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Arcen Games, LLC


Arcen Games, LLC

Release date:




This bundle includes the following:

  • New Player Type! The Necromancer
  • NPC Faction: Neinzul Sappers
  • NPC Faction: Neinzul Custodians
  • NPC Faction: Neinzul Migrants
  • NPC Faction: Neinzul Wild Hives
  • More Details On The New Necromancer Player Type
  • NPC Faction: The Templars
  • NPC Faction: The Elderlings
  • New Challenger Approaching: The Venators!

With the focus of this DLC being the Neinzul and their unique civilization, You’ll be interacting with them for nearly every minute of the game in the form of six new minor factions. From the fractured roaming enclaves, the ever roaming migrants, to the terrifying and eldritch Elderlings, no two minor factions will ever feel identical to each other.

If these factions aren’t of interest to you, then perhaps the all new evil and insidious Necromancer player type is. When playing as the Necromancer faction, you can choose to either play it as an entirely new way to play the game as a Necromancer Empire, or as a supportive role in multiplayer games as the Necromancer Sidekick. As per the norm, new ships, mechanics, and buildings that come with DLCs have been added in to spice up the game even more. More on those later, for now, let’s talk about the big factions!

New Player Type! The Necromancer:

A new optional way to play the entire game! Rather than playing as the usual Human Empire, playing as a Necromancer gives you control over a mobile fleet that feasts on the living from other universes. Capture enemy guard posts, make skeletons and wights out of enemy ships, and quest against the Templars and the Neinzul Elderlings. Development on this massive new playstyle took an entire year, and the word from most of our testers is that this is their new favorite way to experience the game.

For multiplayer, there is an optional Necromancer Sidekick that can play alongside human or Necromancer empires, or in single-player or multi-player you can have any number of Necromancer Empires on their own or with other player types.

NPC Faction: Neinzul Sappers:

The Neinzul Sappers are part of a Neinzul hive mind that has been able to integrate themselves swiftly into our own ranks. They are willing and able to assist us in our resistance against the AI. While they haven’t said why, the AI is hostile to them and will attempt to exterminate them on sight.

Deployment of turrets and watchtowers with Neinzul Sapper patrol units are a common sight wherever they entrench themselves. They are similar to the AI Warden Fleets subroutine, being defensive in nature, but they are also capable of supporting us while attacking. If they notice us attacking a nearby AI world, they may send in special units that deploy turrets mid battle to assist us.

NPC Faction: Neinzul Custodians:

The Neinzul Custodians are the result of a Neinzul hive mind that has refused to divide itself. In their prime, the Neinzul Custodians were a part of a grand Neinzul empire that spanned many stars, all under a single hive mind. The great shattering of the Neinzul empire came when the Hive mind could take no more. Fracturing into countless enclaves, they now undergo a civil war, just like we have.

Each enclave will work with other enclaves under a custodian faction to mutually survive. While a custodian faction may ally with us, another may choose to side with the AI. There is also the possibility of even the Dark Spire and Dark Zenith acquiring an alliance with these Neinzul Custodians. Either way, it is best we prepare for both new allies and enemies to appear before us.

NPC Faction: Neinzul Migrants:

When we were alerted to strange wormhole signatures appearing on a nearby planet, we found countless ships matching Neinzul profiles pouring out, engaging the AI. The smaller ships, while being destroyed in droves, were broadcasting signals of friendly nature.

After reaching the location of these strange wormholes, a large Neinzul vessel was spat out of the wormhole before it closed in on itself. It appears that it simply desires to leave this galaxy and migrate elsewhere to ensure its survival. Your science team believes it may be worth helping these new migrating Neinzul by escorting them to safety, as they may yield unexpected rewards. The choice is yours on whether to help them or leave them to distract the AI.

NPC Faction: Neinzul Wild Hives:

Neinzul forces which our scientists have creatively named “Wild Hives” are animalistic in nature. They have refused any and all communication attempts, and have begun seizing and infesting all metal rich asteroids they come across.

The Wild Hives use them as both resource harvesting locations and breeding grounds. They have even been witnessed doing this to our own asteroids, stealing them away from us!

Fortunately, we can calibrate our weapons to merely sterilize the Neinzul from the metal rich asteroids. However, it’s to be expected that the Wild Hives won’t exactly take this lying down.

