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How Changing One Mechanic Elevated Reus 2 Beyond Its Predecessor

1. Leden 2026 v 15:00
How Changing One Mechanic Elevated Reus 2 Beyond Its Predecessor

Reus, designed by Abbey Games, is a simulation game about gods, giants, and growth. You start with a barren planet and gradually fill it with life. First, you place down biomes like swamps, forests, oceans, and deserts. Then you fill these wild spaces with animals, minerals, and plants. When humans come to settle the land, you support the development of their communities so that they can flourish, but you also need to ensure that you don’t give any one group too many resources too quickly, otherwise they might become proud and start waging war against their neighbours.

At its core, Reus is about balancing ecosystems and encouraging synergies. Herbivorous animals want to live near plants, different clusters of minerals provide different effects when placed down in different combinations, and predators require prey. If you can keep all of these relationships in mind, as you gradually unfurl the sprawling web of nature on your planet, then the world will thrive.

There are two Reus games, and while both have the same central concept of making an initially barren planet prosper, they approach it in very different ways.

The first game employs a real-time management system, which, while intuitive, clashes with the game’s nature. The second learned from its predecessor’s mistakes and implemented an approach that lets players experience the game at their preferred pace.

On Borrowed Time

How Changing One Mechanic Elevated Reus 2 Beyond Its Predecessor
Reus 1. Source: Abbey Games.

Worlds in Reus aren’t designed to be played in perpetuity. The game wants you to develop one, see it grow, and then move on to another. This is similar to how in Rollercoaster Tycoon, you’re constantly shifting from one park to the next, except on a galactic scale.

Both games use different methods to let players know when they should move on to their next project. When sitting down for a play session in the first Reus, you must choose whether you want to work on your world for 30, 60, or 120 minutes.

It can be awkward choosing this upfront. You might know exactly how long you intend for your current play session to last, but chances are you’re just sitting down to unwind for a while, and putting a timer on your fun makes the experience feel a lot less relaxing.

These time limits can also be uncomfortable at times because they’re either too long or too short.

In a 30-minute game, you really have to sprint to get everything completed on time. Watching the worker giants, who terraform the world for you, slowly trudge around the map can make you feel truly impatient.

In 120-minute games, meanwhile, you can sometimes be left waiting out the last 10 or so minutes of the timer as everything slowly crawls towards a conclusion.

While the game itself is a compelling puzzle, Reus does itself a disservice by only allowing players to tinker with their worlds under strictly timed constraints.

It was clear that any future instalments in the series would need a new way of encouraging players to move along once their work on a particular planet is finished. Sure enough, the sequel succeeds in developing an innovative solution.

Eons to spend

How Changing One Mechanic Elevated Reus 2 Beyond Its Predecessor
Reus 2. Source: Abbey Games.

In Reus 2, you’re unconstrained by time. Instead of needing to get everything done before the clock runs out, your actions are only limited by a newly implemented resource system.

Every time you place something down on your planet, it costs a small amount of “eon.” You’re only given a finite amount of eon, meaning that you must place down every animal, ore formation, and plant carefully. You need to think strategically and ensure that you’re always placing everything in the optimal location.

The game is split into three eras, each with objectives that must be fulfilled. If you can complete these goals, you’re granted more eon, and are allowed to advance into the future. If you can’t, then your progress stalls, and you need to move on to another planet.

As well as clearing away the discomfort of the timers from the first game, Reus 2’s approach also pays off in other areas.

The era system makes the civilisations that develop feel more grounded in history. The ability to move from prehistory to the Iron Age, and then into the present, gives you a sense of progress. The tiny people on your planet feel more like they are changing, growing, and developing.

Additionally, needing to spend your eon carefully to advance through the eras adds an element of welcome challenge to proceedings. If you scattered everything across the world randomly in the first game, there was no real penalty beyond receiving a low score once time ran out. In Reus 2, playing without purpose will quickly lead to your pool of eon depleting, and the need to end your current efforts and try again. This incentivises you to learn the game’s system and ensure that your next try will be more successful.

