Compare Warhammer Quest 2: The End Times (Classic) prices across 50+ stores and find the best deal. Developed by Perchang. Published by Perchang. Released on 1/30/2019. Available on PC, Mac, Xbox. Genres: Adventure, Strategy.

A mobile-to-PC dungeon crawler that fits comfortably in a lunchbreak but starts showing its seams the moment you settle in for a long session. Worth knowing what you're getting into before you commit.

My first instinct with Warhammer Quest 2: The End Times was to treat it like a handheld grand-strategy snack, the kind of thing you run between meetings and put down without guilt. That instinct turned out to be exactly right, and also the clearest warning I can give you. This is a turn-based dungeon crawler ported from mobile, and it carries every virtue and every vice that label implies. The action-point system is clean: each hero and enemy spends AP to move, attack, cast, or use items, and the grid-based positioning actually rewards careful thought. Chokepoints matter. Opening a door and letting Beastmen or Skaven funnel through one at a time is a legitimate, satisfying tactic. Damage splits into piercing, crushing, and slashing types, which means matching your hero loadout to the enemy roster becomes a genuine decision rather than wallpaper dressing. The roster itself is the headline appeal. You start with an Empire Captain and a Dark Elf Sorceress, and over three regions spanning 27 settlements you gradually unlock eleven more classes: Dwarf Slayers, Wood Elf Glade Guard, Witch Hunters, Bretonnian Knights, High Elf Mages, War Dancers, Vampire Blood Knights, and more. Four heroes go into each dungeon, swappable before every run, and the min-maxing community settled quickly on the Weaponmaster accessory as the cornerstone of most builds since it drops all AP costs by one, turning a 3-AP mace into a 2-AP mace and suddenly doubling your output ceiling. That kind of number-crunching is legitimately enjoyable for about twenty hours. Ambush events on the world map are worth chasing hard: they offer the best odds of a high-level hero recruit or a powerful item drop, and skipping them consistently will leave your roster under-geared by the second region. Here is where I have to be straight with you. The PC version bundles all previous DLC with no extra charges, supports ultrawide, and runs rock-solid without crashes. Those are real points in its favour. The problem is structural: the dungeon loop calcifies fast. Almost every encounter resolves the same way regardless of class composition. Stand in a doorway, let enemies file in, spend ranged AP on casters at the back, mop up with melee. The 12 classes feel more distinct on paper than in practice because the tank-versus-ranged split is so dominant that half the roster ends up as a minor variation on the same role. The item pool of over 200 weapons, armour pieces, and abilities sounds enormous until you realise a meaningful slice of it is trap gear with unfavourable AP costs or negligible stat gains. RNG governs both drops and hit-rate, and bad streaks against high-deflect Skaven units in particular can make a tight run feel arbitrary rather than punishing. For Warhammer lore fans, there is genuine flavour here. The End Times setting pairs enemy factions like Nurgle plague zombies in Middenheim, Skaven clan rats and Grey Seers in the second region, and the visual production is noticeably polished for a game with mobile origins. Lighting and enemy models hold up well on a PC monitor. The world map has a satisfying sweep to it. None of that fixes the repetition concern, but it does make the first half of the campaign genuinely atmospheric. If you bounced off the first Warhammer Quest due to frustrating ranged-miss rates, the sequel corrects that specifically, and monster reinforcement spawns are less punishing here than in the original. Bottom line for the strategy-minded buyer: treat this as a thirty-to-forty-hour curio best played in two-hour sessions, not a deep-cut tactics sandbox. The build variety ceiling is lower than it looks, the AI offers little resistance once you map its patterns, and there is no mod ecosystem to extend the experience. It earns its place on a Warhammer fan's shelf, but it will not scratch the itch if you came here expecting the mechanical density of a dedicated PC tactics game. Diego, Scout Team

Warhammer Quest 2: The End Times (Classic)
AdventureStrategy

Warhammer Quest 2: The End Times (Classic)

Jan 30, 2019Perchang
GamerScout Says

A mobile-to-PC dungeon crawler that fits comfortably in a lunchbreak but starts showing its seams the moment you settle in for a long session. Worth knowing what you're getting into before you commit.