If two different Wild Hives meet on a planet, they will fight for control over the metal mines, and blast anyone that isn’t themselves.

More Details On The New Necromancer Player Type:

The Necromancer is here to terrorize your enemies! Playing radically differently from the standard Human Empire, The Necromancer is all about converting their enemies into mindless corpses to throw them back at their former comrades.

From the smallest of strike craft, to the largest of ships, all shall become your new undead minions! Strikecraft become skeletons, guardian or frigate level ships become Wights, and dire guardians turn into mummies. You can even capture AI guard posts for your own use!

NPC Faction: The Templars:

The Templars are here to stop the Necromancer by purging it in Holy Fire. Standing against the Darkness and bathed in Holy Light, they are immune to being corrupted by the Necromancer and will routinely launch Crusades against the Necromancer. While these Crusades start out as weak raids, led by simple Messenger Heralds, they will eventually grow into truly large holy incursions led by Harbingers of Light. Templars are your main source of science and hacking points.

NPC Faction: The Elderlings:

These giant Neinzul have somehow managed to survive and separate themselves from a hivemind, and have grown to absolutely massive proportions, with some growing to be as large as a moon. Apathetic to the AI and Templars, they will engage the Necromancer at first sight. Each Elderling slain grants you Essence! Essence is used to upgrade your flagships and Necropoleis so they can become even more powerful in waging their war against the Templar and AI. Without Essence, the Templar will eventually gain the upper hand and purge you from the galaxy.

New Challenger Approaching: The Venators!:

The newest additions to the AI’s roster. The AI has been paying attention to what forces you use, and will now react accordingly. Venators are ships that are designed to hunt down specific units, with each Venator hand tailored to do its job exceptionally well.

Are you using high amounts of zombification? Out come the Debauched Venators, who are immune to zombification.

Are you using sniper units to fight the AI so it can’t retaliate? The Quaint Venator will put a stop to that real quick and force you to engage it in close combat.

Are you using Golems or Arks? Here come the Foppish Venators to ruin your day. You had better vary your tactics, as becoming a one trick pony will cause the AI to respond accordingly and it will deploy the appropriate counter.

  • Orbital ships, including new capturable Wards that you can use with any fleet.
  • Corrosive weapons, which eats away at a target over time, while ignoring shields. Very powerful against shield heavy units.
  • Self Assembly allows a ship to repair itself whenever it fires its weapon. Unlike Vampirism, which is reliant on the actual damage dealt and is a shipwide trait, Self Assembly is a weapon trait and allows the ship using it to repair itself at a consistent rate.
  • Wards are units that orbit around another unit or building, allowing them to fulfill a multitude of purposes, be it defense, offense, or support! They come in both traditional shipline and drone variants. From the slice 'n dice Scythe Ward, to the ship resurrecting Angelic Ward, they are all fun to use. Put them on a basic transport and it can become more than just a simple shuttle for your forces. Additionally, they give you a greater incentive to upgrade forcefield and mobile fort tech.
  • Destroyers are ships that are centered around producing wards to aid in their battles. Similarly to cruisers, they are considered elite ship lines, so only 1 destroyer line can fit in each transport. While weaker than a cruiser, they do come in pairs.
  • Several new ships: there are some new and exciting ships for you to find and use, from the Blade Spawner frigate, to the shoving Bouncer, there’s plenty of new variety for you to toy around with!
  • Three brand new map types, Squares, Dissonance and Crazy Branching have been added to fight the AI across. Crazy Branching in particular has a ton of customizable settings for those who are crazy enough to try this map!
  • Eight new AI types to challenge yourself against. The Aggressor AI will drown you under border aggression, while the Panopticon AI is content to watch you suffer through its many eyes. If you’re really daring, the Skirmisher AI is all too happy to drop Venators on you right out the get go!
  • Optional "Showdown Devices": allows for an alternative win condition where you get and hold four mysterious devices on four planets. Capturing three out of four of them will trigger an all-out war which, if you can survive it, will lead to victory for humanity.
  • Optional "Brutal Guardian Lairs": These shattered moons hide a terrible secret within them, the Brutal Guardians! They are much more powerful than Dire Guardians, and will spawn a Brutal Guardian in 5 minutes when it first detects you and every 30 minutes afterwards.

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