Compare The Final Earth 2 prices across trusted key stores and find the best deal. Developed by Florian van Strien. Published by Florian van Strien. Released on 7/15/2022. Available on PC. Genres: Indie, Simulation, Strategy.

97% positive Steam reviews on a city builder that started as a browser game says something real: this one earns its playtime one carefully placed Woodcutting Center at a time.

I kept an eye on The Final Earth 2 well before its Steam release because the browser version had already clocked absurd player hours and won a Kongregate contest. The Steam port is the definitive version, and the core premise is as clean as it gets for a city builder: a tiny floating rock, three citizens, one landed Exploration Ship, and a resource chain you need to get right before your population decides to be miserable. Wood, stone, food, knowledge, machine parts, computer chips - each rung of that production ladder feeds into the next, and getting the sequencing wrong early means you'll be scrambling to house a wave of immigrants while your Indoor Farms can't keep up. That tension is genuinely satisfying to resolve. The vertical axis is the central design decision that separates this from the usual isometric or top-down genre competition. You build upward on small floating platforms, stacking structures indefinitely, which means layout decisions carry real consequences. Many production buildings require specific neighbors to function at full efficiency, so figuring out that synergy matrix - Exploration Centers generating knowledge before Labs unlock, Pubs placed to hit happiness thresholds, Machine Part Factories positioned to not create citizen pathing nightmares - is the actual game. It does not hold your hand past the early scenarios, which is fine. The onboarding in Scenario 1 (A New Beginning) introduces mechanics gradually enough that a newcomer will not immediately drown. The mid-game is where it opens up, and that is when most players either tab out of their spreadsheet or go fully feral trying to optimize chip output per world. The mode variety is a legitimate selling point. There are three story scenarios - A New Beginning, An Interworld City, and Hacking Alien Tech - plus six free play environments covering everything from a massive single Mega World to a Random Archipelago of small connected islands. Creative mode removes resource pressure entirely if you just want to watch a few thousand simulated citizens shuffle around. Seasonal events (Halloween, Christmas) add limited-time buildings and upgrades, which means the developer is still actively touching the game post-launch. Steam Workshop support is present for mods, though the community content library is modest compared to big-budget city builders. Do not go in expecting Paradox-tier mod output. The honest critique is that the mid-to-late loop reveals its browser DNA. The core cycle - gather, build, research, repeat - does not mutate much once you understand the synergy rules. Players who want punishing fail states or complex AI opponents will find none of that here. There is no way to lose in the traditional sense, which is a deliberate design call that makes it accessible but also drains urgency out of the late game. Performance also becomes a real variable at very large city sizes; the developer flags this openly, and players who push populations past 10,000 on lower-spec machines should expect frame rate to become a factor. The 2D pixel art style is functional rather than spectacular, which is a fair trade for the accessibility it enables on modest hardware. For a solo-developed title at a budget price point, the depth-to-cost ratio here is hard to argue with. Strategy fans who want a low-friction entry point into colony management, something they can pick up for a 90-minute session without a 40-page tutorial, will find this hits that gap well. The building synergy system has enough complexity to keep planners occupied for multiple playthroughs across different scenario types, and the Workshop means new scenarios can extend that. Diego, Scout Team

The Final Earth 2

The Final Earth 2

Jul 15, 2022Florian van Strien
GamerScout Says

97% positive Steam reviews on a city builder that started as a browser game says something real: this one earns its playtime one carefully placed Woodcutting Center at a time.

PC
Steam Deck PlayableProtonDB Gold
Best Price Available
€3.89
at Kinguin
Lowest tracked: €3.89
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GamerScout Verdict

Best for city builder fans who want a low-pressure but genuinely layered colony sim without a steep learning cliff.