Conclusion

How Changing One Mechanic Elevated Reus 2 Beyond Its Predecessor
Reus 2. Source: Abbey Games.

Games are truly great when all of their systems click together harmoniously. For example, part of the secret behind why Minecraft has endured for so long is that its vast, explorable open world provides a wealth of resources that perfectly complement its crafting system.

Both Reus games offer a cosmic sandbox that you can sculpt and develop as you watch life grow. They’re both good fun; however, the first tries to weld real-time and puzzle-based elements together, creating an uncertain experience where you need to charge through an otherwise relaxing game. The second, meanwhile, takes its time and allows players to move at their own pace. By limiting the number of actions players can take, rather than the time available to take them in, it better understands its nature as a tactical puzzle requiring the correct approach.

Reus and Reus 2 are both available on Steam. The former is also available on the PlayStation 4 and Xbox One, while the latter is available on Switch and Xbox Series X/S.

A review code for Reus 2 was provided by the developer.

Review: Reus 2 (Nintendo Switch)

8. Leden 2026 v 08:48
Reus 2 is a god game that’s all about building planets and seeing how civilizations react to the world you create for them. Instead of controlling people directly, you shape the land itself using giant beings, then sit back and watch how things play out. It’s a slower, more thoughtful kind of strategy game. You play as these giant god-like beings that shape the land instead of directly controlling people. You’re placing forests, mountains, oceans, animals, and resources, and then watching little civilizations try to make sense of it all. Sometimes they thrive. Sometimes they don’t. And most of the time when they don’t, it’s because of a choice you made without realizing how much it would affect their little world. What I like most about Reus 2 is that it doesn’t feel like it’s nagging at you to play it “correctly.” There’s a lot of experimentation, a lot of “oh, that didn’t work at all,” and then going back in with a better plan. It’s not stressful, it’s not fast, and it doesn’t feel like it’s trying to punish you for learning. That makes it really easy to relax with, especially if you’re burned out on games that want you locked in all the time. That said, this is definitely a thinking game. You’re not smashing buttons or reacting quickly to anything. You’re placing things, watching patterns form, and slowly understanding how all the systems connect. When it clicks, it feels great. When it doesn’t, it can feel a little confusing because the game doesn’t always explain why something went wrong. You kind of have to piece it together on your own. This was a little frustrating at first and I will admit I did have to look up a tutorial. But once you get the hang of things it’s actually kind of fun. Visually, I really like it. It’s clean, colorful, and easy to read at a glance, which matters when you’re staring at planets for long stretches of time. The music stays in the background and doesn’t get annoying, which I appreciate, because this is the kind of game where loud or dramatic music would completely kill the vibe. The controls in the Nintendo Switch version are where I have mixed feelings. The game clearly wasn’t built with a controller as the main focus, and you feel that. Menus can be a bit clunky, text can be smaller than it should be, and sometimes doing something simple takes more steps than it needs to. It’s not unplayable by any means, but there were moments where I thought, “This would be way smoother with a mouse.” I also wouldn’t recommend this to someone who wants action or instant gratification. If you need explosions, combat, or constant feedback, this probably isn’t going to hold your attention. Reus 2 is slow on purpose, and that’s either going to be exactly what you want or something you bounce off of pretty quickly. For me, though, it worked. I like games that let me think, mess up, and try again without acting like I failed some kind of skill test. Reus 2 feels more like tending to something than beating it, and that’s not something you see a lot of anymore. It’s not perfect on Switch, and I won’t pretend the controls didn’t annoy me at times. But if you’re into chill strategy games, god/sandbox-style games, or anything where watching systems interact and grow is half the fun, Reus 2 is worth your time. Just go into it knowing it’s more about patience and curiosity than excitement.

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