AION 2 Gameplay: Why Flight Counts As Combat
A world 36 times the original on Unreal Engine 5, where flight is not travel but the way you fight. Over 200 dungeons, tied together by the Abyss.

AION 2 is an open-world MMORPG built around aerial combat.
You pick Elyos or Asmodian and become a Daeva. Once you have wings, flight is not travel - it is how you fight. Climbing for altitude is gaining advantage.
Dungeons are the backbone of PvE. NC says over 200, split into solo challenges, 5-player parties and 10-player groups.
Against the original, the big changes are a world 36 times larger and a move to Unreal Engine 5. The story sits 200 years later.
What you actually do in a session
Stitch the official copy together with hands-on coverage and it looks like this.
- Explore and move: the world is seamless with no loading screens. IGN’s hands-on noted that anything you can see, you can probably reach. You have to earn your wings first; after that you can take off at will.
- Push the story: level along the main quest. The story sits 200 years after the original - the Tower of Eternity has collapsed, Daeva power is draining away, and everyone is surviving under Balaur pressure.
- Run dungeons for gear: dungeons are the main source of equipment and materials. The catalogue and budgets are on dungeons and PvE.
- Open-world content: NC lists seasonal challenges, competitive rankings and open-world events. IGN also noted that feathers scattered across the map directly upgrade your flight - so exploring becomes power.
- Faction war: the Abyss and open-world PvP. NC sums up the Abyss in one line: “Abyss ensures that PvE and faction war are never far apart”.
- Collection and minigames: NC cites over 200 character customisation options plus large numbers of outfits, mounts and wings. The Shugo Festival runs on the hour with defending Shugos, pet racing and laser dodging.
Why flight counts as combat
This is the core difference from most MMORPGs, and NC’s copy is blunt about it:
Flight is not a travel mechanic, it is how you fight, how you explore, and how you impose your will on the world. Gain altitude to gain advantage.
Two more official lines: “Every region, every battlefield, every encounter was designed with verticality as its axis”, and “Verticality is in the DNA of AION 2”. The intent is clear - altitude is a resource.
Three practical consequences.
- The battlefield is three-dimensional. Beyond left and right there is up and down. Diving, climbing and skimming all change the outcome.
- Class strength shifts with altitude. Whichever kit covers vertical range is more comfortable in the air. That is why you cannot pick a class off a training-dummy parse alone.
- Terrain is a route, not a wall. IGN’s observation: if you can see a place, you can probably get there. That makes exploring pay off.
Two control modes, one key to swap
NC explained this better in developer interviews than on the store page. There are two modes in-game.
- Action mode: non-target. Suits players used to soulslike or hunting-action games, and suits PvE against a fixed target.
- Classic mode: traditional tab-target. Keeps the original AION feel and is calmer in sudden PvP because you do not have to face the enemy the whole time.
The key detail is that pressing / swaps between them instantly. NC expects players to mix: action mode for everyday grinding, classic mode the moment an enemy-faction red name appears.
Both modes support fine-grained customisation. NC says they reviewed essentially every customisation option that exists in RPGs today.
A few more officially confirmed details worth knowing:
- Dodge carries roughly 0.5 seconds of invincibility, and there is a “just dodge”. NC says this is to reduce the effect of latency while keeping action feel.
- Part destruction is finished but not shipped. The plan is to enable it first in 8-player party content, then extend it to heads and limbs on giant raid bosses.
- Effects are split into five categories with individually adjustable priority. This exists to stop effects from covering mechanics in group fights, and NC says plainly it is a trade-off made for PvP and large-scale combat.
- The number of skill slots was deliberately cut to around twelve. NC explains this was not for mobile - it was designed with console in mind.
The only cancel currently shipped is cancelling a basic attack with a skill. Cancelling a skill with a jump is developed and tested, but NC is unsure whether bouncing constantly suits the game, so it is not enabled.
How it differs from the original AION
| Item | Original AION | AION 2 |
|---|---|---|
| Engine and scale | 2008 in-house engine | Unreal Engine 5, world 36 times larger |
| Role of flight | Mostly travel, with aerial set pieces | It is the combat system; verticality is the design axis |
| PvE structure | Open world and dungeons mixed | Explicitly dungeon-led, 200+, three formats |
| Story point | - | 200 years after the original, after the Tower of Eternity collapsed |
| Platforms | PC | Global is PC (Steam and PURPLE) |
One caveat: NC has not published a system-by-system comparison. The table is assembled from official copy and public information, not an official comparison sheet.
Who this game suits
A creator who plays the Korea and Taiwan service offered a practical split: players who like fast, PvE-led Korean MMOs will rate it above average; players who prefer slower, old-school or western MMOs such as WoW will rate it below average.
His own sub-scores: gameplay 8.5, combat 6.8, character progression 7.5, UI/UX 4.0, endgame 6.5.
Compressed to one line: the game nails “a little stronger every day”, but individual content is consistently good rather than best-in-class. If you need one activity to be spectacular, it may not deliver. If you like always moving forward, it will fit. The full write-up and source attribution are in the review roundup.
Two hours to decide if it suits you
No more videos needed. Do this in order once you are in the game.
- Try both control modes. Five minutes each, swapping with
/, and keep the one that feels right. - Take off and find something that needs altitude to hit. This tests whether the verticality premise holds for you.
- Run one entry dungeon. Group combat rhythm is a different animal from mob grinding.
- Kill one field boss. What you are checking is whether the frame rate is acceptable with a crowd, not whether you win.
- Stand in the main town for five minutes. The UI is what you look at every day, and only you can decide if you can live with it.
Two hours should settle whether you continue. Whether to spend money is a separate question - see membership and monetization.
Sources
- Steam store page (AION 2, app 3393110), official about copy and store background
- denfaminicogamer (Japan) developer interview, November 26, 2025 (action and classic modes with
/swap, dodge invincibility, part destruction progress, effect categories, skill slots reduced for console) - GameVu (Korea) exclusive interview, July 20, 2026 (PvP is not forced; PvE and solo play stand on their own)
- Steam announcement “Announcing AION 2’s Global Release” (story point and server regions)
- IGN hands-on preview, July 7, 2026 (character creator, earning wings, pet-mounts, no loading screens)
- NC press release “AION 2 Rolls Out ‘Chapter 1. Lands of Sand and Snow’ Update”
- NC press release “AION 2 Hosts SUMMER FESTA and Reveals Membership Changes”
- Creator reports: Kanon “MY AION 2 REVIEW & RATING AFTER ~1K HOURS”, Anders “AION 2 Beta Test Guide”