$39.99Solasta II Roll the dice, face the tide
Guide four heroes through a dark tactical campaign, alone or with friends, where every choice and every roll shapes what comes next.
Is Solasta II worth it?
Solasta II is worth it if…
- you like turn-based tactics where positioning and dice decide the fight
- you want a story-rich campaign where your choices shape how it unfolds
- you have a group of friends ready for a full co-op campaign
- you know tabletop rules and want a game that stays faithful to them
- you enjoy building a party of four from scratch and living with the results
Screenshots
Tactics on a hex grid
Combat is turn-based and played out on a hex grid, following the SRD 5.2 ruleset. You prepare spells before a fight, set up a sneak attack, or smite a monster that has been giving you trouble. Position matters: elevation, spacing and who stands where decide how the dice fall.
One concrete moment: your rogue creeps along a wall while the fighter holds the front, and when the ambush finally lines up, the sneak attack lands and the whole plan pays off.
It is the tabletop experience translated to the screen, from the creators of Solasta: Crown of the Magister. If you know the rules, you will feel at home within minutes. If you do not, the game walks you through them.
A party you build, a story you steer
You create and guide four adventurers, and the quest to Neokos is driven by their family legacy. Character creation covers classes, appearances and voices, with pre-made characters if you want to start fast and fully customised ones if you prefer to build from scratch.
The story is rich and choices matter. In the face of Shadwyn, an ancient and enigmatic threat, you decide how your party pushes back the corruption, and the game remembers what you chose. Different decisions lead the campaign in different directions, which gives a second playthrough a genuinely different shape.
The tone is dark: a grim land, heavy stakes, and a somber atmosphere that never pretends the danger is small.
The whole campaign with friends
Solasta II has an online co-op campaign: up to four players, each controlling their own adventurer, playing through the same story together. This is not a bolted-on mode; the entire campaign, story scenes included, is built to be shared.
It changes how the game plays. Someone has to decide who takes point, who holds the healing spells, and who gets talked out of charging the next fight. When the dice turn against the group, everyone shares the pain, which is exactly how tabletop nights go.
The party-based structure fits it naturally: four characters, four seats at the table. Coordinate, argue over tactics, and let the dice decide whose plan was right.
What should you know before playing?
Do you need to know the tabletop rules to enjoy it?
No. The game follows the SRD 5.2 ruleset, so familiarity helps, but it explains its systems as you go. If you have never rolled a d20 in your life, you will still learn to prepare spells, watch initiative and think about positioning. Tabletop veterans just get to enjoy how faithfully it plays.
How open is the world of Neokos?
After the early parts of the campaign, you can freely roam the continent and uncover the map at your own pace. Stick to familiar roads or head into the wilderness; the game lets you choose your route. Be warned that the wilds are dangerous, and the dice do not care whose fault that is.
Is the game finished?
Not yet: Solasta II is in early access, and the amount of content currently available is limited compared to what the full release plans to offer. If you would rather wait for a complete campaign, that is a reasonable choice. If you enjoy watching a game grow and playing along the way, there is already a solid tactical core here.























