Solasta II Review โ Tactical D&D-Inspired RPG with Big Ambitions
A hands-on look at Solasta II: faithful tabletop rules, roaming exploration, and solid tactical combat โ marred by early-access bugs and a very questionable character creator.
I jumped into Solasta II expecting a polished spiritual sequel to Solasta: Crown of the Magister, and what I found is a game that wears its tabletop DNA proudly while trying to scale up into a more open, exploratory RPG. If you're into Baldur's Gate, Divinity or old-school TTRPG adaptations, the premise will make you grin โ party creation, tactical turns, and dice-influenced outcomes. The developers at Tactical Adventures have clearly listened to fans: the production values feel higher, the environments are prettier, and the promise of roaming the continent of Neokos adds welcome scope. But early access leaves sticky fingerprints: character faces are a frequent joke (and frustration), and a handful of bugs and balance oddities keep this from being a plug-and-play recommendation.

Roaming Neokos and Tactical Choices
The heart of Solasta II is the same table-top flavored, turn-based tactics loop that made the first game endearing, but here it's stretched into a more open map where your party of four travels, explores, and stakes a claim on islands and hidden coves; combat still resolves on initiative, with actions, movement, spells and tricky environmental choices playing huge roles, and I found myself planning terrain-based setups as often as I planned spells. Character creation and class builds are deep in the 5e-ish tradition โ you pick proficiencies, spells, and feats that actually change how you approach a fight โ and when a well-timed sneak attack or a perfectly placed area-of-effect spell makes the difference, it feels wonderfully earned. Movement can be oddly binary at times (I often felt my characters always ran, which made nuanced pacing awkward), but positioning, cover and line-of-sight remain extremely satisfying when everything lines up. Dialogue and quest beats are more ambitious than before: NPCs have little threads and legacy hooks that gave me reasons to roam rather than just rush the main objective. Inventory and loot are serviceable, with item variety that rewards curiosity, and I enjoyed the rhythm of exploring, then tightening my party for the next tactical gauntlet.
When Tabletop Rules Meet Video Game Flourish
What sets Solasta II apart is how faithfully it transposes TTRPG mechanics into a digital, cinematic format while adding free-roam exploration; the dice-roll outcomes, advantage/disadvantage situations and classic spell interactions are present and often meaningful, which will delight players who enjoy mechanical depth. The game also introduces some quality-of-life improvements over the original: better controller support (though the camera still needs work), clearer combat pacing, and more natural environments that avoid the blocky, grid-first look of the predecessor. That said, the character creator is a sore spot โ multiple reviews and my own tries hit the uncanny-valley wall where male and female presets feel overly shared and many faces look oddly proportioned โ which sours the connection to your party. Early access content is limited right now: roughly a few hours of polished material plus the roadmap promises more classes, ancestries and campaign chapters, so buying in early is a vote of confidence in the devs rather than a finished experience.
A Stage for Sound and Scenery
Visually Solasta II has stepped up: islands, foliage and lighting pop far more than I expected, and spell effects have punch without being gaudy; the soundtrack and ambient audio did a solid job of underscoring exploration moments, and I caught myself lingering to admire staged vistas. Performance was impressively smooth on some setups โ players reported 4K/180fps madness โ though others ran into stuttering, micro-lags and even out-of-memory crashes; overall optimization seems mixed but improving. Voice work and writing are competent and occasionally charming, even if facial animations and cutscene lip sync are uneven; these presentation flaws are jarring at times but don't wholly derail the tactical joy when a combat swing lands or a plan comes together.

Solasta II is an earnest, often brilliant tactical RPG that expands the first game's ambitions and delivers many moments of true tabletop joy โ but Early Access wearing its seams means you'll encounter jank, missing content and a character creator that needs work. I recommend it to fans of party-based TTRPG adaptations who want to support a promising team, but advise cautious purchase if you expect a finished, polished AAA experience right now.







Pros
- Faithful tabletop ruleset with meaningful tactical depth
- Bigger, more scenic world to explore compared to the first game
- Improved production values, soundtrack and environmental design
- Active roadmap and a dev team with a good support track record
Cons
- Character creator and facial animations are currently very rough
- Early access has bugs, balance quirks and limited content
- Some performance variance and camera/controller rough edges
Player Opinion
Players praise Solasta II for polishing what worked in the first game: better visuals, stronger music and a combat loop that still satisfies tabletop fans. Many reviews highlight the deeper character customization on the mechanical side and the lovely island vistas that invite exploration. At the same time, a recurring complaint is the character creator and face presets โ plenty of players call the faces uncanny or 'blocky', and some refuse to continue until thatโs fixed. Early-access buyers also frequently mention bugs, missing tooltips and limited campaign length at launch, though several comments point out that Tactical Adventures supported the first game well and deserve trust. If you like Baldurโs Gate-style party tactics and donโt mind an EA rough edge, this is worth trying; if character cosmetics or out-of-the-box completeness matter to you, consider waiting.




