The long-awaited follow-up to the critically acclaimed real-time space strategy is being created by developers from the original team with a new, bespoke engine on PC.
Stardock and Ironclad Games announced Sins of a Solar Empire II today. Following in the footsteps of its critically acclaimed predecessor, this highly anticipated sequel will seamlessly blend real-time strategy and 4X gameplay to deliver a grand space conflict equal parts immersive and intense while introducing a whole new level of detail and raising the bar on what it means to become the ruler of a vast space empire.
Sins of a Solar Empire II will once again explore the tragic war between the desperate Vasari, emergent TEC, and vengeful Advent as their struggle leaves them exposed to much greater threats. Each race will further distinguish its play styles with unique game mechanics, new and reimagined units, extensive research trees, and refined sub-factions.
Players will need to evaluate real-time celestial mechanics, observing the orbits of planets and moons while expanding their empires and maneuvering fleets. Meanwhile, savvy battle commanders must leverage ship positioning and point defense turret tracking speeds to intercept swarms of enemy missiles. At every level, Sins of a Solar Empire II is packed with new features, mechanics, and customization that open up a host of new strategies and tactics.
Sins of a Solar Empire II demands a galaxy filled with thousands of units – from individual missiles to colossal titans – all while maintaining high fidelity visuals and smooth frame rates. Powering this is a new, custom 64-bit multicore engine called Iron Engine 3. This bespoke engine will also go a long way to addressing long-standing player requests like seamlessly rejoining multiplayer games and improved modding.