsOrbital BombardmentStarbase DefenseTomb World StartLong CampaignsMultiplayer Wars

System Requirements

Minimum

Processor
Intel® iCore™ i3-530 or AMD® FX-6350
Memory
4 GB RAM
Graphics
Nvidia® GeForce™ GTX 460 or AMD® ATI Radeon™ HD 5870 (1GB VRAM), or AMD® Radeon™ RX Vega 11 or Intel®…

Recommended

OS
Windows® 10 Home 64 Bit
Processor
Intel® iCore™ i5-3570K or AMD® Ryzen™ 5 2400G
Memory
4 GB RAM
Graphics
Nvidia® GeForce™ GTX 560 Ti (1GB VRAM) or AMD® Radeon™ R7 370 (2 GB VRAM)
Network
Broadb…

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Reviews & Ratings

Steam
65%(1,797)

Game Info

Developer
Paradox Development Studio
Publisher
Paradox Interactive
Release Date
Feb 22, 2018

Features

Single-playerMultiplayerCross Platform MultiplayerDownloadable ContentSteam AchievementsSteam WorkshopSteam CloudFamily Sharing

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Frequently asked questions about Stellaris: Apocalypse

How much does Stellaris: Apocalypse cost?

As of 7 September 2026, the cheapest in-stock offer for Stellaris: Apocalypse is €8.24 at YuPlay, out of 4 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Stellaris: Apocalypse cheapest?

The lowest in-stock price we track for Stellaris: Apocalypse is €8.24 at YuPlay (7 September 2026). We compare 4 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Stellaris: Apocalypse available on?

Stellaris: Apocalypse is available on PC.

When was Stellaris: Apocalypse released?

Stellaris: Apocalypse was released on 22 February 2018.

Who developed Stellaris: Apocalypse?

Stellaris: Apocalypse was developed by Paradox Development Studio and published by Paradox Interactive.