Reus 2 runs on two ladders at once, and almost every "why can't I do this yet" question is answered by one of them. The first is metaprogression: a persistent Player Level bought with Prosperity that gates which giants, biomes, spirits and biotica star tiers exist at all. The second is in-run: a planet runs a Prologue and up to three Eras, and the era you are in decides which star of biotica you are allowed to place and how high you can upgrade a slot.
This guide is both ladders in order, with the actual thresholds, the fixed first-draft table for every biome, and the mistakes that cost a new player the first ten hours.
What version this was written for
Reus 2 v1.12.2, released 1 October 2026, by Abbey Games, published by Firesquid. The Jurassic DLC landed 18 September 2026 alongside v1.12.0, and is the fourth DLC after Ice Age (16 January 2025), Everglades (17 July 2025) and Grasslands (22 January 2026).
A note on what that means for the numbers below: the Reus 2 community wiki is current through the Everglades DLC. Everything structural — the Player Level ladder, the era system, the draft rules, the initial biotica — is base-game and still correct, but the wiki has not yet documented the Grasslands or Jurassic biotica, leaders or turning points. Where a patch note and the wiki disagree, the patch note wins and this guide says so.
How progression works: two ladders
| Metaprogression | In-run | |
|---|---|---|
| Currency | Prosperity (persistent, earned from City Requests and era goals) | Eon (one planet only) |
| Advances when | you cross a level threshold (25 / 50 / 100 / 175 … Prosperity total) | you place biotica, complete era goals |
| Unlocks | giants, biomes, spirits, biotica star tiers, charge types, the Planet Shop | the next Era; higher slot levels; higher-star biotica |
| Resets | never | every planet |
The two interact: you cannot see 2-star biotica until player level 3, and cannot place them until you are in the Medieval Era. Level 10 and the Age of Discovery do the same for 3-star. A player at level 1 can finish a planet perfectly and still never once hold a 3-star apex.
Player Level 1–13: the metaprogression list
Prosperity is spent to advance; the bracket on the right is the cumulative total you need to have earned.
| Level | Prosperity cost (total) | What it unlocks |
|---|---|---|
| 1 | 0 (0) | Forest, Ocean and Rock Giants; Desert, Forest and Ocean biomes; Goddess, Inventor and Sage as planet spirits; the Prologue and the Ancient Era; 1-star biotica |
| 2 | 25 (25) | The Swamp Giant; the Rainforest biome |
| 3 | 25 (50) | The Medieval Era; 2-star biotica; Upgrade Charges |
| 4 | 50 (100) | The Planet Shop; Draft Charges become purchasable |
| 5 | 75 (175) | Border Boosters purchasable; Huntress and Pirate Queen spirits |
| 6 | 75 (250) | Micro Charges and Upgrade Charges purchasable; cities start generating Emblems at population thresholds; finishing an Era with at least two stars grants an extra reward |
| 7 | 75 (325) | The Frost Giant; the Taiga biome |
| 8 | 100 (425) | Terraform Charges; purchasable in the Planet Shop |
| 9 | 100 (525) | Nomad Charges and Expansion Charges purchasable |
| 10 | 150 (675) | The Age of Discovery; 3-star biotica; Upgrade Charges used in the third era take slots to level 3 |
| 11 | 250 (925) | The Savanna Giant; the Savanna biome |
| 12 | 500 (1425) | All Giants may create their secondary biome |
| 13 | 500 (1745) | Botanist, Diplomat, Merchant and Miner spirits |
1,745 Prosperity in total to reach level 13. In the March 2025 demo build, levels 1–5 were described by the developer as "2 to 4 entire planet playthroughs depending on your skill", so the ladder above is a multi-planet commitment, not a single run.
Note the shape of it: levels 2 and 3 are cheap (25 each) and that is deliberate — the Rainforest, the Medieval Era and 2-star biotica are the actual base game, and the opening 50 Prosperity buys you the whole of it.
