Part 1 (Sep 2023) · #8 of 35 in that tierWatch the moment (2:39:27)

Spelunky 2
- Developed by
- Mossmouth, BlitWorks
- Published by
- Mossmouth
$19.99
Spelunky 2 builds upon the unique, randomized challenges that made the original a roguelike classic, offering a huge adventure designed to satisfy players old and new. Meet the next generation of explorers as they find themselves on the Moon, searching for treasure and missing family.
What creators say
Ranked Apr 2022 · #6 of 8 in that tierWatch the moment (0:21:37)
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What players say
Derek Yu's 2D procedurally generated platformer-roguelike sequel in which Ana Spelunky, daughter of the original hero, descends through a much larger, more interconnected set of caves on the Moon, with one-life runs, physics-driven chaos and optional 4-player co-op or arena play.
Spelunky 2 is received as a superb, more-of-the-same-but-bigger sequel: critics gave it near-universal acclaim (PC Metacritic 91, IGN 10/10) and Steam players rate it Very Positive (about 93% of roughly 22k reviews). Praise centres on its deep systems, secrets, mounts, branching paths and hilarious emergent deaths. The recurring caveats are brutal difficulty with hidden one-hit-kill hazards, a no-save/no-checkpoint structure that turns the true ending (Cosmic Ocean) into a multi-hour endurance test, and, in recent Steam reviews, long-running online multiplayer/crossplay bugs. Some long-time fans feel it is slightly less tightly balanced than Spelunky HD. It is a finished, shipped game (PC/PS4 2020, Switch 2021, Xbox 2022, PS5 2025) rather than early access, though developer updates appear to have been sparse after the initial patches.
Players love
- Systems-driven chaos: liquids, fire, explosives, thrown items and enemy interactions create funny, memorable emergent stories (players describe deaths as punchlines)
- Huge, dense secret and unlock content with branching paths (Jungle/Volcana, Tide Pool/Temple), alternate routes, and shortcuts that reward exploration
- Mounts (turkeys, rock dogs, axolotls, qilins) and new environments add real tactical variety while keeping the classic feel
- Strong mastery loop: reviewers and players describe progress as learning to read threats, with winning a run being unusually satisfying
- Polished art, animation and soundtrack, more expressive visuals than the original, plus a coherent world with NPCs and a family-themed story
- Excellent couch and online co-op for up to four players, plus a customizable arena/deathmatch mode with 40 maps and bots, daily challenges and seeded runs
- Enormous replay value; many Steam reviewers have 100 to 1000+ hours and call it a near-perfect or desert-island game
- Quality-of-life improvements over the first game (e.g. more consistent shopkeeper balance, expanded exploration) that some players think make it more approachable
- Best with friends: reviewers repeatedly say the chaos and deaths are funniest in co-op, and a few call it a calming, even cozy, game once you learn its rules
Common complaints
- Many instant-death or combo-death situations, including hidden hazards such as bear traps concealed by terrain, which critics (e.g. Destructoid) called frustrating and players call cheap or trolling
- Online multiplayer problems widely reported on Steam: stuck on the loading screen, inability to join, crossplay-related breakage, and a bug requiring workaround input to load the next area; some reviewers say it has been broken for months or over a year
- Perceived lack of developer communication/support after launch; Steam complaints mention no word from the developers for a long stretch
- The Dwelling, Jungle and Volcana are called disproportionately hard for early worlds by some veterans, and certain levels feel specially designed to ruin a run
- Some dedicated players feel the added mechanics (and the 'Sunken City'/Cosmic Ocean path requirements) dilute the tight risk-reward balance of Spelunky HD
- Movement/controls friction: no dedicated pickup/drop/throw/climb buttons, leading to accidental climbs or item handling mistakes that kill the run
- Short-range whip and thrown-item ricochet feel punishing to newcomers, who complain about taking damage just to hit a stationary enemy
- Gameplay randomness (seed quality, needing specific items to spawn for shortcut unlocks) is cited as unfair by players who wrote negative reviews
Can feel tedious
- Cosmic Ocean: a many-hour endurance sequence with no saves that many call the main grind; Steam reviewers joke about not being able to spare four hours and about few reaching it
- Starting over from 1-1 after a sudden death, which newcomers and some critics (Gameblog.fr at 60/100) find unpedagogical and demoralizing
- Repeated tedious retries to unlock shortcuts and characters, with rewards like a victory screen and a new character considered underwhelming by some
- Status effects such as poison and curse described as run-ending annoyances
- Fighting the interface and inputs (accidentally climbing or not being able to drop items) rather than the game
- Bug-related restarts in online mode, such as getting stuck on the 'walls are shifting' screen
What's unique
- Every level is a hand-tuned procedural layout built from templates, so runs feel random but readable and fair at a systems level; the series is the reference for this style
- Permadeath with literally no meta-progression in power: only shortcuts, unlocks and knowledge carry over, so skill is the main upgrade
- Shared physics and item interactions where almost anything can kill you, including your own thrown items, enabling speedrun and trick strategies
- Branching world structure with hidden areas, alternate paths and a secret true ending (Cosmic Ocean) requiring a long perfect run
- Integrated multiplayer modes: 4-player couch and online co-op over the same campaign, and a full arena deathmatch mode with map variety
- Distinct personalities for shopkeepers, NPC family members and the ghost mechanic that punishes slow play
Players want
- Fix online co-op stability and crossplay bugs, and communicate about fixes on the Steam forums
- Offer optional accessibility or difficulty options (e.g. extra health, easier modes, checkpoints/continues); one reviewer called their absence sadistic, though the developers deliberately preserve the no-continue design
- Reduce reliance on concealed or unreadable hazards so deaths feel more telegraphed and learnable
- Add dedicated buttons or rebind options for pick up/drop/throw/climb to reduce accidental actions
- Smooth the early-game difficulty ramp (Dwelling and Jungle in particular) and make unlock requirements less dependent on random spawns
- More post-launch communication and updates; reviewers complain of over a year of silence while plush merchandise was announced
Summarised from Steam reviews and community discussion.
Steam tags
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Tier list Part 1 (2023)
Spelunky 2 is the 2020 sequel to the classic Spelunky, a brutal, secret-filled platformer roguelike. PepperHead admits it is not his preferred play style and he has only about five hours in it, so he treats this as a partial review. He found it more fun and more readable than the original, with great art and VFX, but still very punishing later on. He places it in B tier with the note that he may bump it up once he plays more.
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