Compare Warhammer Quest 2: The End Times (Classic) prices across trusted key 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)

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.

PCMacXbox
Steam Deck PlayableProtonDB Platinum
Best Price Available
€0.00
at N/A
Historical low: €4.44

GamerScout Verdict

Best for Warhammer lore fans wanting short tactical sessions; too shallow and repetitive to satisfy dedicated PC tactics players.

Compare Prices(0 stores)

Loading prices...

We may earn a commission when you buy games through links on this page — at no extra cost to you. It never affects our rankings or verdicts.

Price History

Historical low
€4.448 Jun 2026
Keyshops
€4.08€4.32€4.56€4.808 Jun19 Jun30 Jun11 Jul22 Jul
8 Jun — 22 Jul
Create alert

Screenshots & Media

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
Diego · Scout Team

Strategy & simulation

Tags

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

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

Keep exploring

Community Discussion

Be the first to comment on Warhammer Quest 2: The End Times (Classic).

Reviews & Ratings

No ratings available

Game Info

Developer
Perchang
Publisher
Perchang
Release Date
Jan 30, 2019

Price Alert

Get notified when the price drops below your target!

Create Alert

No card? Pay another way

Top up your Steam Wallet or buy crypto with any card — instant delivery, no bank account needed.

Buy smarter: helpful guides

Looking for more? See games like Warhammer Quest 2: The End Times (Classic) →

Frequently asked questions about Warhammer Quest 2: The End Times (Classic)

How much does Warhammer Quest 2: The End Times (Classic) cost?

Warhammer Quest 2: The End Times (Classic) pricing changes often and varies by store, edition and region. The live price table on this page compares the cheapest in-stock offers from trusted key stores like Eneba and Kinguin, so you always see the current lowest price before you buy.

Where can I buy Warhammer Quest 2: The End Times (Classic) cheapest?

Compare Warhammer Quest 2: The End Times (Classic) prices across every verified store in the price table on this page. We list the cheapest in-stock key and store offers, updated regularly, so you always see the best current deal before you buy.

What platforms is Warhammer Quest 2: The End Times (Classic) available on?

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.