
Charlie II
A one-person DOS-era platformer that somehow earned its Steam page honestly: tight level design, secret exits worth hunting, and a duck who has no business being this charming.
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About Charlie II
I keep a soft spot for games that were quietly loved before anyone had a Steam wishlist, and Charlie II is exactly that kind of relic. Originally coded by a single developer in Turbo Pascal back in 2001, it arrived on Steam as a modernised build that runs on current hardware without drama, and it carries every quality of a game made by someone who genuinely enjoyed making it rather than shipping it. The pixel art is clean and warm without trying to compete with today's retro-aesthetic machines, and the whole thing moves at a pace that feels almost meditative by modern standards. The structure is old-school collectathon, but with one elegant wrinkle: you cannot leave a level until you have gathered a minimum percentage of coins and diamonds, which shifts based on your chosen difficulty (easy, normal, or hard). That rule quietly turns every stage into a small investigation. You are not just running right and jumping on things; you are scanning walls for suspicious gaps, pressing down near water to find submerged passages, and wondering what is behind that crate stack. Hidden levels are marked with a question mark on the map and gate behind secret exits you have to actively find, which gives the whole game a little treasure-hunt electricity. Boss encounters cap each world of six levels, giving the structure clean punctuation. Power-ups, mostly tucked inside breakable crates, include hearts, shields, extra lives, and the CHARLIE letter set scattered through each stage; collect them all in a level and you earn an extra life, which is a small reward that still lands because it respects your thoroughness. Where Charlie II is honest about its age is in the feel of the scroll and the absence of quality-of-life padding. There is no mid-level save: touch the checkpoint, keep it active, but quit and restart and you are back at the top of the level. The camera scrolling can feel a half-beat behind where your instincts want it, and some enemy patterns read as trial-and-error on a first pass. These are not broken things, they are artefacts. If you grew up with early-90s shareware platformers, they will read as familiar grammar. If you come in expecting anything like modern platform precision, expect a small adjustment period. After completing the main game the level-select opens fully, letting you re-enter any stage and push each score toward 100 percent. For completionist players that replay loop is the real content, and it is genuinely well suited to short sessions. An expansion pack exists that adds three more worlds, so there is more here than the brief runtime suggests if you engage with the optional material. The Steam version also supports leaderboards, which is a quiet little nod to the kind of score-chasing that gave shareware games their replay value in the first place. If you want a game that does not perform nostalgia but simply is it, built by hand over years with no marketing budget and a lot of conviction, Charlie II earns your attention. It is not wide and it is not long, but it knows exactly what it is and it executes that thing with care. The duck, honestly, deserved more coverage than he got. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP SP3 or later
- Memory
- 256 MB RAM
- DirectX
- Version 7.0
- Storage
- 33 MB available space
- Graphics
- OpenGL / DirectX 7.0 compatible
- Processor
- Pentium II or above
Recommended
- OS
- Windows 7 or later
- Memory
- 1 GB RAM
- Processor
- 1 GHz or faster
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Game Info
- Developer
- Mike Wiering
- Publisher
- Wiering Software
- Release Date
- Feb 19, 2018