Compare Final Quest II prices across 50+ stores and find the best deal. Developed by RPG Video. Published by Back To Basics Gaming. Released on 10/18/2016. Available on PC. Genres: Indie, RPG.

A budget RPG Maker adventure with a warm heart and rough edges, worth a curious hour if you grew up on 16-bit JRPGs, but go in with measured expectations.

I'll be straight with you: Final Quest II sits in that peculiar corner of Steam where sincerity and technical roughness share a very small room. RPG Video built this sequel to their world-of-Paylea adventure with what reads as genuine enthusiasm, and that counts for something when so many RPG Maker releases feel copy-pasted from a template. The question isn't whether it competes with polished indie RPGs, it doesn't, but whether it earns its modest place on a wishlist for the right kind of player. The game follows Ralph and a rotating cast of allies through the Paylea world, this time pitched against the Dormai Empire in a story that involves airships, snow caves, and a missing father as emotional throughline. The feature set is more ambitious than the first game: there's a treasure hunter digging system for finding buried items, a pixel weather system, monster recruitment so you can bring enemies over to your side as pets, password-locked secret doors, and minigames scattered through the runtime. Multiple paths and alternate endings are promised, and the developer floated the idea of a Dormai-side playthrough as post-launch content, which is genuinely interesting as a design instinct even if its execution remained unfinished at launch. These ambitions are real, even if they exceed what the engine and production values can fully deliver. The cracks show early. Community threads report a progression-blocking bug tied to an airship event after the Snow Cave sequence, the kind of issue that quietly kills momentum in a short RPG. The English writing is functional rather than expressive, and the RPG Maker tilesets are stock-familiar to anyone who has spent time in this ecosystem. Balancing is loose, enemy encounter rates in dungeons lean repetitive, and some environmental navigation requires a walkthrough or a tolerance for ambiguity. The developer did respond to bug reports and committed to patches, which speaks to genuine care, but the volume of issues documented by early players suggests the QA pass was thin. Where Final Quest II earns a small amount of goodwill is in its unpretentious scale. It does not overreach into a 40-hour epic. The world of Paylea has a handmade quality to it, rough pixels, but a recognizable shape, and the monster-recruitment system adds a layer of personal expression that most games at this tier skip entirely. If you have played the first Final Quest and felt attached to Ralph's world, the sequel rewards that familiarity. If you haven't played the original, the game is technically standalone, though the connective tissue helps. This is music-box RPG territory: small, a little out of tune, but built by someone who genuinely wanted to make the thing. I have a soft spot for that. I also have a hard line on broken progression, which remains an unresolved concern depending on which build you get. Check the community hub before you commit, and if the airship bug has been patched in your version, you will probably find a couple of evenings of uncomplicated old-school adventuring. Kai, Scout Team

Final Quest II
IndieRPG

Final Quest II

Oct 18, 2016RPG VideoBack To Basics Gaming
GamerScout Says

A budget RPG Maker adventure with a warm heart and rough edges, worth a curious hour if you grew up on 16-bit JRPGs, but go in with measured expectations.

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Screenshots & Media

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About Final Quest II

I'll be straight with you: Final Quest II sits in that peculiar corner of Steam where sincerity and technical roughness share a very small room. RPG Video built this sequel to their world-of-Paylea adventure with what reads as genuine enthusiasm, and that counts for something when so many RPG Maker releases feel copy-pasted from a template. The question isn't whether it competes with polished indie RPGs, it doesn't, but whether it earns its modest place on a wishlist for the right kind of player. The game follows Ralph and a rotating cast of allies through the Paylea world, this time pitched against the Dormai Empire in a story that involves airships, snow caves, and a missing father as emotional throughline. The feature set is more ambitious than the first game: there's a treasure hunter digging system for finding buried items, a pixel weather system, monster recruitment so you can bring enemies over to your side as pets, password-locked secret doors, and minigames scattered through the runtime. Multiple paths and alternate endings are promised, and the developer floated the idea of a Dormai-side playthrough as post-launch content, which is genuinely interesting as a design instinct even if its execution remained unfinished at launch. These ambitions are real, even if they exceed what the engine and production values can fully deliver. The cracks show early. Community threads report a progression-blocking bug tied to an airship event after the Snow Cave sequence, the kind of issue that quietly kills momentum in a short RPG. The English writing is functional rather than expressive, and the RPG Maker tilesets are stock-familiar to anyone who has spent time in this ecosystem. Balancing is loose, enemy encounter rates in dungeons lean repetitive, and some environmental navigation requires a walkthrough or a tolerance for ambiguity. The developer did respond to bug reports and committed to patches, which speaks to genuine care, but the volume of issues documented by early players suggests the QA pass was thin. Where Final Quest II earns a small amount of goodwill is in its unpretentious scale. It does not overreach into a 40-hour epic. The world of Paylea has a handmade quality to it, rough pixels, but a recognizable shape, and the monster-recruitment system adds a layer of personal expression that most games at this tier skip entirely. If you have played the first Final Quest and felt attached to Ralph's world, the sequel rewards that familiarity. If you haven't played the original, the game is technically standalone, though the connective tissue helps. This is music-box RPG territory: small, a little out of tune, but built by someone who genuinely wanted to make the thing. I have a soft spot for that. I also have a hard line on broken progression, which remains an unresolved concern depending on which build you get. Check the community hub before you commit, and if the airship bug has been patched in your version, you will probably find a couple of evenings of uncomplicated old-school adventuring. Kai, Scout Team

Tags

achievementstrading-cardstier:sub-5RPGMakerMonster RecruitmentAlternate EndingsBudget RPGParty ManagementTreasure HuntingOld-School JRPGBranching Story

Steam Deck & Linux

ProtonDB Silver

Playable on Linux with some workarounds. Based on 3 ProtonDB community reports.

System Requirements

Minimum

OS
Windows XP/Windows Vista/Windows 7/8/10
Memory
128 MB RAM
Storage
100 MB available space
Graphics
DirectX 9.0 Compatible
Processor
1.5Ghz or better

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Game Info

Developer
RPG Video
Publisher
Back To Basics Gaming
Release Date
Oct 18, 2016

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What platforms is Final Quest II available on?

Final Quest II is available on PC.

When was Final Quest II released?

Final Quest II was released on 18 October 2016.

Who developed Final Quest II?

Final Quest II was developed by RPG Video and published by Back To Basics Gaming.