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Preview | Solasta II | Never Enough D&D Flavor

PREVIEW | SOLASTA II | NEVER ENOUGH D&D FLAVOR

Solasta II enters the CRPG conversation at a strange but useful moment. Baldur’s Gate 3 made the genre bigger, louder and more visible than it had been for years, but it also created a problem for every smaller tactical RPG that follows it: comparison is now unavoidable. Tactical Adventures cannot simply pretend that shadow is not there. The smarter move is to step around it, and that is where Solasta II becomes interesting. This is not a game trying to win with cinematic excess, endless romance scenes or massive AAA scale. Its pitch is more direct, more rules-driven and more tactical. Party control, dice logic, vertical battlefields, positioning, prepared actions and that very specific tabletop feeling are still the center of the appeal. Solasta II is developed by Tactical Adventures and published by Kepler Interactive, with Early Access scheduled for Windows on March 12, 2026; the sequel moves to Unreal Engine 5 and sends players to the new continent of Neokos, following the Colwall siblings against the mysterious Shadwyn.

a crpg that knows where its strength is

The first Solasta was not perfect, but it understood one thing better than many bigger RPGs: tactical combat needs rules that actually matter. That is the foundation Solasta II seems determined to protect. This sequel is still built around turn-based party combat, tabletop-style decision making and encounters where the player is not just watching numbers resolve, but constantly thinking about terrain, initiative, line of sight, spell timing and character position. The move to Unreal Engine 5 should help the game look more modern, but the visual upgrade is not the real story. The real story is whether Tactical Adventures can keep the clean tactical structure of the original while making the world, characters and presentation feel stronger than before. That is where Solasta II has to grow. It cannot only be “the CRPG with good rules” anymore, because the audience is larger now and expectations are different. It needs to keep the dice, but give those dice a better stage. The new continent of Neokos is important because it gives the sequel a chance to feel like more than a mechanical upgrade. Returning players need discovery, not just another campaign with prettier textures. New players need a world that feels readable without needing homework from the first game. The story around the Colwall siblings gives Solasta II a family-driven base, which could help the game avoid the coldness that sometimes comes with very system-heavy RPGs. A party-based CRPG works best when the party feels like more than four character sheets standing in formation. If the writing can support the tactical structure, Solasta II could become the kind of RPG that does not need to compete with Baldur’s Gate 3 on spectacle because it offers something cleaner: a campaign where the group, the terrain and the rules all matter at the same time.

dice, ready action and the tabletop feel

The most interesting mechanical signal so far is Solasta II’s commitment to Ready Action. This is exactly the kind of detail that tells you what kind of audience Tactical Adventures is chasing. In many games, tactical combat becomes a rhythm of attacking, moving and waiting for cooldowns. In a tabletop-inspired RPG, the stronger fantasy is different: you prepare, hold position, wait for the enemy to step into range, save a spell for the right moment, or build a turn around something that has not happened yet. Solasta II is expanding Ready Action so players can prepare more types of actions, including curative and defensive options, while trying to keep the system straightforward instead of turning it into a confusing rules menu. That matters because this is where Solasta can separate itself from the post-BG3 crowd. Baldur’s Gate 3 bent and simplified parts of the 5e-style experience to serve speed, drama and cinematic flow. Solasta II seems more interested in the satisfaction of rules doing their job. That does not make it automatically better, and it does not mean it should become slow or rigid. A video game cannot offer the full freedom of tabletop play, and it should not pretend otherwise. But it can create enough tactical friction to make every round feel like a real decision. Ready Action, vertical positioning and party coordination are not glamorous marketing words, but for the right player they are the difference between “turn-based combat” and actual tactics. That is the D&D flavor people come back for: not just dice on screen, but the feeling that a good plan can survive contact with chaos.

why solasta ii should not chase baldur’s gate 3

The obvious comparison is Baldur’s Gate 3, but it may also be the least useful way to judge Solasta II. Tactical Adventures is not Larian Studios, and Solasta II does not need to pretend it has the same resources, scope or cinematic muscle. Reports around the sequel have already made that difference clear, with Tactical Adventures describing the games as different beasts rather than direct rivals. That is the correct attitude. Solasta II should not try to outshine Baldur’s Gate 3 by becoming a smaller version of it. That would only make the limits more visible. It should be sharper, more focused and more comfortable with being the tactical CRPG for players who still care about grid logic, party builds and encounter design.  This is why the Early Access route makes sense. Solasta II has the kind of systems that benefit from live feedback: balance, classes, encounter pacing, character options, multiplayer support and difficulty tuning. The early version is expected to represent only a portion of the final game, but that can work if Tactical Adventures treats it like a real development conversation, not just a paid demo. The studio already has a returning audience that knows what Solasta is supposed to be, and after Baldur’s Gate 3, it also has a larger pool of players who may be curious about a more tactical tabletop RPG. That is both opportunity and pressure. Solasta II does not need to be the biggest CRPG in the room. It needs to be the one where tactical decisions feel honest.