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About Warhammer Quest 2: The End Times (Classic)

My first instinct with Warhammer Quest 2: The End Times was to treat it like a handheld grand-strategy snack, the kind of thing you run between meetings and put down without guilt. That instinct turned out to be exactly right, and also the clearest warning I can give you. This is a turn-based dungeon crawler ported from mobile, and it carries every virtue and every vice that label implies. The action-point system is clean: each hero and enemy spends AP to move, attack, cast, or use items, and the grid-based positioning actually rewards careful thought. Chokepoints matter. Opening a door and letting Beastmen or Skaven funnel through one at a time is a legitimate, satisfying tactic. Damage splits into piercing, crushing, and slashing types, which means matching your hero loadout to the enemy roster becomes a genuine decision rather than wallpaper dressing. The roster itself is the headline appeal. You start with an Empire Captain and a Dark Elf Sorceress, and over three regions spanning 27 settlements you gradually unlock eleven more classes: Dwarf Slayers, Wood Elf Glade Guard, Witch Hunters, Bretonnian Knights, High Elf Mages, War Dancers, Vampire Blood Knights, and more. Four heroes go into each dungeon, swappable before every run, and the min-maxing community settled quickly on the Weaponmaster accessory as the cornerstone of most builds since it drops all AP costs by one, turning a 3-AP mace into a 2-AP mace and suddenly doubling your output ceiling. That kind of number-crunching is legitimately enjoyable for about twenty hours. Ambush events on the world map are worth chasing hard: they offer the best odds of a high-level hero recruit or a powerful item drop, and skipping them consistently will leave your roster under-geared by the second region. Here is where I have to be straight with you. The PC version bundles all previous DLC with no extra charges, supports ultrawide, and runs rock-solid without crashes. Those are real points in its favour. The problem is structural: the dungeon loop calcifies fast. Almost every encounter resolves the same way regardless of class composition. Stand in a doorway, let enemies file in, spend ranged AP on casters at the back, mop up with melee. The 12 classes feel more distinct on paper than in practice because the tank-versus-ranged split is so dominant that half the roster ends up as a minor variation on the same role. The item pool of over 200 weapons, armour pieces, and abilities sounds enormous until you realise a meaningful slice of it is trap gear with unfavourable AP costs or negligible stat gains. RNG governs both drops and hit-rate, and bad streaks against high-deflect Skaven units in particular can make a tight run feel arbitrary rather than punishing. For Warhammer lore fans, there is genuine flavour here. The End Times setting pairs enemy factions like Nurgle plague zombies in Middenheim, Skaven clan rats and Grey Seers in the second region, and the visual production is noticeably polished for a game with mobile origins. Lighting and enemy models hold up well on a PC monitor. The world map has a satisfying sweep to it. None of that fixes the repetition concern, but it does make the first half of the campaign genuinely atmospheric. If you bounced off the first Warhammer Quest due to frustrating ranged-miss rates, the sequel corrects that specifically, and monster reinforcement spawns are less punishing here than in the original. Bottom line for the strategy-minded buyer: treat this as a thirty-to-forty-hour curio best played in two-hour sessions, not a deep-cut tactics sandbox. The build variety ceiling is lower than it looks, the AI offers little resistance once you map its patterns, and there is no mod ecosystem to extend the experience. It earns its place on a Warhammer fan's shelf, but it will not scratch the itch if you came here expecting the mechanical density of a dedicated PC tactics game. Diego, Scout Team

Tags

singleplayerachievementscloud-savestier:aaaDungeon CrawlerAction-Point CombatParty ManagementWarhammer FantasyMobile PortLoot-DrivenChokepoint TacticsRNG-Heavy

Steam Deck & Linux

Steam Deck PlayableProtonDB Platinum

Valve rates this game Steam Deck Playable. Runs flawlessly on Linux out of the box. Based on 5 ProtonDB community reports.

System Requirements

Minimum

OS
Windows 7 SP1+
Memory
3 GB RAM
DirectX
Version 10
Storage
4 GB available space
Graphics
Intel HD Graphics 4000 or better
Processor
Intel Core i3-530 or better
Additional Notes
Requires a 64-bit processor and operating system

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Game Info

Developer
Perchang
Publisher
Perchang
Release Date
Jan 30, 2019

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Warhammer Quest 2: The End Times (Classic) is available on PC, Mac, Xbox.

When was Warhammer Quest 2: The End Times (Classic) released?

Warhammer Quest 2: The End Times (Classic) was released on 30 January 2019.

Who developed Warhammer Quest 2: The End Times (Classic)?

Warhammer Quest 2: The End Times (Classic) was developed by Perchang.