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Spelunky 2

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.

Consensus
A80.5/100
Steam players92.8% positiveVery Positive21,996 reviews
Metacritic ↗91/100Users: 8/10
VG Insights estimate ↗≈660K copies · ≈$9.4M gross

What creators say

View full ranking →

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

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.

Liked

  • Traps and overall readability feel easier and clearer than the first game
  • Even more secrets and things to find than the original
  • Early game feels friendlier
  • Art direction is very good
  • VFX are especially great
  • He respects the amount of work put in and understands why many would rank it S tier

Disliked

  • Still super brutal; later in a run things explode and you die quickly
  • Not his kind of play style, limiting how much he enjoys it
  • He has limited playtime, so his verdict is provisional

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

Platformer2D PlatformerDifficultOnline Co-OpPerma DeathCo-opReplay ValueIndieProcedural Generation4 Player Local

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