Compare 12 HOURS 2 prices across 50+ stores and find the best deal. Developed by Second Reality. Published by Second Reality. Released on 8/20/2019. Available on PC. Genres: Action, Adventure, Indie, Simulation.

A budget-tier indie stealth-horror that drops you into a randomly generated dream-museum and asks one question: can you outwit a single, surprisingly tenacious AI guard long enough to escape?

My spreadsheet instincts told me to be skeptical the moment I saw the words 'very developed artificial intelligence' in the store listing of a sub-five-dollar indie. Turns out the claim is not entirely hollow, and that's honestly the most interesting thing 12 HOURS 2 has going for it. The core setup is lean: you are trapped in a lucid nightmare set inside a museum, your only objective is to wake up, and standing between you and that goal is a guard named Douglas whose patrol logic is more reactive than the price tag implies. The procedurally generated museum rooms shuffle on each run, so the layout of corridors and exhibit halls changes, preventing pure memorization from being your crutch. The stealth layer is the game's mechanical backbone. You can complete each run in full stealth, which means managing line-of-sight, timing movement between exhibit clusters, and reading Douglas's patrol patterns before committing to a path. For a one-person-studio production this is functional, though calling it deep would be generous. The AI has alert states and can search for you after detecting noise or movement, which provides genuine tension in short bursts. What it lacks is the layered responsiveness you'd find in genre benchmarks. Douglas is dangerous but readable, and once you internalize his behavioral quirks across a couple of runs, the fear factor deflates noticeably. The atmosphere deserves a line. The game blends unsettling museum corridors with sporadic dark humor, a tonal combination that is either charming or jarring depending on your tolerance for low-budget surrealism. The visual presentation is bare-bones, and the storyline attached to Douglas's secrets is thin, little more than a narrative hook to justify repeated runs. There is a small achievement set for completionists who want a reason to revisit after the initial handful of sessions, but do not expect a deep lore payoff. Community activity around this title is sparse, and there is no modding infrastructure or post-launch content to speak of. The honest case for 12 HOURS 2 is a narrow one: if you want a short, low-friction stealth-horror loop with some roguelite replayability from the random generation, and you are not expecting polished AI or narrative substance, it fills about ninety minutes to two hours of your time without significant friction. It is not a game I would recommend as a primary purchase, but as a sub-five-dollar curiosity sitting in a bundle or a wishlist sale, the randomly shuffled museum and a guard who actually gives chase make it marginally more than a walking-sim placeholder. Approach it as a proof-of-concept that occasionally punches above its weight class, not as a complete stealth experience. Diego, Scout Team

12 HOURS 2
ActionAdventureIndieSimulation

12 HOURS 2

Aug 20, 2019Second Reality
GamerScout Says

A budget-tier indie stealth-horror that drops you into a randomly generated dream-museum and asks one question: can you outwit a single, surprisingly tenacious AI guard long enough to escape?

PC
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Historical low: $0.38

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About 12 HOURS 2

My spreadsheet instincts told me to be skeptical the moment I saw the words 'very developed artificial intelligence' in the store listing of a sub-five-dollar indie. Turns out the claim is not entirely hollow, and that's honestly the most interesting thing 12 HOURS 2 has going for it. The core setup is lean: you are trapped in a lucid nightmare set inside a museum, your only objective is to wake up, and standing between you and that goal is a guard named Douglas whose patrol logic is more reactive than the price tag implies. The procedurally generated museum rooms shuffle on each run, so the layout of corridors and exhibit halls changes, preventing pure memorization from being your crutch. The stealth layer is the game's mechanical backbone. You can complete each run in full stealth, which means managing line-of-sight, timing movement between exhibit clusters, and reading Douglas's patrol patterns before committing to a path. For a one-person-studio production this is functional, though calling it deep would be generous. The AI has alert states and can search for you after detecting noise or movement, which provides genuine tension in short bursts. What it lacks is the layered responsiveness you'd find in genre benchmarks. Douglas is dangerous but readable, and once you internalize his behavioral quirks across a couple of runs, the fear factor deflates noticeably. The atmosphere deserves a line. The game blends unsettling museum corridors with sporadic dark humor, a tonal combination that is either charming or jarring depending on your tolerance for low-budget surrealism. The visual presentation is bare-bones, and the storyline attached to Douglas's secrets is thin, little more than a narrative hook to justify repeated runs. There is a small achievement set for completionists who want a reason to revisit after the initial handful of sessions, but do not expect a deep lore payoff. Community activity around this title is sparse, and there is no modding infrastructure or post-launch content to speak of. The honest case for 12 HOURS 2 is a narrow one: if you want a short, low-friction stealth-horror loop with some roguelite replayability from the random generation, and you are not expecting polished AI or narrative substance, it fills about ninety minutes to two hours of your time without significant friction. It is not a game I would recommend as a primary purchase, but as a sub-five-dollar curiosity sitting in a bundle or a wishlist sale, the randomly shuffled museum and a guard who actually gives chase make it marginally more than a walking-sim placeholder. Approach it as a proof-of-concept that occasionally punches above its weight class, not as a complete stealth experience. Diego, Scout Team

Tags

singleplayerachievementstier:sub-5Stealth MechanicsProcedural GenerationSingle-Enemy AIRoguelite HorrorDark Humor HorrorShort-SessionDream SettingAchievement Hunting

System Requirements

Minimum

OS
WindowsXP (Service Pack 3)
Memory
2 GB RAM
Storage
2 GB available space
Graphics
NVIDIA GeForce 9800GT
Processor
Quad Core Processor
Sound Card
DirectX®-compatible

Recommended

OS
Windows 7 or higher
Memory
4 GB RAM
Storage
2 GB available space
Graphics
GTX 670 2GB / AMD R9 280 better
Processor
intel core i3-3110 2.4 GHz
Sound Card
DirectX®-compatible

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Game Info

Developer
Second Reality
Publisher
Second Reality
Release Date
Aug 20, 2019

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Price History

2026-06-100.38(lowest)

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How much does 12 HOURS 2 cost?

12 HOURS 2 pricing changes often and varies by store, edition and region. The live price table on this page compares the cheapest in-stock key and store offers across 50+ verified shops, so you always see the current lowest price before you buy.

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What platforms is 12 HOURS 2 available on?

12 HOURS 2 is available on PC.

When was 12 HOURS 2 released?

12 HOURS 2 was released on 20 August 2019.

Who developed 12 HOURS 2?

12 HOURS 2 was developed by Second Reality.