Game review
Circle Empires 2 Review
6 / 10
- Developer
- Luminous
- Publisher
- Luminous
- Released
- 9 February 2026
- Platforms
- PC
- Genre
- Strategy
- Monetisation
- Premium
- Players
- Singleplayer and online co-op/PvP
The short version
Circle Empires 2 asks players to expand outward from a central base, circle by circle, gathering resources and building armies to clear enemy camps before a boss fight closes out each map, the same core loop that made the original Circle Empires and its Rivals expansion so replayable. At launch, though, it arrived with noticeably less content than 2021's Circle Empires: Rivals, fewer leaders, fewer factions, fewer premade units, prompting a wave of reviews accusing it of feeling like an early access release dressed up as a full launch. The new unit editor, letting players design their own troops from parts unlocked across matches, is a genuinely interesting idea, though early on it also made premade units feel redundant by comparison. Months of post-launch updates have added leaders, unit variety, and quality-of-life fixes, and more recent reviews are considerably warmer than the launch-week reception. It's a fun, fast-paced RTS today, but one still catching up to what its own predecessor already offered.
Biggest strengths
- The core loop of expanding circle by circle, clearing camps, and building toward a boss fight remains fast, replayable, and satisfying
- The new unit editor lets players design custom troops from unlocked parts, a genuinely fresh mechanic not present in earlier entries
- Steady post-launch updates have added leaders, units, and quality-of-life improvements, with reviews from mid-2026 noticeably warmer than launch-week reception
Biggest weaknesses
- Launched with markedly less content than 2021's Circle Empires: Rivals, fewer leaders, factions, and premade units, a comparison many reviewers make unprompted
- The unit editor's flexibility initially made most premade units feel interchangeable and unnecessary, undercutting the roster's variety
- Pathing and micromanagement issues are a recurring complaint: healers running into danger, worker units auto-engaging enemies they should avoid, and no simple way to select all military units on screen at once
Who it's for: Existing Circle Empires fans willing to accept a leaner sequel that's still filling itself out, and RTS players who want something lighter on micromanagement than genre giants like StarCraft or Age of Empires.
Our recommendation: Recommended with reservations — worth it for series fans and for the unit editor specifically, but newcomers may get more immediate value from the older, more content-rich Circle Empires: Rivals.
6 / 10
Circle Empires 2 is Luminous's follow-up to 2019's Circle Empires and its well-regarded 2021 expansion Rivals, a fast-paced RTS where players expand outward from a central base, one hex-ringed circle at a time, gathering resources and clearing enemy camps before a climactic boss fight. With 266 reviews sitting at 72% positive, the story this review sample tells is a familiar one for long-running franchises: a launch that disappointed fans expecting the series' most content-rich entry yet, followed by a steady recovery as updates filled in the gaps.
A sequel that launched thinner than its predecessor
The single most consistent complaint across the review sample is content volume, specifically, how much less Circle Empires 2 offered at launch compared to Circle Empires: Rivals. Multiple reviewers, several explicitly identifying as longtime series fans, point out fewer leaders, fewer biomes, fewer factions, and a smaller pool of premade units than the game it's meant to succeed. One detailed review calls it "a rug pull of the entire franchise," arguing the team building on an established blueprint should have produced more, not less, than what came before. Others are gentler but land on the same point: it feels less like a numbered sequel and more like an early access release wearing a full-launch price tag. A few reviewers go further, suggesting the game should have launched into early access proper, letting the team build up leaders and factions over time with community feedback shaping priorities, rather than presenting a slimmed-down roster as a finished product from day one.
The unit editor is a genuine new idea
Where Circle Empires 2 does innovate is its unit editor, a system letting players design custom troops by combining parts unlocked through play, rather than relying purely on each leader's fixed roster. Reviewers consistently single this out as the sequel's most interesting addition, a framework several describe as "promising" and full of unrealised potential. The catch, at least at launch, was that the editor's flexibility made most premade units feel redundant by comparison; if a player-built unit can outperform anything from the base roster, the roster itself stops mattering. It's a system with real long-term potential that needed more supporting content around it than it launched with.
