
Game intel
Solasta 2
In a Mana-infused land, a dark force led by the enigmatic Shadwyn threatens Neokos. Bring your party of adventurers together across perilous realms in this Tur…
Solasta 2 landing in early access between January 1 and March 31, 2026 is the kind of date window PC RPG fans can actually plan around. As someone who spent a lot of late nights abusing elevation, light, and shove mechanics in Crown of the Magister, this caught my attention because Tactical Adventures isn’t just promising “more D&D”-they’re front-loading mechanics and systems that actually change how you play. Expanded Ready Action at launch? Multiclassing from day one? That’s the good kind of early-access ambition.
Tactical Adventures confirms the early-access window as Q1 2026, clarifying the previously vague “early 2026.” On day one, you’ll get a character creator to build a full party, six core classes (Wizard, Sorcerer, Paladin, Fighter, Rogue, Cleric), and four ancestries (Human, Elf, Dwarf, Halfling). The studio says to expect more than ten hours of play up to a level cap of four. It also confirms multiclassing out of the gate—huge for build tinkerers who want to stitch together Fighter dips or Cleric domains without waiting months.
Co-op will arrive during early access. Given Solasta 1 added online co-op post-launch and it fundamentally changed how a party-based tactics RPG feels, I’m fine with the trade-off so long as the core systems land solidly first. The team also teased a hex-based world map as part of their drip-feed reveals, which signals more deliberate overland choices—think routes, ambush risk, or resource management—rather than a straight-line campaign map.
Let’s be honest: early access can be code for “rough slice, see you in a year.” That’s not what this looks like. Level 4 might sound low if you’re used to Baldur’s Gate 3’s fireworks, but for D&D 5e-style tactics it’s a sweet spot—martial characters have their extra attack or smite economy online, casters get a meaningful spell range, and multiclass builds start to diverge. That should be enough to stress-test the systems and find bugs without the late-game bloat.

The class lineup is conservative—no Bard, Ranger, Monk, Barbarian, Druid, or Warlock at launch—but Tactical Adventures says it’s aiming for “all the classic tabletop classes” by 1.0. If you played Crown of the Magister, you know they worked within the 5e SRD and still gave us creative subclass variants. I’m optimistic, but I’ll be watching how quickly new classes roll out in EA; promising everything “by 1.0” is the easy part.
Here’s the feature that actually got me excited: Ready Action is launching in early access and it’s not the limited version from Solasta 1. Previously, you could ready melee, ranged, or cantrips. Now the studio says it can trigger off “most actions.” That matters. Imagine a Paladin readying a smite on a teleporting enemy, a Cleric holding Cure Wounds to pop the instant your Rogue stumbles back into range, or a Wizard queuing up Counterspell-style responses without burning your turn on dead air.

Solasta’s combat already rewards positioning, light manipulation, and verticality—knock-offs, drop attacks, and line-of-sight shenanigans. A broader Ready Action amplifies that sandbox and adds mind games to the AI dance. The trade-off is complexity: if “most actions” are valid triggers, UI clarity and AI pacing need to be sharp or players will drown in prompts. Tactical Adventures says moving this feature up from 1.0 into EA contributed to the schedule shift. Honestly, that’s the right call—get the tactics foundation tested early.
Co-op during early access is a smart stagger. Solasta’s first game added co-op later and it breathed new life into the campaign and Dungeon Maker modules. We don’t have confirmation on a Dungeon Maker-style toolkit for Solasta 2 yet, but if the hex map hints at richer overland systems, a creator suite would be a slam dunk. That’s a question I want the team to address sooner rather than later.
As for the $10 supporter pack: calling your DLC a tip and admitting it has “very little value” beyond cosmetics is refreshingly blunt. No XP boosts, no gear buffs—good. I’d rather studios be direct about funding than sneak power into “support” SKUs. If you loved Crown of the Magister and want to chip in, cool. If not, you’re not missing gameplay.

If you’re chasing BG3-scale spectacle from day one, temper expectations—this is a systems-first early access slice. But if you love crunchy, grid-based D&D that actually respects the ruleset, Solasta 2’s launch feature set looks right: multiclassing for buildcraft, a proper action economy with the upgraded Ready Action, and enough content to level 4 to prove the loop works. For timeline context, the first Solasta spent under a year in early access before hitting 1.0; if Tactical Adventures follows a similar cadence (big “if”), we could see steady class and feature drops throughout 2026.
Solasta 2 enters early access in Q1 2026 with six classes, four ancestries, multiclassing, and a seriously upgraded Ready Action that should deepen every fight. Co-op will arrive during EA, and the $10 supporter pack is purely cosmetic. It’s a focused, systems-driven start—exactly what this series does best.
Get access to exclusive strategies, hidden tips, and pro-level insights that we don't share publicly.
Ultimate Gaming Strategy Guide + Weekly Pro Tips