$39.99HELLDIVERS™ 2 Chaotic four-player galactic warfare
Enlist with up to three co-op friends as Helldivers spreading managed democracy across hostile planets. Call airstrikes, share ammo, dodge friendly fire, and extract together. Loud, messy, and built for squads who laugh at disaster.
Is HELLDIVERS™ 2 worth it?
HELLDIVERS™ 2 is worth it if…
- you like loud co-op games where plans fall apart in funny ways
- you want short missions with clear objectives and extraction at the end
- you enjoy coordinating loadouts, stratagems, and who carries what
- you find satire about freedom, peace, and democracy funny
Screenshots
Four Helldivers against everything
You land in a squad of up to four with a strategic mission and a planet that wants you dead.
That makes co-op friends essential rather than decorative. You watch each other's backs, split objectives, and drag each other to extraction. Expect to be saved by a friend one minute and flattened by their airstrike the next.
Call down freedom from above
You pick how liberty gets delivered. Rain ordnance from above, sneak through enemy territory, or charge straight into the jaws of combat.
Your main tools are explosive firepower, life-saving armor, and stratagems — turrets, airstrikes, and similar battle-changing calls. You aim down the sights for accurate shots with pistols, machine guns, and flamethrowers, while blood, explosions, and dismemberment keep the battlefield readable in a grim way. Choosing the loadout is half the co-op conversation.
Friendly fire keeps everyone honest
This is a fast, frantic third-person shooter where positioning matters. You drop a turret to hold a ridge, a friend calls an airstrike a little too close, and the squad scatters while alien threats keep pushing without fear or morality.
Each enemy has distinct tactics and behavior, so one fight needs steady machine-gun fire and the next needs running. The comedy comes from physics and poor decisions: environmental explosions, stray grenades, and squad mates caught in your line of fire. Shared blame is part of the fun.
A war you fight together
Capturing enemy planets, defending against invasions, and completing missions feeds a shared galactic war. The result depends on everyone involved, which gives your squad's evening of extractions some larger weight.
Super Earth pays out Requisition for hard work, used for rewards that benefit you, your squad, your destroyer ship, and the wider war effort. It is a neat loop for co-op friends: land, survive, extract, and watch those small wins add up to something bigger. You stand together, or you fall apart.
Good to know before you drop?
How does co-op actually work?
Teamwork is required, from covering revives to timing stratagems so you do not wipe your own squad. Requisition rewards feed back into you, your squad, your ship, and the war effort.
What do we actually do on a mission?
You land, complete strategic objectives, fight alien threats with guns and stratagems like turrets and airstrikes, then reach extraction. Enemies fight ferociously and without morality, and bloodstains, dismembered corpses, and battlefield wreckage mark where earlier squads failed.
Is friendly fire really always on?
Yes. Friendly fire is treated as a certainty of war, not an option. Your bullets, flamethrowers, turrets, airstrikes, and environmental explosions can hurt squad mates.
What is the galactic war?
Your squad's missions are small pieces of that larger fight for freedom across the galaxy.



















