Compare Budget Cuts 2: Mission Insolvency prices across trusted key stores and find the best deal. Developed by Neat Corporation, Fast Travel Games. Published by Neat Corporation, Creature Label. Released on 12/12/2019. Available on PC. Genres: Action, Adventure, Indie. Metacritic score: 74/100.

A VR-only stealth comedy where the pistol scouts instead of shoots. Compact, physical, genuinely tense, as long as you have the play space and no allergy to teleport movement.

I raised the pistol, pointed it at a doorway two rooms over, and instead of a shot I got a small floating window showing me exactly what was waiting on the other side. That is the whole game in one gesture. The translocator does not do damage. It scouts. You peek through the portal, count the robots patrolling the carpet tiles, decide whether you like the odds, and only then pull the trigger to fold yourself into that space. Most stealth games ask you to move first and learn second. This one flips the order, and it changes the rhythm of every single room. I caught myself standing perfectly still for minutes at a time, aiming and re-aiming, building a map of an office floor in my head before I ever set foot on it. What surrounds that mechanic is a stealth comedy set inside a corporation that has decided people are an expense line, and the machines sent to trim that line are somehow both menacing and clumsy. Dealing with them is physical in the most literal sense. There is no weapon wheel. You grab something off a desk, judge the arc with your actual arm, and throw, or you close the distance and solve the problem by hand, which is a worse idea than it sounds. Every encounter becomes a small physics problem with a timer attached, and the timer is a patrolling robot that has not spotted you yet. When it lands, it is glorious. When it does not, you are crouched behind a filing cabinet holding your breath in a way no flat screen has ever made me do. The room-scale design is the quiet craft here, and it deserves more credit than it gets. Levels are built as floors you can actually read: sightlines through glass partitions, vents that let you skip a hallway entirely, corners that reward a person willing to physically lean. Because traversal is deliberate, the pacing is deliberate too. Long stretches of nothing but ventilation hum and your own breathing, then twelve frantic seconds, then quiet again. And I love that the campaign is short. It has a shape. It sets up its joke about downsizing, escalates it, and leaves before the tension curdles into routine. A game that knows when to end is rarer than a game with more hours in it, and I will defend a compact run every time when the final stretch still has ideas left. The disappointments are real and worth naming. This is VR only, which is less a criticism than a wall: no headset, no game, and if your play space is cramped, the room-scale ambitions get cramped along with it. Teleporting is the only way you move, so anyone used to smooth locomotion in more recent VR will feel the leash. Physics-driven combat also means physics-driven nonsense, and the same system that produces a perfect thrown arc will occasionally produce a robot that comes apart in a way nobody designed. The sequel plays it safe, too. It is the first game with more polish and more space rather than a rethink, so if the original's fiddliness put you off, this will not win you back. Roughly one in five Steam reviewers came away unhappy, and I suspect most of them wanted something bigger, longer, and less fussy than what Neat Corp actually built. So who is it for? Anyone who finds hiding more interesting than shooting, and anyone curious what stealth design looks like when the level wraps around your body instead of sitting on a monitor in front of it. If you want an action game with VR controls bolted on, look elsewhere, because the pistol will keep refusing to be a gun. If you want one evening where you are sincerely afraid of a filing cabinet, this earns it. Play it in a single sitting, lights off, good headphones on. It was built for exactly that, and it does not overstay. Kai, Scout Team

Budget Cuts 2: Mission Insolvency

Budget Cuts 2: Mission Insolvency

Dec 12, 2019Neat Corporation, Fast Travel GamesNeat Corporation, Creature Label
GamerScout Says

A VR-only stealth comedy where the pistol scouts instead of shoots. Compact, physical, genuinely tense, as long as you have the play space and no allergy to teleport movement.

PC
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Lowest tracked: €0.65
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GamerScout Verdict

Best for VR owners who enjoy hiding more than shooting and want a short campaign that knows exactly when to stop.