Compare Prices(4 stores)

KinguinBest price
StandardGlobalSteam KeyKey
€3.89
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StandardEurope (EU)Steam KeyKey
€3.99
Priced in EUR by the store
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StandardGlobalSteam KeyKey
€3.99-59%
Priced in EUR by the store
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StandardEurope (EU)Steam KeyKey
€9.75
Priced in EUR by the store
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StandardGlobalSteam KeyKey
€9.75
Priced in EUR by the store
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Price History

Lowest tracked
€3.8917 Aug 2026
Current best
€3.89
Lowest since we started tracking
Keyshops
€3.62€3.83€4.03€4.249 Jun2 Jul24 Jul16 Aug7 Sept
9 Jun — 7 Sept
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About The Final Earth 2

I kept an eye on The Final Earth 2 well before its Steam release because the browser version had already clocked absurd player hours and won a Kongregate contest. The Steam port is the definitive version, and the core premise is as clean as it gets for a city builder: a tiny floating rock, three citizens, one landed Exploration Ship, and a resource chain you need to get right before your population decides to be miserable. Wood, stone, food, knowledge, machine parts, computer chips - each rung of that production ladder feeds into the next, and getting the sequencing wrong early means you'll be scrambling to house a wave of immigrants while your Indoor Farms can't keep up. That tension is genuinely satisfying to resolve. The vertical axis is the central design decision that separates this from the usual isometric or top-down genre competition. You build upward on small floating platforms, stacking structures indefinitely, which means layout decisions carry real consequences. Many production buildings require specific neighbors to function at full efficiency, so figuring out that synergy matrix - Exploration Centers generating knowledge before Labs unlock, Pubs placed to hit happiness thresholds, Machine Part Factories positioned to not create citizen pathing nightmares - is the actual game. It does not hold your hand past the early scenarios, which is fine. The onboarding in Scenario 1 (A New Beginning) introduces mechanics gradually enough that a newcomer will not immediately drown. The mid-game is where it opens up, and that is when most players either tab out of their spreadsheet or go fully feral trying to optimize chip output per world. The mode variety is a legitimate selling point. There are three story scenarios - A New Beginning, An Interworld City, and Hacking Alien Tech - plus six free play environments covering everything from a massive single Mega World to a Random Archipelago of small connected islands. Creative mode removes resource pressure entirely if you just want to watch a few thousand simulated citizens shuffle around. Seasonal events (Halloween, Christmas) add limited-time buildings and upgrades, which means the developer is still actively touching the game post-launch. Steam Workshop support is present for mods, though the community content library is modest compared to big-budget city builders. Do not go in expecting Paradox-tier mod output. The honest critique is that the mid-to-late loop reveals its browser DNA. The core cycle - gather, build, research, repeat - does not mutate much once you understand the synergy rules. Players who want punishing fail states or complex AI opponents will find none of that here. There is no way to lose in the traditional sense, which is a deliberate design call that makes it accessible but also drains urgency out of the late game. Performance also becomes a real variable at very large city sizes; the developer flags this openly, and players who push populations past 10,000 on lower-spec machines should expect frame rate to become a factor. The 2D pixel art style is functional rather than spectacular, which is a fair trade for the accessibility it enables on modest hardware. For a solo-developed title at a budget price point, the depth-to-cost ratio here is hard to argue with. Strategy fans who want a low-friction entry point into colony management, something they can pick up for a 90-minute session without a 40-page tutorial, will find this hits that gap well. The building synergy system has enough complexity to keep planners occupied for multiple playthroughs across different scenario types, and the Workshop means new scenarios can extend that.

Diego
Diego · Scout Team

Strategy & simulation

Tags

singleplayerachievementsworkshopcloud-savestier:sub-5Vertical City BuilderBuilding SynergyColony ManagementScenario ModeCitizen SimulationHappiness ManagementProduction ChainSeasonal EventsBrowser-to-SteamBeginner Friendly

System Requirements

Minimum

OS
Windows 7 or newer
Memory
2 GB RAM
Storage
500 MB available space
Graphics
Hardware Accelerated Graphics (Integrated Graphics are OK)
Processor
Yes please

Recommended

Graphics
Dedicated Graphics
Processor
2 GHz Dual Core or better

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Game Info

Developer
Florian van Strien
Publisher
Florian van Strien
Release Date
Jul 15, 2022

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Frequently asked questions about The Final Earth 2

How much does The Final Earth 2 cost?

As of 7 September 2026, the cheapest in-stock offer for The Final Earth 2 is €3.89 at Kinguin, out of 5 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy The Final Earth 2 cheapest?

The lowest in-stock price we track for The Final Earth 2 is €3.89 at Kinguin (7 September 2026). We compare 5 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is The Final Earth 2 available on?

The Final Earth 2 is available on PC.

When was The Final Earth 2 released?

The Final Earth 2 was released on 15 July 2022.

Who developed The Final Earth 2?

The Final Earth 2 was developed by Florian van Strien.