Little Nightmares II
Gorgeous, gut-punching horror platformer that will stick in your head long after the credits, if you can forgive controls that occasionally fight you as hard as the monsters do.
Compare Prices(0 stores)
Loading prices...
We may earn a commission when you buy games through links on this page — at no extra cost to you. It never affects our rankings or verdicts.
Screenshots & Media

About Little Nightmares II
My first few minutes with Little Nightmares II told me exactly what kind of game this is: a slow exhale of dread, not a jump-scare factory. You play as Mono, a small boy in a paper-bag mask, navigating a world warped by a signal broadcasting from a distant tower. Six, the yellow-raincoated protagonist from the first game, tags along as a companion, she can give you a boost over high walls, help shove heavy objects, and occasionally hold your hand in the dark. That last detail sounds sentimental, but it fits perfectly with the tone Tarsier Studios is going for: two kids who have no business surviving any of this, somehow trying anyway. The game spans five distinct locations, a fog-soaked wilderness, a haunted schoolhouse, a hospital that gets steadily worse, and eventually the oppressive streets of Pale City, and each one has its own rules and its own monster. The long-necked Teacher who snakes her head around corners while you tip-toe between shadows. The Patients in the hospital ward, statue-still the moment your flashlight hits them but charging the instant you look away. The Hunter in the opening woods, whose shotgun blast and relentless pursuit set the pace for everything that follows. Each enemy is used, escalated, and then replaced before it overstays its welcome, the game has genuine awareness of when a threat has lost its sting. Combat is new to the series here, and it lands somewhere between functional and fussy. Mono can pick up pipes, shovels, and other improvised weapons to swing at smaller enemies, and the timing-based system feels weighty when it connects. Against larger threats, though, you are back to stealth and sprinting, which is where the game's main rough edge shows up. The 2.5D perspective makes depth judgment inconsistent, you will miss ledges you should reach and mistrigger chase sequences because the camera cannot quite commit to three dimensions. These deaths rarely feel earned, and during the timed escape sequences they can stack up in ways that test patience more than skill. It is a recurring criticism that plagued the first game, and this sequel does not fully solve it. What Little Nightmares II does solve, convincingly, is atmosphere. Sound design does the heavy lifting: distant thumps, creaking floors, and the low hum of the Signal Tower build unease across entire chapters before a single enemy appears. The visual direction treats every room like a still frame worth studying, crumbling wallpaper, oversized furniture that makes Mono feel insect-small, lighting that turns geometry into threat. The story is told purely through environment and expression, no dialogue, and the final act delivers an emotional gut-punch that fans of the first game will find genuinely earned. Run time sits around six to eight hours, which is short but dense, there is also a hidden secret ending tied to collecting all 18 Glitching Remains scattered across levels, which rewards thorough players without padding the main path. If you skipped the original Little Nightmares, this works as a standalone entry, though context from the first game deepens the ending considerably. If fiddly platformer controls break your enjoyment entirely, this will frustrate you. But if you are after a horror game that earns its scares through craft rather than cheap shocks, one that leaves you thinking about what you saw long after you put the controller down, Little Nightmares II delivers that with rare confidence. Alex, Scout Team
Tags
System Requirements
Reviews & Ratings
Game Info
- Developer
- Tarsier Studios
- Publisher
- BANDAI NAMCO Entertainment
- Release Date
- Feb 10, 2021