Compare Boxville 2 prices across trusted key stores and find the best deal. Developed by Triomatica Games. Published by Triomatica Games. Released on 6/26/2025. Available on PC, Mac, Linux, Xbox. Genres: Adventure, Indie.

Wordless, hand-drawn, and over in roughly four hours - Boxville 2 is the kind of quiet indie gem that most storefronts completely ignore, and that is exactly why you should pay attention to it.

I have a soft spot for games that trust silence over script, and Boxville 2 leans into that trust completely. There is not a single written word or voiced line anywhere in it. Every character - a sardine cow puttering across a field, a mermaid with a temper, a sailor can running Battleship hustles out of a boat cabin - communicates entirely through expressive cartoon thought bubbles and body language drawn onto scraps of cardboard. Triomatica Games, a small Ukrainian studio, built this whole world from recycled imagery, and the warmth radiating off every hand-drawn frame is genuinely hard to explain. It just feels like something a person made with their hands and cared about deeply. Mechanically it is a classic point-and-click adventure: click to move, collect items, combine them from the always-visible right-side toolbar, apply them to the environment. The sequel quietly fixed one of the original's annoyances by keeping inventory permanently on screen rather than tucked behind a cursor hover. Puzzle variety has also had a real glow-up. You will solve algebra-style pictorial equations, align bulbs in an electrical grid by speed pattern, play a game of Battleship against a sailor can, deliberately lose three rounds of Rock-Paper-Scissors to get a needed item, assemble a Tower of Hanoi variant with cups, decode a vending machine using shapes-to-numbers logic, and rearrange tribal totem segments based on a stone you spotted on a beach earlier. Most are one-offs, so no single type wears out its welcome. A handful tip into genuine frustration - some item applications are not clearly telegraphed, and there is still no hint system anywhere in the game, which is the one honest complaint the community keeps repeating. If pixel-hunting puts you in a bad mood, have a walkthrough on standby. The world itself keeps expanding in ways the first game never did. Red Can starts in the familiar cardboard city, moves through a shantytown and countryside, boards a pirate ship, dives underwater, and eventually washes up on a remote tropical island to find his friend Green Can. Each location gets its own original music track, composed specifically for that scene. The soundtrack is the kind you notice not because it demands attention but because, when you pause and really listen, it has been quietly shaping your mood the entire time - unhurried, slightly melancholy, occasionally playful. That is craft, not asset-flipping. The honest caveats: the run time sits around three to four hours on a first play, which some players will feel is light relative to the asking price on PC. The story is a simple friendship rescue arc with no real twists - this is not a game chasing emotional complexity, and players expecting Machinarium-level narrative depth will need to adjust expectations. Controller support is full and works well. There is no chapter select if you want to revisit a section, and no built-in hint system if you get stuck. Those are real quality-of-life gaps that a small patch could fix, and Triomatica would do well to address them for a third entry. Playing the original Boxville first is not required - the sequel stands entirely on its own - but if you have not played the first game either, the cameos of familiar characters in one optional telescope scene carry a little extra warmth if you know who you are looking at. For anyone who has ever lost an afternoon to Machinarium or Samorost and wished there were more games that felt genuinely handmade rather than procedurally generated or template-built, this is the right shelf. Short, considered, and quietly beautiful. Kai, Scout Team

Boxville 2

Boxville 2

Jun 26, 2025Triomatica Games
GamerScout Says

Wordless, hand-drawn, and over in roughly four hours - Boxville 2 is the kind of quiet indie gem that most storefronts completely ignore, and that is exactly why you should pay attention to it.

PCMacLinuxXbox
Steam Deck Verified
Best Price Available
€4.45
at Kinguin
Lowest tracked: €2.15
Track this price

GamerScout Verdict

Ideal for fans of Machinarium-style wordless adventures who can accept a 3-4 hour runtime and no built-in hint system.