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Price History

Lowest tracked
€0.6531 Aug 2026
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Screenshots & Media

About Budget Cuts 2: Mission Insolvency

I raised the pistol, pointed it at a doorway two rooms over, and instead of a shot I got a small floating window showing me exactly what was waiting on the other side. That is the whole game in one gesture. The translocator does not do damage. It scouts. You peek through the portal, count the robots patrolling the carpet tiles, decide whether you like the odds, and only then pull the trigger to fold yourself into that space. Most stealth games ask you to move first and learn second. This one flips the order, and it changes the rhythm of every single room. I caught myself standing perfectly still for minutes at a time, aiming and re-aiming, building a map of an office floor in my head before I ever set foot on it. What surrounds that mechanic is a stealth comedy set inside a corporation that has decided people are an expense line, and the machines sent to trim that line are somehow both menacing and clumsy. Dealing with them is physical in the most literal sense. There is no weapon wheel. You grab something off a desk, judge the arc with your actual arm, and throw, or you close the distance and solve the problem by hand, which is a worse idea than it sounds. Every encounter becomes a small physics problem with a timer attached, and the timer is a patrolling robot that has not spotted you yet. When it lands, it is glorious. When it does not, you are crouched behind a filing cabinet holding your breath in a way no flat screen has ever made me do. The room-scale design is the quiet craft here, and it deserves more credit than it gets. Levels are built as floors you can actually read: sightlines through glass partitions, vents that let you skip a hallway entirely, corners that reward a person willing to physically lean. Because traversal is deliberate, the pacing is deliberate too. Long stretches of nothing but ventilation hum and your own breathing, then twelve frantic seconds, then quiet again. And I love that the campaign is short. It has a shape. It sets up its joke about downsizing, escalates it, and leaves before the tension curdles into routine. A game that knows when to end is rarer than a game with more hours in it, and I will defend a compact run every time when the final stretch still has ideas left. The disappointments are real and worth naming. This is VR only, which is less a criticism than a wall: no headset, no game, and if your play space is cramped, the room-scale ambitions get cramped along with it. Teleporting is the only way you move, so anyone used to smooth locomotion in more recent VR will feel the leash. Physics-driven combat also means physics-driven nonsense, and the same system that produces a perfect thrown arc will occasionally produce a robot that comes apart in a way nobody designed. The sequel plays it safe, too. It is the first game with more polish and more space rather than a rethink, so if the original's fiddliness put you off, this will not win you back. Roughly one in five Steam reviewers came away unhappy, and I suspect most of them wanted something bigger, longer, and less fussy than what Neat Corp actually built. So who is it for? Anyone who finds hiding more interesting than shooting, and anyone curious what stealth design looks like when the level wraps around your body instead of sitting on a monitor in front of it. If you want an action game with VR controls bolted on, look elsewhere, because the pistol will keep refusing to be a gun. If you want one evening where you are sincerely afraid of a filing cabinet, this earns it. Play it in a single sitting, lights off, good headphones on. It was built for exactly that, and it does not overstay.

Kai
Kai · Scout Team

Indie & narrative

Tags

auto-admittedVR StealthTeleport TraversalPhysics-Based MeleeThrowable WeaponsCorporate SatireHide-and-Seek StealthShort CampaignRoom-Scale PlayRobot EnemiesTranslocator PistolOffice InfiltrationPhysics SandboxTension-Driven PacingOne-Sitting CampaignImprovised WeaponsSequel RefinementStanding Play

System Requirements

Minimum

Processor
Intel i5-4590 / AMD Ryzen 1500X
Memory
6 GB RAM
Graphics
GeForce GTX 970/1060 or Radeon RX 480
Storage
6 GB available space Additional: Requires one of the following virtual reality…

Recommended

Requires a 64-bit processor and operating system

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Community Discussion

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Reviews & Ratings

Metacritic
74
Steam
80%(534)

Game Info

Developer
Neat Corporation, Fast Travel Games
Publisher
Neat Corporation, Creature Label
Release Date
Dec 12, 2019

Features

Single-playerSteam AchievementsTracked Controller SupportVR OnlySteam CloudFamily Sharing

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Frequently asked questions about Budget Cuts 2: Mission Insolvency

How much does Budget Cuts 2: Mission Insolvency cost?

As of 7 September 2026, the cheapest in-stock offer for Budget Cuts 2: Mission Insolvency is €0.65 at Gamivo, out of 4 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Budget Cuts 2: Mission Insolvency cheapest?

The lowest in-stock price we track for Budget Cuts 2: Mission Insolvency is €0.65 at Gamivo (7 September 2026). We compare 4 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Budget Cuts 2: Mission Insolvency available on?

Budget Cuts 2: Mission Insolvency is available on PC.

When was Budget Cuts 2: Mission Insolvency released?

Budget Cuts 2: Mission Insolvency was released on 12 December 2019.

Who developed Budget Cuts 2: Mission Insolvency?

Budget Cuts 2: Mission Insolvency was developed by Neat Corporation, Fast Travel Games and published by Neat Corporation, Creature Label.

Is Budget Cuts 2: Mission Insolvency worth buying?

Budget Cuts 2: Mission Insolvency holds a Metacritic score of 74/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.