Death end re;Quest 2
A dark JRPG hybrid where daytime visual novel drama bleeds into chaotic nighttime brawler combat. Niche, uneven, but genuinely unsettling in ways most JRPGs won't touch.
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About Death end re;Quest 2
Death end re;Quest 2 is a JRPG from Idea Factory and Compile Heart that splits its structure cleanly in two: during the day you read through a visual novel-style story following Mai Toyama, a girl searching for her missing sister at a remote mountain facility called Le Chien. At night, that facility transforms into something monstrous, and you fight through it in real-time brawler combat with a party of characters who can be launched, bounced off arena boundaries, and combo'd across the screen like pinballs. That dual-mode structure is either going to hook you or confuse you, and the game does not spend much time apologizing for which camp you fall into. The narrative is where the game earns most of its goodwill, and also most of its controversy. This is a genuinely dark story. Abuse, trauma, cult dynamics, and institutional violence are all in play, handled with varying degrees of grace. If you played the first Death end re;Quest, you will recognize the meta-game-world framing and some returning characters, but this sequel is largely self-contained enough to follow cold. The writing has real atmosphere and a few character arcs that land with unexpected weight, particularly around Mai herself. It is not Disco Elysium in terms of prose craft, but it is trying harder than most games in this genre to say something uncomfortable, and that effort is visible. Combat mechanics are built around a few specific systems: the Out-Of-Bounds mechanic lets you knock enemies into arena walls for bonus damage, party members can chain attacks off each other, and corruption gauges on your characters add a risk-reward layer where higher corruption unlocks power but edges toward dangerous status effects. There are character-specific skills and transformations that add some build variation, though past the midgame you will notice the enemy variety thinning and some encounters start feeling like reskins of earlier fights. The pacing drags in the back half, and if you are the type who mentally tallies filler, you will be tallying. The presentation is competent rather than impressive. Character art during visual novel segments is solid, and the horror aesthetic carries through well in monster design. The 3D combat arenas are functional but visually repetitive, and the PC port, while playable, has the slightly unloved feel that a lot of Compile Heart PC releases share. The soundtrack does better work than the environments, leaning into unsettling ambient tones during story beats and harder tracks during combat. This is a game for a specific kind of player: someone who can sit through dense visual novel stretches, who finds the niche overlap of horror storytelling and arcade-adjacent JRPG combat interesting, and who is not expecting a mainstream production budget behind any of it. The mixed Steam reception is honest. This is not a game that sands down its rough edges for you. But if you are the audience it was made for, those edges are part of why it sticks with you. Monika, Scout Team
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Game Info
- Developer
- Idea Factory
- Publisher
- Idea Factory International
- Release Date
- Aug 18, 2020



