Compare Avalanche 2: Super Avalanche prices across 50+ stores and find the best deal. Developed by Beast Games. Published by Midnight City. Released on 6/11/2015. Available on PC. Genres: Action, Indie.

A solo-dev arcade climber built on a flash game legacy, with just enough powerup depth and local co-op chaos to justify the price of entry several times over.

I have a soft spot for games that started life as a browser tab people had open between classes, and Avalanche 2: Super Avalanche carries that origin with surprising grace. Beast Games is essentially one developer taking the old Avalanche flash game and rebuilding it into something with real mechanical texture, and the result is a tight little arcade climber that knows exactly what it wants to be. The loop is straightforward on paper. You play as a marshmallow-like blob, blocks of variable sizes fall from above forming an ever-rising stack, and lava (and later stormclouds, and eventually a sweeping laser) pushes up from below. Get caught between the two and you are done. What makes the sequel more than a nostalgia cash-in is the layer of systems draped over that core. Powerups function as a sort of fragile life meter, constantly collected and lost on hit. Three upgradeable "follower" companions orbit you and boost speed and jump height, each upgradeable three times. Jetpacks, shields, a bunny-hop powerup that rewires your movement feel entirely, shops that fall from the sky mid-run, mission scrolls that drift down granting coins and experience, banks where you squirrel away your earnings between runs - there is real investment here. The wall-jump and head-bounce movement also feel genuinely good, closer to the crispness of a Super Meat Boy than you might expect from something this small. The difficulty curve is patient. Early on the pace is almost gentle, letting newcomers find their footing on the falling geometry. Push deeper and the block density turns overwhelming, enemies multiply, and the pressure becomes intensely reflex-driven. Boss encounters punctuate the climb at set altitude checkpoints, and honestly they skew too easy - welcome breathing room, but not much of a test. The persistent upgrade system means each death funds your next attempt, which softens the sting of a ten-minute run ending in a cruel block landing. Estimate roughly ten hours to reach full completion if achievements are your thing, and around five to see the final boss. For a game this compact and unpretentious, that is a healthy return. The local co-op mode adds a genuinely funny dimension. Two players sharing a screen on the same chaotic climb brings out a competitive energy that single-player cannot manufacture, and the game handles the added chaos well. Community reception has been warm but quiet - this one never broke through to mainstream coverage, which is a shame, because the small pool of players who found it tend to be enthusiastic. The main complaint worth heeding is replay fatigue: if dying and restarting from the bottom with no narrative thread or biome variety does not appeal to you, the formula will wear thin faster than the playtime suggests. For what it is, Avalanche 2 is a handcrafted arcade piece that respects your reflexes and rewards patience with its upgrade economy. It is not asking for your week. It is asking for a few evenings, and it tends to get them. Kai, Scout Team

Avalanche 2: Super Avalanche
ActionIndie

Avalanche 2: Super Avalanche

Jun 11, 2015Beast GamesMidnight City
GamerScout Says

A solo-dev arcade climber built on a flash game legacy, with just enough powerup depth and local co-op chaos to justify the price of entry several times over.

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Screenshots & Media

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About Avalanche 2: Super Avalanche

I have a soft spot for games that started life as a browser tab people had open between classes, and Avalanche 2: Super Avalanche carries that origin with surprising grace. Beast Games is essentially one developer taking the old Avalanche flash game and rebuilding it into something with real mechanical texture, and the result is a tight little arcade climber that knows exactly what it wants to be. The loop is straightforward on paper. You play as a marshmallow-like blob, blocks of variable sizes fall from above forming an ever-rising stack, and lava (and later stormclouds, and eventually a sweeping laser) pushes up from below. Get caught between the two and you are done. What makes the sequel more than a nostalgia cash-in is the layer of systems draped over that core. Powerups function as a sort of fragile life meter, constantly collected and lost on hit. Three upgradeable "follower" companions orbit you and boost speed and jump height, each upgradeable three times. Jetpacks, shields, a bunny-hop powerup that rewires your movement feel entirely, shops that fall from the sky mid-run, mission scrolls that drift down granting coins and experience, banks where you squirrel away your earnings between runs - there is real investment here. The wall-jump and head-bounce movement also feel genuinely good, closer to the crispness of a Super Meat Boy than you might expect from something this small. The difficulty curve is patient. Early on the pace is almost gentle, letting newcomers find their footing on the falling geometry. Push deeper and the block density turns overwhelming, enemies multiply, and the pressure becomes intensely reflex-driven. Boss encounters punctuate the climb at set altitude checkpoints, and honestly they skew too easy - welcome breathing room, but not much of a test. The persistent upgrade system means each death funds your next attempt, which softens the sting of a ten-minute run ending in a cruel block landing. Estimate roughly ten hours to reach full completion if achievements are your thing, and around five to see the final boss. For a game this compact and unpretentious, that is a healthy return. The local co-op mode adds a genuinely funny dimension. Two players sharing a screen on the same chaotic climb brings out a competitive energy that single-player cannot manufacture, and the game handles the added chaos well. Community reception has been warm but quiet - this one never broke through to mainstream coverage, which is a shame, because the small pool of players who found it tend to be enthusiastic. The main complaint worth heeding is replay fatigue: if dying and restarting from the bottom with no narrative thread or biome variety does not appeal to you, the formula will wear thin faster than the playtime suggests. For what it is, Avalanche 2 is a handcrafted arcade piece that respects your reflexes and rewards patience with its upgrade economy. It is not asking for your week. It is asking for a few evenings, and it tends to get them. Kai, Scout Team

Tags

singleplayermultiplayerlocal-coopachievementscontroller-supporttrading-cardscloud-savestier:sub-5Arcade ClimberReflex PlatformerOne-More-RunPersistent UpgradesFlash Game LegacyVertical ScrollerCouch Co-op

Steam Deck & Linux

Steam Deck UnsupportedProtonDB Platinum

Valve rates this game Steam Deck Unsupported. Runs flawlessly on Linux out of the box. Based on 7 ProtonDB community reports.

System Requirements

Minimum

OS
Windows XP
Memory
2 GB RAM
Storage
35 MB available space
Graphics
Intel HD Graphics 3000 in processor
Processor
Intel® Core™ i3-2310M processor (dual-core, 2.10GHz, 3MB Cache)
Sound Card
Realtek High Definition Audio
Additional Notes
Requires Adobe AIR v4.0 or greater

Recommended

OS
Windows 7
Memory
6 GB RAM
Storage
35 MB available space
Graphics
AMD Radeon HD 6800 Series
Processor
Intel Core i5-2400 CPU 3.10GHz
Sound Card
Realtek High Definition Audio
Additional Notes
Requires Adobe AIR v4.0 or greater

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Game Info

Developer
Beast Games
Publisher
Midnight City
Release Date
Jun 11, 2015

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What platforms is Avalanche 2: Super Avalanche available on?

Avalanche 2: Super Avalanche is available on PC.

When was Avalanche 2: Super Avalanche released?

Avalanche 2: Super Avalanche was released on 11 June 2015.

Who developed Avalanche 2: Super Avalanche?

Avalanche 2: Super Avalanche was developed by Beast Games and published by Midnight City.