production, cast and the bigger step forward

Solasta II also looks like a bigger production push than the first game. The voice cast alone suggests that Tactical Adventures wants stronger presentation this time, with names like Amelia Tyler, Devora Wilde, Ben Starr and Ellen Thomas attached to the project. That does not guarantee better writing, but it does show ambition. A CRPG built around tactical combat still needs personality, and the first Solasta sometimes felt stronger in systems than in dramatic texture. If the sequel can bring better performance, stronger character identity and a more confident world structure, then its tactical backbone will have something warmer around it.  The danger is also clear. Solasta II could become too much of a checklist sequel: new continent, new engine, stronger cast, more systems, Early Access roadmap, multiplayer later, more character options later. Those things are useful, but they only matter if the hour-to-hour game feels good. Tactical RPGs live or die by encounter rhythm. If fights drag, if environments feel flat, if party builds do not produce meaningful choices, or if the story cannot carry the campaign between battles, the promise weakens quickly. Solasta II has the right ingredients, but ingredients are not the meal. The preview case is strong because the direction is clear, not because success is guaranteed.

early access could be the real test

Early Access may actually be the best environment for Solasta II, because this is not the kind of RPG that only needs a polished trailer and a dramatic release date. Tactical combat lives inside details: how enemies move, how encounters are spaced, how often the player rests, how useful each class feels, how much verticality matters, how punishing the difficulty becomes and whether party builds feel different after ten or twenty hours. Those are the things players notice quickly, and they are also the things a studio can adjust before the full release if feedback is taken seriously. The first Early Access build should not be judged like a finished campaign, but it will show whether Solasta II has the right foundation. If the opening act already delivers strong fights, readable systems and a world that feels more alive than the original, then Tactical Adventures will have a very good reason to keep building in public.

GENRE |computer rpg / tactical / turn-based

- SUMMARY & CONCLUSION -

SOLASTA II IS WORTH WATCHING BECAUSE IT UNDERSTANDS THAT NOT EVERY MODERN CRPG HAS TO CHASE SPECTACLE FIRST. ITS STRONGEST IDENTITY IS TACTICAL: PARTY CONTROL, DICE LOGIC, READY ACTION, VERTICAL COMBAT, RULES THAT MATTER AND A CAMPAIGN STRUCTURE BUILT FOR PLAYERS WHO ENJOY THINKING THROUGH THE FIGHT BEFORE SWINGING THE SWORD. THE GAME HAS A CONFIRMED EARLY ACCESS DATE FOR WINDOWS, A NEW SETTING IN NEOKOS, A STRONGER PRODUCTION PUSH, A NOTABLE VOICE CAST AND A VERY CLEAR OPPORTUNITY TO SPEAK TO PLAYERS WHO WANT MORE TABLETOP FLAVOR AFTER BALDUR’S GATE 3. THAT IS ENOUGH FOR A PROPER PREVIEW, NOT JUST A SHORT NEWS ITEM. THE QUESTION IS NOT WHETHER SOLASTA II CAN BECOME BIGGER THAN BALDUR’S GATE 3. IT SHOULD NOT EVEN TRY. THE QUESTION IS WHETHER IT CAN BECOME THE SHARPER TACTICAL ALTERNATIVE: SMALLER IN NOISE, STRONGER IN RULES, CLEANER IN COMBAT AND CONFIDENT ENOUGH TO LET DICE, TERRAIN AND PARTY CHOICES CARRY THE EXPERIENCE. IF TACTICAL ADVENTURES CAN IMPROVE THE WORLD AND PRESENTATION WITHOUT LOSING THE MECHANICAL CLARITY THAT MADE SOLASTA MATTER IN THE FIRST PLACE, THEN THIS SEQUEL COULD LAND IN A VERY HEALTHY PLACE. NOT AS THE LOUDEST CRPG OF ITS GENERATION, BUT AS ONE OF THE MOST HONEST TACTICAL ONES.

PRODUCT AVAILABILITY
SOLASTA II | STANDARD EDITION

SOLASTA II | STANDARD EDITION

RELEASED 2026 | PRICE 24.05 EUR

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BACKGROUND | MINI REVIEW | SOLASTA: CROWN OF THE MAGISTER
SOLASTA: CROWN OF THE MAGISTER

Solasta: Crown of the Magister was a CRPG that clearly understood tabletop combat better than it understood presentation. Its strongest quality was always the tactical layer. Battles were built around positioning, height, light, cover, party roles and careful spell use, which made encounters feel more like real Dungeons & Dragons sessions than many bigger-budget RPGs. When the systems worked together, Solasta delivered satisfying decisions every few turns, especially for players who enjoyed planning, movement and dice-driven risk. The party-based structure also gave the game a strong mechanical identity. Character creation mattered, class choices had real impact, and the game rewarded players who understood how to build a balanced group. Exploration was lighter than in the genre’s best examples, but the dungeon crawling had enough structure to keep the adventure moving. For players focused on combat and rules, Solasta offered a lot of value. Its weaknesses were also clear. The writing was functional rather than memorable, the characters lacked personality, and the presentation often felt limited. Dialogue scenes looked stiff, voice acting was uneven, and the world never reached the same level as the combat system. The game had charm, but it rarely felt cinematic or emotionally strong. Still, Solasta: Crown of the Magister succeeded because it knew what it was. It was not the most ambitious CRPG, and it was not the most polished, but its tactical combat and faithful tabletop feeling gave it a clear place in the genre.

advantages

  • strong tactical combat.
  • great tabletop-style ruleset.
  • character builds mattered.
  • good dungeon crawling structure.

disadvantages

  • weak storytelling.
  • stiff presentation.
  • characters lacked depth.
  • uneven voice acting.
PCD MINI SCORE 78
REVEIW | ESOTERIC EBB
REVEIW | ESOTERIC EBB
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