Most immediately obvious is Distant World 2’s dramatically better performance.

The assurances we got during their Q&A demonstration the other week were clearly true.

Most actions are simple to carry out.

A colourful pair of planets from Distant Worlds 2

There is still room for improvement, mostly in clarifying some terms and rearranging information.

The biggest change here is the new hull system.

It also adds new research options for more specialised hulls within a given class.

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The fixed weapon hardpoints also add practical significance to the new 3D graphics.

Distant Worlds 2 is a lot easier on the eyes, with each faction having distinct ships.

Non-combat ships can more reliably be automated too, with multiple modes for explorers and builders.

A colourful planet from Distant Worlds 2

It makes me feel less reluctant to blow up a ship I could board instead.

It’s the limitations of the shipbuilder again, basically.

Salvage is also a source of prisoners.

Multiple ships fire on each other in Distant Worlds 2

The character system works much like it did in DWU, but they’re not as scarce.

It’s a short phase, but the early game in general feels considerably longer.

Their payments are more manageable, and their attacks less overwhelming.

A close-up of a very purple planet and a tiny space ship in Distant Worlds 2

Diplomacy has been expanded with more treaty options and those first contact scenarios.

The result is a stronger sense of the geography thatspace gamesoften lack.

It feels alive, a thing to be managed rather than completely controlled.

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I do have complaints.

Very little has been lost, little has fundamentally changed, but almost everything works better.

A fleet of ships arrive outside an Earth-like planet in Distant Worlds 2

A large explosion in space in Distant Worlds 2

A large brown and orange planet surrounded by ships in Distant Worlds 2