Compare Prices(5 stores)

KinguinBest price
StandardGlobalSteam KeyKey
€4.45
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€4.48-49%
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€7.05-20%
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€8.79
Priced in EUR by the store
Buy
StandardEurope (EU)Steam KeyKey
€8.79
Priced in EUR by the store
Buy

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Price History

Lowest tracked
€2.1526 Jun 2026
Current best
€4.45
Keyshops
€1.82€2.96€4.11€5.255 Jun28 Jun21 Jul13 Aug5 Sept
5 Jun — 5 Sept
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Screenshots & Media

About Boxville 2

I have a soft spot for games that trust silence over script, and Boxville 2 leans into that trust completely. There is not a single written word or voiced line anywhere in it. Every character - a sardine cow puttering across a field, a mermaid with a temper, a sailor can running Battleship hustles out of a boat cabin - communicates entirely through expressive cartoon thought bubbles and body language drawn onto scraps of cardboard. Triomatica Games, a small Ukrainian studio, built this whole world from recycled imagery, and the warmth radiating off every hand-drawn frame is genuinely hard to explain. It just feels like something a person made with their hands and cared about deeply. Mechanically it is a classic point-and-click adventure: click to move, collect items, combine them from the always-visible right-side toolbar, apply them to the environment. The sequel quietly fixed one of the original's annoyances by keeping inventory permanently on screen rather than tucked behind a cursor hover. Puzzle variety has also had a real glow-up. You will solve algebra-style pictorial equations, align bulbs in an electrical grid by speed pattern, play a game of Battleship against a sailor can, deliberately lose three rounds of Rock-Paper-Scissors to get a needed item, assemble a Tower of Hanoi variant with cups, decode a vending machine using shapes-to-numbers logic, and rearrange tribal totem segments based on a stone you spotted on a beach earlier. Most are one-offs, so no single type wears out its welcome. A handful tip into genuine frustration - some item applications are not clearly telegraphed, and there is still no hint system anywhere in the game, which is the one honest complaint the community keeps repeating. If pixel-hunting puts you in a bad mood, have a walkthrough on standby. The world itself keeps expanding in ways the first game never did. Red Can starts in the familiar cardboard city, moves through a shantytown and countryside, boards a pirate ship, dives underwater, and eventually washes up on a remote tropical island to find his friend Green Can. Each location gets its own original music track, composed specifically for that scene. The soundtrack is the kind you notice not because it demands attention but because, when you pause and really listen, it has been quietly shaping your mood the entire time - unhurried, slightly melancholy, occasionally playful. That is craft, not asset-flipping. The honest caveats: the run time sits around three to four hours on a first play, which some players will feel is light relative to the asking price on PC. The story is a simple friendship rescue arc with no real twists - this is not a game chasing emotional complexity, and players expecting Machinarium-level narrative depth will need to adjust expectations. Controller support is full and works well. There is no chapter select if you want to revisit a section, and no built-in hint system if you get stuck. Those are real quality-of-life gaps that a small patch could fix, and Triomatica would do well to address them for a third entry. Playing the original Boxville first is not required - the sequel stands entirely on its own - but if you have not played the first game either, the cameos of familiar characters in one optional telescope scene carry a little extra warmth if you know who you are looking at. For anyone who has ever lost an afternoon to Machinarium or Samorost and wished there were more games that felt genuinely handmade rather than procedurally generated or template-built, this is the right shelf. Short, considered, and quietly beautiful.

Kai
Kai · Scout Team

Indie & narrative

Tags

singleplayerachievementscontroller-supportcloud-savestier:indieWordless StorytellingPoint-and-ClickLogic PuzzlesCozy AdventureShort-FormMachinarium-likeMini-GamesThought-Bubble NarrativeNo Hint SystemFamily Accessible

System Requirements

Minimum

OS
Windows 10 and newer
Memory
2 GB RAM
Storage
2 GB available space
Graphics
Integrated
Processor
Intel Core i3

Recommended

OS
Windows 10 and newer
Memory
2 GB RAM
Storage
2 GB available space
Graphics
Integrated
Processor
Intel Core i3

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Game Info

Developer
Triomatica Games
Publisher
Triomatica Games
Release Date
Jun 26, 2025

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Frequently asked questions about Boxville 2

How much does Boxville 2 cost?

As of 5 September 2026, the cheapest in-stock offer for Boxville 2 is €4.45 at Kinguin, out of 6 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Boxville 2 cheapest?

The lowest in-stock price we track for Boxville 2 is €4.45 at Kinguin (5 September 2026). We compare 6 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Boxville 2 available on?

Boxville 2 is available on PC, Mac, Linux, Xbox.

When was Boxville 2 released?

Boxville 2 was released on 26 June 2025.

Who developed Boxville 2?

Boxville 2 was developed by Triomatica Games.