Level unlocks at a glance
Everything in the Player Level table, sorted by what you are trying to use.
| Unlock | Player Level |
|---|---|
| Desert, Forest, Ocean biomes | 1 |
| Rainforest biome | 2 |
| Taiga biome | 7 |
| Savanna biome | 11 |
| Satari (Forest Giant), Khiton (Ocean Giant), Atlas (Rock Giant) | 1 |
| Reginald (Swamp Giant) | 2 |
| Aegir (Frost Giant) | 7 |
| Jangwa (Savanna Giant) | 11 |
| Secondary biomes for all giants | 12 |
| Goddess, Inventor, Sage spirits | 1 |
| Huntress, Pirate Queen spirits | 5 |
| Botanist, Diplomat, Merchant, Miner spirits | 13 |
| 1-star biotica | 1 |
| 2-star biotica | 3 |
| 3-star biotica | 10 |
| Upgrade Charges | 3 |
| Terraform Charges | 8 |
| Planet Shop | 4 |
| Emblems from city population | 6 |
The in-run ladder: Eon, the Prologue and the three Eras
Eon is not time. It only advances when you place, replace or upgrade biotica. You cannot run out of clock, only out of Eon — and more cities on the planet means a higher Eon limit, so settling early is a resource decision, not a side quest. Place cost is 5 Eon; replacing a biotica in an occupied slot is 1 Eon; a Legacy biotica sitting in the slot gives a further 2 Eon discount on the replacement.
A planet opens with the Prologue, then up to three Eras: one Ancient (Era 1), one Medieval (Era 2) and one Discovery (Era 3). Which specific options you are offered in each era depends on how far you are in the metaprogression and on what your planet actually looks like — the era picker is filtered by the state of the world you built.
Each era has a unique aspect and an optional Challenger Quest. Clearing it is a stretch goal, not a requirement: you progress regardless, and clearing it pays extra unlocks, resources and a closing cinematic. The named era options in the developer's own patch notes include Castle Age, Hunter Age, Merchant Age, Monument Age, Philosophy, Revolution, Iron Age and Neolithic Revolution for the Medieval era, and Space Race, Age of Horror, Solar Punk and Calm for Era 3. DLC adds more of each: Ice Age supplies Nuclear War Age, Hunter Age, Age of Discovery and Age of Enlightenment, and Jurassic adds Ancient Forest and Epic Sculptors (Era 1) and Armageddon (Era 3). The list is not exhaustive — those are the ones the patch notes name.
Era carries hard mechanical gates:
| Era | Biotica allowed | Slot level cap via Upgrade Charge |
|---|---|---|
| Prologue / Ancient | 1-star | 1 |
| Medieval | 2-star | 2 |
| Age of Discovery | 3-star | 3 |
In Sandbox mode, Upgrade Charges take slots to level 3 regardless of the era.
Biotica stars, slots and Upgrade Charges
Placing a bioticum costs 5 Eon plus its biodiversity cost, and the slot it goes into must be at least the biotica's star level. Every slot starts at level 1. To raise a slot, spend an Upgrade Charge — it levels all slots in the chosen patch at once, to the level of the current era (2 in the Medieval Era, 3 in the Age of Discovery).
If a slot already holds biotica when it is upgraded, those biotica are stored as Legacy biotica: they are removed from the slot but their yield is preserved permanently. That is why the correct order is place first, upgrade second — you keep the old yield and get a level-3 slot.
Slots are linked to their neighbours by visible lines, and biotica abilities trigger off adjacency. A normal slot has at most 4 neighbours; a slot created by a Mountain has 6.
Drafts: the fixed first draft in every biome
New biotica are not unlocked by a tech tree, they are drafted. Spend a Draft Charge, choose the biome, and you are offered three apex biotica for that biome; picking one unlocks it plus its attached cohort biotica. You earn Draft Charges from completing City Requests, and can buy more from the Planet Shop with Food, Science or Gold. Re-roll charges let you shop for a specific apex — with one exception below.
