Layers of Fear 2 key
A first-person psychological horror sequel where atmosphere is the weapon and the ship-set narrative keeps folding in on itself. Slow, deliberate, and divisive.
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Layers of Fear 2 is a first-person psychological horror game from Bloober Team, set aboard a vast ocean liner that doubles as a crumbling theatre of memory and obsession. Where the original confined you to a Victorian mansion and the fractured mind of a painter, this follow-up casts you as an actor summoned by a mysterious director to perform a role that keeps shifting beneath your feet. You walk, look, listen, and piece together who you are through environmental storytelling, film reels, scattered notes, and corridors that rearrange themselves the moment you stop paying attention. The game lives and dies by its atmosphere, and for long stretches it genuinely earns your unease. The ship creaks with intent. The lighting design is precise - shadows pooling in corners, projector flicker catching dust motes, hallways stretching beyond what geometry should allow. The sound design is similarly intentional: a score that drifts between cinematic grandeur and intimate dread, with audio cues that function almost like dialogue. If you are the kind of player who wears headphones and lets a game breathe, Layers of Fear 2 rewards that patience more than almost anything in its genre. Where it struggles is in the gap between mood and meaning. The horror sequences rely heavily on chase mechanics that feel borrowed rather than designed with the same care as the quieter moments. You run, a shape pursues, a door appears - it works mechanically but never quite frightens, because the game has already told you it will not actually hurt you. The narrative, told through a layered metafictional frame referencing classic cinema and performance theory, is ambitious but lands unevenly. Some chapters crystallise into something genuinely affecting. Others feel like the game is gesturing at depth rather than delivering it. The multiple endings give players a reason to reflect on choices made throughout, though the choices themselves are understated enough that you might miss their weight in the moment. Runtime sits around six to eight hours depending on how carefully you search each room, and the pacing earns that length more often than not. Bloober Team understood that this kind of horror needs room to let dread accumulate, and most of the slow sections are doing atmospheric work rather than wasting your time. The visual craft is the consistent highlight - environments shift and morph with a confidence that suggests a team that had genuinely thought about what each space was supposed to feel like emotionally, not just visually. For players who already know they connect with walking-sim-adjacent horror and want something that leans into cinematic language and psychological ambiguity, this is worth your attention. For players who need mechanical tension or traditional puzzle-solving to stay engaged, the experience will likely feel like a beautifully lit corridor that never quite opens up. At 72 percent positive on Steam, the split in the audience is real, and it roughly maps to that divide.

Indie & narrative
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Requisitos del sistema
Mínimos
- Processor
- Intel Core i5-3470 (3.2 GHz) / AMD A8-7600 (3.1 GHz)
- Memory
- 5 GB RAM
- Graphics
- GeForce GTX 750 Ti / AMD Radeon R7 265
- DirectX
- V…
Recomendados
- OS
- Windows 10
- Processor
- Intel Core i5-6500 (3.2 GHz) / AMD Ryzen 5 1600
- Memory
- 8 GB RAM
- Graphics
- GeForce GTX 1070 / AMD Radeon RX 590
- DirectX
- Versi…
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Información del juego
- Desarrolladora
- Bloober Team SA
- Distribuidora
- Gun Media
- Fecha de lanzamiento
- 28 may 2019

