Compare Crashlands 2 prices across 50+ stores and find the best deal. Developed by Butterscotch Shenanigans. Published by Butterscotch Shenanigans. Released on 4/10/2025. Available on PC. Genres: Action, Adventure, Indie, RPG.

Butterscotch Shenanigans calls it a 'thrival' game, not a survival game, and that single design philosophy tells you everything you need to know about whether this one is for you.

I went in expecting a competent sequel to a beloved crafting RPG and came out the other side genuinely charmed by how deliberately un-stressful the whole thing is. Butterscotch Shenanigans coined the term 'thrival game' for Crashlands 2, and it is not marketing spin. There is no hunger meter, no thirst system, no weapon degradation, and your inventory has no cap. When you die, your dropped items just sit there waiting to be picked up again. The developers looked at every friction point that makes survival crafting exhausting and asked whether it was actually fun, and most of the time they answered 'no'. The core loop runs on a satisfying rhythm: explore the alien planet Woanope, gather materials from the environment and its residents, craft gear at workbenches, and nudge the story forward through NPCs. Protagonist Flux Dabes and her sardonic floating companion Juicebox anchor the tone beautifully. The writing is genuinely funny without being smug, and the friendship system that sits underneath the questing gives the whole thing an emotional texture that sneaks up on you. Help the alien Graal rebuild their house, keep talking to the locals, and they start revealing backstory, handing over recipes, and becoming actual catalysts for exploration rather than quest dispensers. Small floating emotion icons do more expressive work than most fully voiced RPGs manage with cutscenes. The soundtrack earns its place too, shifting from upbeat electronic energy during the intro into something deeper and more atmospheric as the world opens up. Combat is deliberate rhythm-and-dodge work rather than anything mechanically deep. Enemies telegraph clearly, gear like the Raychete or armor sets with trinket slots lets you experiment with different builds, and there are pets to raise, upgrade with Creature Catalysts, and buff with Creature Food. The InfiniSuit skill system, unlocked via Juice Gems scattered across the world, gives progression real texture without gating you behind arbitrary numbers. The recipe unlock system via NPC Insight research is clever in design but is the game's most consistent complaint: early on, you wait several minutes for Graal to finish pondering a blueprint while you wander around with nothing urgent to do. It smooths out, but the first hour or two carries a sluggishness that tests patience. The main questline reportedly runs past forty hours across three acts, and the fetch quest density does create grind fatigue in longer sessions. Hardcore crafters who want to engineer complex multi-step builds will also find the system too approachable for their taste. For everyone else, the handcraft shows in the details. The crafting menu tells you exactly which creature drops which material, a quality-of-life choice that sounds minor until you have forty resource types and no idea where the Sluggacisors went. Warp points dot the map so backtracking never turns into a chore. There is fishing. There are thirty-nine Steam achievements that push you into gear sets you would never try otherwise. The whole package knows what it wants to be and executes it with warmth and confidence. Kai, Scout Team

Crashlands 2
ActionAdventureIndieRPG

Crashlands 2

Apr 10, 2025Butterscotch Shenanigans
GamerScout Says

Butterscotch Shenanigans calls it a 'thrival' game, not a survival game, and that single design philosophy tells you everything you need to know about whether this one is for you.

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About Crashlands 2

I went in expecting a competent sequel to a beloved crafting RPG and came out the other side genuinely charmed by how deliberately un-stressful the whole thing is. Butterscotch Shenanigans coined the term 'thrival game' for Crashlands 2, and it is not marketing spin. There is no hunger meter, no thirst system, no weapon degradation, and your inventory has no cap. When you die, your dropped items just sit there waiting to be picked up again. The developers looked at every friction point that makes survival crafting exhausting and asked whether it was actually fun, and most of the time they answered 'no'. The core loop runs on a satisfying rhythm: explore the alien planet Woanope, gather materials from the environment and its residents, craft gear at workbenches, and nudge the story forward through NPCs. Protagonist Flux Dabes and her sardonic floating companion Juicebox anchor the tone beautifully. The writing is genuinely funny without being smug, and the friendship system that sits underneath the questing gives the whole thing an emotional texture that sneaks up on you. Help the alien Graal rebuild their house, keep talking to the locals, and they start revealing backstory, handing over recipes, and becoming actual catalysts for exploration rather than quest dispensers. Small floating emotion icons do more expressive work than most fully voiced RPGs manage with cutscenes. The soundtrack earns its place too, shifting from upbeat electronic energy during the intro into something deeper and more atmospheric as the world opens up. Combat is deliberate rhythm-and-dodge work rather than anything mechanically deep. Enemies telegraph clearly, gear like the Raychete or armor sets with trinket slots lets you experiment with different builds, and there are pets to raise, upgrade with Creature Catalysts, and buff with Creature Food. The InfiniSuit skill system, unlocked via Juice Gems scattered across the world, gives progression real texture without gating you behind arbitrary numbers. The recipe unlock system via NPC Insight research is clever in design but is the game's most consistent complaint: early on, you wait several minutes for Graal to finish pondering a blueprint while you wander around with nothing urgent to do. It smooths out, but the first hour or two carries a sluggishness that tests patience. The main questline reportedly runs past forty hours across three acts, and the fetch quest density does create grind fatigue in longer sessions. Hardcore crafters who want to engineer complex multi-step builds will also find the system too approachable for their taste. For everyone else, the handcraft shows in the details. The crafting menu tells you exactly which creature drops which material, a quality-of-life choice that sounds minor until you have forty resource types and no idea where the Sluggacisors went. Warp points dot the map so backtracking never turns into a chore. There is fishing. There are thirty-nine Steam achievements that push you into gear sets you would never try otherwise. The whole package knows what it wants to be and executes it with warmth and confidence. Kai, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:aaaThrival GamePet CollectingNPC Friendship SystemCozy CraftingNo Hunger MeterIsometric Open WorldMulti-Act StorySkill TreeWarp Fast Travel

System Requirements

Minimum

OS
Windows 10, 11
Memory
2 GB RAM
DirectX
Version 11
Storage
500 MB available space
Graphics
512MB Video Memory
Processor
2.0 Ghz

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Game Info

Developer
Butterscotch Shenanigans
Publisher
Butterscotch Shenanigans
Release Date
Apr 10, 2025

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