The first apex draft in each biome offers only that biome's three 1-star apexes, and cannot be re-rolled. The three are themed: the first is the Food apex, the second Science, the third Gold. This is the real opening decision of a planet, so here is the whole table.
| Biome | Food apex | Food cohort | Science apex | Science cohort | Gold apex | Gold cohort |
|---|---|---|---|---|---|---|
| Desert | Ostrich | Mudcrack, Sandgrouse | Limestone | Fan Palm, Rattlesnake | Lapiz Lazuli | Jasper, Topaz |
| Forest | Apple Tree | Pear Tree, Squirrel | Antimony | Tin, White Willow | Pangolin | Bamboo, Pallas Cat |
| Ocean | Tuna | Anchovy, Suckerfish | White-Plumed Anemone | Coral Rock, Red Algae | Pearls | Jasper, Sea Krait |
| Rainforest | Banana | Jungle Fowl, Taro | Gumbo-Limbo | Flint, Parakeet | Scarlet Macaw | Squirrel Monkey, Topaz |
| Savanna | Zebra | Egusi, Gazelle | Umbrella Thorn Acacia | Barley, Nickel | Spotted Hyena | Mudpool, White Backed Vulture |
| Taiga | Potato | Blackberry, Bluebead | Copper | Skunk, Tin | Fox | Charoite, Red-Backed Vole |
(Lapiz Lazuli is spelled that way in the wiki's table.) In Horizon Draft mode you instead start with up to three apex biotica and their cohorts already unlocked — one per era in your game, drawn at random from the primary biomes of the giants you chose, at the matching star level.
The six biotica every biome starts with
At the start of a planet each biome has only six biotica available: two animals, two minerals, two plants — except Desert, which has only one plant.
| Biome | Animals | Minerals | Plants |
|---|---|---|---|
| Desert | Jerboa, Sand Cat | Quartz, Red Stone | Sage Brush |
| Forest | Rabbit, Stoat | Moss Agate, Mossy Stone | Ash, Blueberry |
| Ocean | Clownfish, Herring | Agate, Bedrock | Kelp, Sea Anemone |
| Rainforest | Guinea Pig, Pit Viper | Amethyst, Stone | Papaya Tree, Ramón tree |
| Savanna | African Wild Dog, Guineafowl | Amethyst, Red Stone | Elephant Grass, Okra |
| Taiga | Rabbit, Stoat | Agate, Stone | Carrot, Fir |
Each biome also has its own rule, and it is worth knowing before you draft:
- Desert — some biotica profit from being next to empty slots, and other biotica deliberately act as
empty slots. Desert is the biome you play with holes in.
- Forest — Harmony and Fruit: biotica that care about being adjacent to different types, and a
large population of Fruit plants.
- Ocean — split into reef (only within two patches of a land biome) and deep water (only at least
two patches away from land). The shape of an ocean decides which Ocean biotica you can even place.
- Rainforest — yields scale with the region's biodiversity, so it wants surplus biodiversity, and
its apexes cost less biodiversity than other biomes'. Heavy on the Tree tag, and unlocked at level 2.
- Savanna — the only biome with rows: horizontal chains of slots where symbiosis carries any
distance unless the biome breaks. It collects tag sets, including the biome-unique Grass, Savanna Herd, Scavenger and Ugly tags.
- Taiga — rewards distance to the nearest city, and has the Rugged mechanic: the more predators
and minerals it holds, the more its biotica are worth.
Giants: who makes what, and when
You send one giant of each guardian type — one Plant, one Animal, one Mineral — and only those three work that planet. Each giant makes two biomes: a primary, and a secondary that unlocks at Player Level 12.
| Giant | Guardian | Primary biome | Secondary biome | Giant unlocked at |
|---|---|---|---|---|
| Satari | Plant | Forest | Rainforest | 1 |
| Reginald | Plant | Rainforest | Savanna | 2 |
| Khiton | Animal | Ocean | Forest | 1 |
| Jangwa | Animal | Savanna | Desert | 11 |
| Atlas | Mineral | Desert | Taiga | 1 |
| Aegir | Mineral | Taiga | Ocean | 7 |
The consequence is that your first planet has exactly one legal giant trio — Satari, Khiton and Atlas, giving Forest, Ocean and Desert — because nothing else exists at level 1. Level 2 gives the Plant slot a second option (Reginald), level 7 the Mineral slot (Aegir) and level 11 the Animal slot (Jangwa). Before level 12, each giant can only create the biome in its Primary column.
