Compare Atonement 2: Ruptured by Despair prices across 50+ stores and find the best deal. Developed by Astronomic Games. Published by New Reality Games. Released on 10/18/2016. Available on PC. Genres: RPG.

A compact RPG Maker sequel with a genuinely interesting dark-mirror premise that it frustratingly refuses to follow through on. Worth a look if you finished Atonement 1 and want closure, but don't expect Elleria's evil twin to get her moment.

My honest reaction picking this up after finishing the first Atonement was something like excited suspicion. The setup is legitimately compelling for an RPG Maker title: Elleria crosses into an alternate timeline where the grimmer outcome of Scourge of Time came true, familiar allies have flipped allegiances, and she ends up on a collision course with a darker version of herself. That is a narrative premise that could carry a full 30-hour game. The problem is that Atonement 2: Ruptured by Despair clocks in at around seven to eight hours and never quite commits to what makes that premise good. The moment-to-moment structure is a turn-based RPG built in RPG Maker VX Ace, and Astronomic Games has at least iterated thoughtfully on the systems. There are no experience points or level-ups here. Instead, you earn skill points by completing quests and spend them on battle skills or passive abilities, which keeps progression tied to actually engaging with the world rather than grinding random encounters. The energy management in combat is the mechanical backbone: every skill you use draws from a regenerating pool, and burning it too fast on aggressive skills can leave you helpless mid-fight. Against harder encounters, especially in Dismal difficulty, that tension is real and forces you to actually think about skill order. The enchantment gear system, where you find and slot offensive and defensive bonuses from items scattered across the world, adds a light layer of build customization. It is not deep enough to obsess over, but it keeps loot relevant. Enemy encounters are visible on the map, meaning you can choose your fights rather than getting carpet-bombed by random battles, which is a small mercy I appreciate. Where the game loses me is in the writing and structural choices. The alternate-timeline conceit begs to be explored from both sides. The first Atonement let players control two rival parties, and the natural evolution in a sequel centered on two Ellerias would be to let you play both perspectives. That does not happen. The dual-timeline flashback sequences featuring a second party of characters exist, and choices made there are said to affect the present, but critics and players alike have noted that these consequences feel more like gimmicks than genuine branching. The evil Elleria remains a largely external antagonist rather than a character you inhabit, which wastes the most interesting idea in the whole package. Linearity is fine when writing is strong enough to carry it; here the plot feels underdeveloped relative to its own ambitions. The RPG Maker asset library visuals are what they are, functional rather than atmospheric, and some players have flagged control stiffness and occasional technical hiccups. What Atonement 2 does right is competence and consistency. The difficulty balance across its three settings is genuinely well-tuned, the energy-based combat has a satisfying crunch when fights get hard, and fans of the original will at least get a story continuation and some closure on Elleria's arc. It is not padded with filler grinding, which I genuinely respect. Seven hours of focused, if linear, RPG content is better than twenty hours of watered-down XP farming. Community reception has been mostly positive, with the harshest complaints coming from players who, like me, can clearly see the better game that could have existed inside this one. If you played Scourge of Time and want to see where Elleria ends up, this is worth a session or two. If you are coming in cold hoping for a rich choice-driven RPG with branching narrative and meaningful consequences, manage those expectations sharply downward before booting it up. Monika, Scout Team

Atonement 2: Ruptured by Despair
RPG

Atonement 2: Ruptured by Despair

Oct 18, 2016Astronomic GamesNew Reality Games
GamerScout Says

A compact RPG Maker sequel with a genuinely interesting dark-mirror premise that it frustratingly refuses to follow through on. Worth a look if you finished Atonement 1 and want closure, but don't expect Elleria's evil twin to get her moment.

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About Atonement 2: Ruptured by Despair

My honest reaction picking this up after finishing the first Atonement was something like excited suspicion. The setup is legitimately compelling for an RPG Maker title: Elleria crosses into an alternate timeline where the grimmer outcome of Scourge of Time came true, familiar allies have flipped allegiances, and she ends up on a collision course with a darker version of herself. That is a narrative premise that could carry a full 30-hour game. The problem is that Atonement 2: Ruptured by Despair clocks in at around seven to eight hours and never quite commits to what makes that premise good. The moment-to-moment structure is a turn-based RPG built in RPG Maker VX Ace, and Astronomic Games has at least iterated thoughtfully on the systems. There are no experience points or level-ups here. Instead, you earn skill points by completing quests and spend them on battle skills or passive abilities, which keeps progression tied to actually engaging with the world rather than grinding random encounters. The energy management in combat is the mechanical backbone: every skill you use draws from a regenerating pool, and burning it too fast on aggressive skills can leave you helpless mid-fight. Against harder encounters, especially in Dismal difficulty, that tension is real and forces you to actually think about skill order. The enchantment gear system, where you find and slot offensive and defensive bonuses from items scattered across the world, adds a light layer of build customization. It is not deep enough to obsess over, but it keeps loot relevant. Enemy encounters are visible on the map, meaning you can choose your fights rather than getting carpet-bombed by random battles, which is a small mercy I appreciate. Where the game loses me is in the writing and structural choices. The alternate-timeline conceit begs to be explored from both sides. The first Atonement let players control two rival parties, and the natural evolution in a sequel centered on two Ellerias would be to let you play both perspectives. That does not happen. The dual-timeline flashback sequences featuring a second party of characters exist, and choices made there are said to affect the present, but critics and players alike have noted that these consequences feel more like gimmicks than genuine branching. The evil Elleria remains a largely external antagonist rather than a character you inhabit, which wastes the most interesting idea in the whole package. Linearity is fine when writing is strong enough to carry it; here the plot feels underdeveloped relative to its own ambitions. The RPG Maker asset library visuals are what they are, functional rather than atmospheric, and some players have flagged control stiffness and occasional technical hiccups. What Atonement 2 does right is competence and consistency. The difficulty balance across its three settings is genuinely well-tuned, the energy-based combat has a satisfying crunch when fights get hard, and fans of the original will at least get a story continuation and some closure on Elleria's arc. It is not padded with filler grinding, which I genuinely respect. Seven hours of focused, if linear, RPG content is better than twenty hours of watered-down XP farming. Community reception has been mostly positive, with the harshest complaints coming from players who, like me, can clearly see the better game that could have existed inside this one. If you played Scourge of Time and want to see where Elleria ends up, this is worth a session or two. If you are coming in cold hoping for a rich choice-driven RPG with branching narrative and meaningful consequences, manage those expectations sharply downward before booting it up. Monika, Scout Team

Tags

singleplayerachievementstrading-cardstier:sub-5RPG MakerAlternate TimelineEnergy Management CombatQuest-Based ProgressionVisible EncountersEnchantment SystemDark FantasyDismal Mode

System Requirements

Minimum

OS
Windows XP or above
Storage
500 MB available space
Graphics
Minimum 640x480 Desktop Resolution
Processor
Intel Pentium 4 2.Ghz or above
Sound Card
Stereo Sound

Reviews & Ratings

No ratings available

Game Info

Developer
Astronomic Games
Publisher
New Reality Games
Release Date
Oct 18, 2016

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