Fast, replayable combat that still works
Set against the content complaints, the fundamental gameplay loop draws the same praise it always has. Expanding circle by circle, managing resource nodes, and building toward a decisive boss encounter remains snappy and replayable, and several reviewers specifically describe it as more approachable than heavier RTS titles like StarCraft for players who want strategy without punishing levels of micromanagement. Co-op play is functional and popular, letting friends tackle maps together, though it isn't without its own friction, discussed below.
Micromanagement friction undercuts the polish
A recurring, more technical complaint concerns unit pathing and AI behaviour. Healers are repeatedly described as running directly into danger rather than staying back, worker units auto-engage enemies they should be avoiding entirely, and there's no simple way to select every military unit on screen at once, forcing players into wide, imprecise area-selection instead. One reviewer also reports the game struggling to keep pace on larger maps during co-op sessions, with noticeable pausing and buffering as army sizes grow, describing it as the servers failing to handle the volume of unit calculations once armies scale up. None of these are dealbreakers individually, but together they add friction to a genre that lives or dies on how responsive its controls feel, and a couple of reviewers note the general pathing AI in particular needs a pass, since micromanaging every unit's movement defeats much of the point of a fast, streamlined RTS like this one.
Recovery through steady post-launch updates
Reviews from mid-2026 onward tell a markedly more positive story than the February launch window. Summer reviews describe a leader roster that's grown to 24, more grid arrangements to play across, and unit variety that's caught up considerably since release, with one reviewer explicitly noting the game "has only gotten better and better" since launch. This mirrors a pattern seen across several other recent Steam releases: an aggregate score weighted heavily by early, since-addressed complaints can undersell where a game actually stands months later, though the launch shortfall was real enough that it's fair to factor into any purchase decision made today, especially for players who remember what Rivals offered on day one.
How it stacks up against Circle Empires: Rivals
For players deciding between entries, the review sample is unusually direct: several reviewers explicitly recommend sticking with Rivals over the sequel, arguing it still offers more factions, more units, and a more complete experience for a similar price. That's a tough comparison for any sequel to lose, and it's worth taking seriously if content volume matters most to you. Where Circle Empires 2 pulls ahead is its unit editor and its ongoing update cadence; Rivals is a finished, static experience, while Circle Empires 2 is still visibly growing. Which one serves a given player better depends largely on whether they'd rather have more content today or a system with more room to expand tomorrow.
Final Verdict
Circle Empires 2 is a fun, fast RTS built on a proven loop, hampered by a launch that shortchanged the franchise's own reputation for content depth. The unit editor is a genuinely worthwhile new idea, and months of updates have meaningfully closed the gap with what came before, but newcomers deciding between this and Circle Empires: Rivals should know the older game may still offer more for less friction today. It's a sequel worth trusting series fans to enjoy, provided they go in expecting a game still filling itself out rather than the finished article.
Pros and cons
Pros
- The core loop of expanding circle by circle, clearing camps, and building toward a boss fight remains fast, replayable, and satisfying
- The new unit editor lets players design custom troops from unlocked parts, a genuinely fresh mechanic not present in earlier entries
- Steady post-launch updates have added leaders, units, and quality-of-life improvements, with reviews from mid-2026 noticeably warmer than launch-week reception
- Runs well in co-op and offers a demo, letting undecided players try the core loop before committing
Cons
- Launched with markedly less content than 2021's Circle Empires: Rivals, fewer leaders, factions, and premade units, a comparison many reviewers make unprompted
- The unit editor's flexibility initially made most premade units feel interchangeable and unnecessary, undercutting the roster's variety
- Pathing and micromanagement issues are a recurring complaint: healers running into danger, worker units auto-engaging enemies they should avoid, and no simple way to select all military units on screen at once
- Some translations and in-game tooltips remain incomplete, leaving certain systems under-explained