Spirits: what each leader does to the whole planet
Before a planet starts you pick one leader to act as its spirit. That both guarantees the first city is led by them and applies a planet-wide modifier. Only one spirit per planet. All nine base leaders can lead cities from the start; only some can be a spirit yet.
| Spirit | Available at | Planet-wide effect |
|---|---|---|
| Goddess | 1 | Biotica within her city's borders gain +50% Food, Science and Gold |
| Inventor | 1 | Biotica with a base Science yield gain +50% Science if unique in their biome |
| Sage | 1 | All Plants gain +10 / +25 / +50 Food if they are a 1 / 2 / 3-star Plant |
| Huntress | 5 | All Herbivore biotica gain +100% Food, Science and Gold if adjacent to at least one other Herbivore |
| Pirate Queen | 5 | All biotica gain +50% Gold and +50% Mystery if adjacent to at least one Fish or Predator |
| Botanist | 13 | All Plants gain +15% Food and +15% Science for each tag on that bioticum |
| Diplomat | 13 | All Apex biotica gain +2 Food and +2 Gold per completed City Request level on the planet |
| Merchant | 13 | All Gem biotica gain +1 Biodiversity and +50% Gold if unique in their biome |
| Miner | 13 | All Minerals gain +5 Science and +1 Gold per distinct Element bioticum within borders |
The level-1 trio — Goddess, Inventor, Sage — maps cleanly onto a resource each: Gold, Science, Food. The level-5 pair rewards placement discipline (Huntress wants herbivores side by side, Pirate Queen wants Fish or Predator neighbours), and the level-13 four are all "ifs and per-each" payoff spirits that need a populated planet to do anything.
City Requests: the per-leader stat ladders
City Requests are the main way a planet actually progresses. Completing one gives Prosperity, a Draft Charge, and unlocks the next Project for that city; the first request of each of the first two leaders you settle also hands over a Nomad Charge. A new request for a city only appears a couple of Eons after you finished the last one. Requests above what your metaprogression allows will not be offered.
Each leader checks different stats. These are the base leaders' ladders:
| Leader | Resource checked | Level 1 | Level 2 | Level 3 | Level 4 |
|---|---|---|---|---|---|
| Sage | Population | 3 | 10 | 20 | 60 |
| Huntress | Population + Wealth + Animals | 3 Pop, 2 Animals | 8 Pop, 3 Animals | 20 Pop, 10 Wealth, 4 Animals | 40 Pop, 25 Wealth, 7 Animals |
| Botanist | Population + Technology | 4 combined, 2 Plants | 12 combined, 3 Plants | 35 combined, 4 Plants | 90 combined, 6 Plants |
| Inventor | Technology, unique biotica | 3 Tech | 10 Tech, 4 unique | 20 Tech, 6 unique | 50 Tech, 8 unique |
| Miner | Technology + Wealth + Minerals | 3 Tech, 2 Minerals | 8 Tech, 3 Wealth, 4 Minerals | 25 Tech, 15 Wealth, 5 Minerals | 40 Tech, 25 Wealth, 6 Minerals |
| Pirate Queen | Wealth + Population | 3 Wealth | — | 25 Wealth, 15 Pop | 40 Wealth, 25 Pop |
| Goddess | Wealth, then Prosperity | 3 Wealth | 15 Prosperity, more Wealth than the first settler | 40 Prosperity, more Wealth | 120 Prosperity, more Wealth |
| Diplomat | Prosperity, across the planet | 5 Prosperity | 15 Prosperity, 3 cities at 10 | 40 Prosperity, 3 cities at 25 | 100 Prosperity, 4 cities at 35 |
| Merchant | Wealth | 3 Wealth | — | — | — |
Two things to read out of that table. Sage and Inventor are the cheapest ladders — pure Population and pure Technology, one stat each — which makes them the easiest first two cities on a new planet, and the first two leaders you settle are the two that pay out the Nomad Charges. Diplomat is the only leader who counts cities other than her own, and she is level 13, so the "many tall cities" run is by definition a late-metaprogression project.
Projects, Emblems and Mystery
Projects unlock when a City Request completes; you choose which one the city builds, and each has its own criteria and a resource bonus. Most have multiple stages, so a half-satisfied Project still pays something. The important rule: a Project does not give a permanent bonus until the Era you are in ends. At that point it becomes Legacy and the bonus is locked in — then you can dismantle the biotica you were using to satisfy it. Tearing down project support mid-era costs you the whole bonus.
