Compare Hook 2 prices across trusted key stores and find the best deal. Developed by Maciej Targoni. Published by Maciej Targoni. Released on 6/29/2022. Available on PC, Mac, Linux. Genres: Casual.

If your idea of unwinding involves quietly picking apart a tangle of interlocked hooks across a rotatable 3D space, Hook 2 is two hours well spent, no timers, no scores, no noise.

I went into Hook 2 expecting a straightforward reskin of Maciej Targoni's original minimalist puzzler, and the first handful of levels seemed to confirm that suspicion. You click a circular trigger, a hooked line retracts, you figure out which ones are free to pull without snagging others, repeat. Clean, calm, low stakes. Then the game rotates, literally. The puzzles snap into a third dimension, and suddenly lines you thought were parallel are twisting around each other like wiring inside a tiny cube. It is a small thing on paper and a genuinely delightful surprise in practice. The core loop stays consistent throughout: identify which hooks can be retracted without catching adjacent lines, then work backwards from that free end to untangle the whole cluster. What keeps it from going stale is how Targoni layers in new mechanics at a measured pace. Circuit-breaker switches arrive and require you to rotate the view to connect jump cables before certain hooks will even respond. Later levels combine multiple active circuits with symbol-coded triggers, so you are essentially managing two interdependent sequences at once. None of it is explained in text, the game has no text at all, but each mechanic is introduced gently enough that the tutorial is just playing the game. The difficulty curve is well-judged rather than punishing. Most puzzles reward patient observation more than trial and error, though the game does let you brute-force early stages if you want to. Pull the wrong line and you restart the puzzle, but restarts are instant and the levels are short. There is no timer, no scoring system, no lives bar. The ambient soundtrack, wind textures and sparse tones from composer Wojciech Wasiak, reinforces the low-pressure atmosphere. An optional dark mode is there if you prefer night sessions or just dislike bright white backgrounds. The honest complaint is brevity. The roughly 80-level run can be cleared in two hours or so if you keep a clear head, and when it ends it ends without ceremony, no credits roll, no completion screen. Players who loved the original have flagged this same feeling of wanting more the moment the final hook clicks free. Replayability is essentially zero once you know the solutions, and there is no move-count tracker or secondary challenge to chase. The mobile-adjacent visual style, clean as it is, will also read as under-produced to players who expect PC-grade presentation from their puzzle games. For what it is, a solo-developed, sub-five-dollar puzzler built around one elegant idea and one smart evolution of it, Hook 2 does its job with real care. The 3D shift is the kind of design move that costs nothing to describe and lands with surprising impact when you first encounter it. Fans of Targoni's other work (LYNE, SiNKR) will feel at home immediately. Anyone who bounced off the original because flat 2D sequencing felt too thin will find the added dimension makes a meaningful difference. Alex, Scout Team

Hook 2

Hook 2

Jun 29, 2022Maciej Targoni
GamerScout Says

If your idea of unwinding involves quietly picking apart a tangle of interlocked hooks across a rotatable 3D space, Hook 2 is two hours well spent, no timers, no scores, no noise.

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Historical low: €1.49

GamerScout Verdict

Best for puzzle fans who want a calm, focused two-hour session and won't mind that it ends before they're ready to stop.

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Screenshots & Media

About Hook 2

I went into Hook 2 expecting a straightforward reskin of Maciej Targoni's original minimalist puzzler, and the first handful of levels seemed to confirm that suspicion. You click a circular trigger, a hooked line retracts, you figure out which ones are free to pull without snagging others, repeat. Clean, calm, low stakes. Then the game rotates, literally. The puzzles snap into a third dimension, and suddenly lines you thought were parallel are twisting around each other like wiring inside a tiny cube. It is a small thing on paper and a genuinely delightful surprise in practice. The core loop stays consistent throughout: identify which hooks can be retracted without catching adjacent lines, then work backwards from that free end to untangle the whole cluster. What keeps it from going stale is how Targoni layers in new mechanics at a measured pace. Circuit-breaker switches arrive and require you to rotate the view to connect jump cables before certain hooks will even respond. Later levels combine multiple active circuits with symbol-coded triggers, so you are essentially managing two interdependent sequences at once. None of it is explained in text, the game has no text at all, but each mechanic is introduced gently enough that the tutorial is just playing the game. The difficulty curve is well-judged rather than punishing. Most puzzles reward patient observation more than trial and error, though the game does let you brute-force early stages if you want to. Pull the wrong line and you restart the puzzle, but restarts are instant and the levels are short. There is no timer, no scoring system, no lives bar. The ambient soundtrack, wind textures and sparse tones from composer Wojciech Wasiak, reinforces the low-pressure atmosphere. An optional dark mode is there if you prefer night sessions or just dislike bright white backgrounds. The honest complaint is brevity. The roughly 80-level run can be cleared in two hours or so if you keep a clear head, and when it ends it ends without ceremony, no credits roll, no completion screen. Players who loved the original have flagged this same feeling of wanting more the moment the final hook clicks free. Replayability is essentially zero once you know the solutions, and there is no move-count tracker or secondary challenge to chase. The mobile-adjacent visual style, clean as it is, will also read as under-produced to players who expect PC-grade presentation from their puzzle games. For what it is, a solo-developed, sub-five-dollar puzzler built around one elegant idea and one smart evolution of it, Hook 2 does its job with real care. The 3D shift is the kind of design move that costs nothing to describe and lands with surprising impact when you first encounter it. Fans of Targoni's other work (LYNE, SiNKR) will feel at home immediately. Anyone who bounced off the original because flat 2D sequencing felt too thin will find the added dimension makes a meaningful difference.

Alex
Alex · Scout Team

Catch-all

Tags

singleplayerachievementstrading-cardscloud-savestier:sub-5Minimalist Puzzle3D RotationLogicNo Time PressureShort-FormZenMouse-FriendlyDark Mode

System Requirements

Minimum

OS
Windows 7, Windows 8.1, Windows 10
Memory
2 GB RAM
Storage
300 MB available space
Graphics
Graphics card with 1GB memory
Processor
2 Ghz Dual Core
Sound Card
Any

Recommended

Requires a 64-bit processor and operating system

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Game Info

Developer
Maciej Targoni
Publisher
Maciej Targoni
Release Date
Jun 29, 2022

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Frequently asked questions about Hook 2

How much does Hook 2 cost?

Hook 2 pricing changes often and varies by store, edition and region. The live price table on this page compares the cheapest in-stock offers from trusted key stores like Eneba and Kinguin, so you always see the current lowest price before you buy.

Where can I buy Hook 2 cheapest?

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What platforms is Hook 2 available on?

Hook 2 is available on PC, Mac, Linux.

When was Hook 2 released?

Hook 2 was released on 29 June 2022.

Who developed Hook 2?

Hook 2 was developed by Maciej Targoni.