Emblems are unlocked at Player Level 6 and are a population ladder on the leader's own city: level 1 at 15 Population, level 2 at 30, level 3 at 50. Each emblem is a global buff to a particular type of biotica.
Mystery is a resource that converts at a leader-specific rate. The Pirate Queen's Mystery bonus, for example, is +5 Gold, +2 Food and +2 Science per Mystery within borders — five Mystery in her borders becomes 25 Gold, 10 Food and 10 Science. Since several Projects pay out per bioticum with a base Mystery yield, Mystery is the quiet multiplier in a late planet.
Inventions that pay Prosperity
Inventions are produced by cities and mostly give Population, Technology, Wealth or Mystery. Eight of the 91 documented inventions pay Prosperity directly, which is the currency the metaprogression ladder runs on — and Prosperity does not come cheaply from anywhere else in the early game.
| Invention | Gains | Biotica that enable it |
|---|---|---|
| PlayChap™ | +6 Prosperity | Dysprosium, Cobalt, Lithium |
| Cool Pets | +3 Prosperity | Cheetah, Falcon, Grey Wolf, Ocelot, African Elephant, Arctic Wolf, Sable, Flamingo, Rattlesnake, Desert Tortoise, Kookaburra, Mink, Marmot, Pit Viper, Iguana, Squirrel Monkey, African Wild Dog, Warthog, Serval, Stoat, River Otter and others |
| Cuddly Pets | +3 Prosperity | Dove, Fennec, Pangolin, Boar, Arctic Fox, Capybara, Fox, Jerboa, Sand Cat, Pallas Cat, Corsac, Red Panda, Guinea Pig, Rabbit |
| Macuahuitl | +3 Prosperity | Primal Obsidian, Obsidian |
| Insulators | +2 Technology, +3 Prosperity for each Steam Turbines or Lamps in the same city | Mica, Talc, Tungsten |
| Bread | +2 Prosperity | Onion, Amaranth, Red Oat, Millet |
| Biting Stick | +1 Prosperity | Sage Brush |
| Pet Rocks | +1 Prosperity | Stone |
Bread, Pet Rocks and Biting Stick are the ones you can actually build on a first planet: Stone, Sage Brush and Onion / Amaranth / Red Oat / Millet are all reachable from early biotica. Note also that Inventions from boosted nodes can be traded between settlements once they are wealthy enough.
A first-planet order of operations
- Take the only trio you have. At level 1 that is Satari + Khiton + Atlas: Forest, Ocean, Desert.
- Pick a spirit. Goddess (+50% to everything in her city), Inventor (+50% Science on unique Science
biotica) or Sage (+Food to Plants). All three are available from level 1.
- Place biotica at 5 Eon each. Slots are level 1, so only 1-star biotica fit. Remember replacing costs
1 Eon, not 5 — fix mistakes immediately rather than playing around them.
- Settle cities as fast as you can afford to. More cities is a higher Eon limit, which is the only way
to fund the rest of the planet.
- Place biotica just outside your borders to pull villagers outward — you get the expansion instead of
just feeding the city you already have.
- Take your first draft in each biome deliberately. The three 1-star options in the table above are
fixed and re-roll-proof: Food, Science or Gold. Draft where you have a plan.
- Run City Requests, starting with Sage and Inventor — pure Population and pure Technology, and the two
that hand out the Nomad Charges. Every request pays Prosperity and a Draft Charge.
- Close Era 1. Clear the Challenger Quest if you can; from Player Level 6 a two-star era close pays an
extra reward.
- From Player Level 3, use the Medieval Era properly: 2-star biotica become placeable, and Upgrade
Charges take a whole patch of slots to level 2 — turning whatever is already sitting there into Legacy biotica whose yield you keep forever.
- Spend the Planet Shop levels as they open. Level 4 buys Draft Charges, 5 Border Boosters, 6 Micro
Charges, 8 Terraform Charges, 9 Nomad and Expansion Charges. Buying drafts is how you convert a strong planet into a strong next planet.
- From Player Level 10, the Age of Discovery unlocks 3-star biotica and level-3 slots.
- Level 12 is the biggest single unlock on the ladder — all giants may create their secondary biome,
which roughly doubles the biome combinations every future planet can use.
The traps that cost a new player the first ten hours
- Treating Eon like time. It moves only on placement. The correct response to a bad spot is never
"wait", it is "replace for 1 Eon".
- Upgrading a slot before filling it. Upgrade Charges level every slot in a patch, and biotica already
in place become Legacy and keep their yield. Upgrading empty slots throws that away.
- Ripping out Project support before the era ends. Projects pay nothing permanent until the era closes.
- Drafting without looking at the biome rule. Ocean draft picks are wasted if your ocean has no patches
within two of land (reef) or no patches two-plus away (deep); Savanna needs rows and tag sets; Desert needs empty slots; Taiga wants distance from the city and predators/minerals for Rugged.
- Trying to re-roll the first draft. You cannot, and it only offers the three 1-star apexes.
- Expecting the last biome early. Savanna and the Savanna Giant are level 11 unlocks — the last things
on the metaprogression ladder. Taiga and the Frost Giant are level 7.
- Assuming your giants make both biomes from the start. Secondary biomes are gated to Player Level 12.
- Saving Prosperity. It is only ever spent on Player Levels, and levels 2 and 3 cost 25 each — the
Rainforest, the Medieval Era and all 2-star biotica cost 50 Prosperity combined. Hoarding it changes nothing.
- Chasing 3-star content on a fresh save. It is behind Player Level 10 and the Age of Discovery. A
perfect level-1 planet has a hard ceiling you cannot play around.
What could not be verified
- Huntress and Miner spirit wording. The wiki's leader table gives "adjacent to at least one other
Herbivore" and "per distinct Element bioticum within borders"; an older page on the same wiki says "exactly two Herbivores in a biome" and "for each other Mineral in their biome". Patch notes confirm the Miner spirit's cap was removed in v1.12.0 but do not restate the rate, so the table above uses the newer page.
- Merchant's City Request levels 2–4 and Pirate Queen's level 2 are blank on the wiki and are shown as
"—" rather than guessed.
- The era-option list is incomplete. Only the options the developer named in patch notes are listed;
there is no public complete list of Turning Points, and Grasslands/Jurassic era content is documented nowhere but the patch notes.
- Grasslands and Jurassic biotica have no published tables. The wiki stops at Everglades. Leaders named
in patch notes but not documented on the wiki: The Cultist, The Architect, The Astronaut (Grasslands); The Senior, The Bushi, The Paleontologist, The Bon-Vivant (Jurassic).
- The number of biotica. The developer said "6 Biomes, 250+ unique Biotica" in May 2024 and the
publisher's own wiki page says "over 200"; both predate four DLCs, so no current figure is stated here.
- The claim that giants may only create secondary biomes "starting in Era 1" appears in a Steam
discussion thread, not in any developer material, and is not repeated here.
Sources
Wiki pages (Reus 2 community wiki, reus.fandom.com; read via the MediaWiki API's raw wikitext, which is where the numbers actually live — the rendered pages show icons):
- https://reus.fandom.com/wiki/Player_Level — the level 1–13 Prosperity costs and unlock list
- https://reus.fandom.com/wiki/Bioticum — placement costs and rules, slot levels, Upgrade and Legacy
biotica, drafting, the initial biotica table and the first-draft table
- https://reus.fandom.com/wiki/Leaders — spirits, emblems, Mystery bonuses, City Request ladders, Projects
and the per-leader tables for vanilla, Ice Age and Everglades
- https://reus.fandom.com/wiki/Leader — spirit unlock levels and one-line spirit effects
- https://reus.fandom.com/wiki/Giant — the six Reus 2 giants, their guardian types, biome pairs and the
one-giant-per-guardian-type rule
- https://reus.fandom.com/wiki/Biome — biome list and each biome's unique mechanic
- https://reus.fandom.com/wiki/Desert, /Forest, /Ocean, /Rainforest, /Savanna, /Taiga — per-biome
mechanics, unlock levels and the level-12 secondary-biome statements
- https://reus.fandom.com/wiki/Tag and https://reus.fandom.com/wiki/Ugly — tag definitions, including the
Savanna-only Ugly tag
- https://reus.fandom.com/wiki/Inventions — the 91-row invention table used for the Prosperity inventions
Developer and publisher material (Steam news API for app 1875060, full patch-note text):
- https://api.steampowered.com/ISteamNews/GetNewsForApp/v2/?appid=1875060 — v1.12.2 (1 Oct 2026, current),
v1.12.0 and the Jurassic DLC (18 Sep 2026), v1.11.x and Grasslands (22 Jan 2026), Nikko and Kruger updates, Everglades (17 Jul 2025) and TactiCon, Micro Kingdom (11 Mar 2025) which names the era-2 and era-3 option lists, Ice Age and the Cataclysm update (16 Jan 2025), Atlantic Forest (10 Oct 2024, the Legacy biotica 2-Eon discount and the re-roll-per-era option), Great Barrier Reef (18 Jul 2024), the post-release notes (31 May 2024, request levels capped by metaprogression), "Reus 2 vs Reus" (8 May 2024, Eon, replacement cost, three eras per planet, 250+ biotica) and Dev Journal: The Eras (12 Apr 2024, one Ancient / one Medieval / one Discovery Era, Challenger Quests)
- https://store.steampowered.com/news/app/1875060 — the same announcements as published pages
- https://steamcommunity.com/app/1875060/discussions/0/7027393132037375107/ — the secondary-biome thread,
used only to note what is not repeated here
- https://steamcommunity.com/app/1875060/guides — the Steam guide hub named in the queue item; its Reus 2
guides are thin on numbers and were not used as a source
- https://firesquid.games/wikis/reus-2 — the publisher-hosted wiki; a stub with "PH" placeholder tables, so
it was used only as an independent cross-check of the giant → primary/secondary biome and giant unlock levels, which agree with the community wiki
- https://wiki.reusgame.com/ — the wiki URL named in the queue item. It is the original Reus wiki: its
own search returns nothing for "Reus 2" and its main page still lists Reus 1's 1.5.0, so it carries no Reus 2 data and was not used
Written for Reus 2 v1.12.2 (1 October 2026), base game plus Ice Age, Everglades, Grasslands and Jurassic DLCs. Wiki-sourced structure is current through the Everglades DLC (July 2025).
Guide changelog
What has changed in this guide, newest first.
- 2026-10-02Verified against sources. About 60 checkable figures re-read against the Reus 2 community wiki's raw wikitext (Player_Level, Bioticum, Leaders, Leader, Giant, Biome, Desert/Forest/Ocean/Rainforest/Savanna/Taiga, Tag, Ugly, Inventions), the developer's Steam news for app 1875060 and the publisher's stub wiki at firesquid.games. Two figures were wrong and are fixed here: the Diplomat spirit grants +2 Food and +2 Gold per completed City Request level, not +2 Food/+2 Science/+2 Gold (the wiki's Leader page still carries the pre-update value; the Atlantic Forest patch note of 10 Oct 2024 states "Diplomat's Power no longer yields Science", and the wiki's Leaders table agrees), and the Ocean's reef/deep split is two patches from land rather than four tiles (the wiki's dedicated Ocean page, last edited Jan 2026, says the shallows are the two patches next to any land biome and the deep is two or more patches away, which three independent community references agree with; the older Biome overview page saying four tiles is the odd one out). Everything else matched: the level 1-13 Prosperity ladder and the 1,745 total, the giant/guardian/biome table, the six starting biotica per biome, the first-draft table for all six biomes, the nine City Request ladders, emblems at 15/30/50 Population, 8 Prosperity inventions out of 91, the Eon costs (5 place / 1 replace / 2 Legacy discount) and adjacency (4 slots, 6 for a Mountain), and the v1.12.2, Jurassic, Grasslands, Everglades and Ice Age dates. Correction is for Reus 2 v1.12.2 (1 Oct 2026).
- 2026-10-02Published. Reus 2 v1.12.2 (1 Oct 2026); built from the Reus 2 community wiki's raw wikitext (Player_Level, Bioticum, Leaders, Leader, Giant, Biome, Desert/Forest/Ocean/Rainforest/Savanna/Taiga, Tag, Ugly, Inventions), the developer's own Steam news for app 1875060 (v1.12.2 through the Dev Journal: The Eras of 12 Apr 2024) and the publisher's stub wiki at firesquid.games as an independent cross-check of the giant/biome table. The wiki named in the queue item (wiki.reusgame.com) turned out to be the original Reus wiki and carries no Reus 2 data.