Compare Lucius II prices across 50+ stores and find the best deal. Developed by Shiver Games. Published by Shiver Games. Released on 2/13/2015. Available on PC. Genres: Action, Adventure, Indie, Simulation. Metacritic score: 48/100.

Play as the devil's son wreaking supernatural havoc in a psychiatric hospital - a dark-comedy stealth-action sequel that stumbles more than it singes.

Lucius II is a third-person action-stealth game where you control Lucius, the son of the devil, continuing his murderous rampage after the events of the first game. The setting shifts to a psychiatric hospital, which sounds like a genuinely clever backdrop for escalating supernatural carnage. You have a toolkit of demonic powers - telekinesis, mind control, fire manipulation - and the core loop asks you to engineer creative, indirect kills while staying out of suspicion. On paper, that is a workable concept with legitimate stealth-puzzle potential. The execution, though, is where things get complicated. The controls feel stiff in a way that is not charming-retro but genuinely obstructive. Enemy AI behaves inconsistently: guards will ignore obvious supernatural events one moment and then snap into alert states seemingly at random. The kill mechanics, which should be the centerpiece of the entire experience, are frequently undercut by collision bugs, erratic physics, and a camera that fights you at close quarters. For a game where precision and timing matter, that is a serious structural problem rather than a minor inconvenience. From a systems perspective - and I say this as someone who normally appreciates depth of decision-making - Lucius II offers less meaningful strategic layering than it appears to promise. The power progression exists, but unlocking new abilities rarely changes how you approach a given scenario in a fundamentally different way. The hospital levels are larger than the first game's mansion, but larger does not mean better designed. Pathfinding for both Lucius and NPCs regularly breaks in open spaces, and the checkpoint system will punish you for the game's bugs as often as for your own mistakes. There is an audience for this: players who enjoyed the first Lucius and want more of the same atmosphere, or horror-comedy fans willing to tolerate rough edges for a specific dark aesthetic. The premise of a demonic child orchestrating elaborate accidents has a cult appeal that is completely understandable. The original had the same technical problems but benefited from novelty. Lucius II is longer and more ambitious, which unfortunately means there are more opportunities for things to go wrong. Mod support is minimal and the community around the game is small, so do not expect community patches to rescue the experience the way they might for a larger title. If you are coming here from strategy or sim territory and wondering whether there is enough systemic depth to justify the time investment, the honest answer is no. The decision trees are shallow, the AI is unreliable as both opponent and tool, and the sandbox potential that the premise implies is largely unfulfilled. It is a game with a genuinely interesting concept trapped inside a product that needed considerably more polish before release. Diego, Scout Team

Lucius II
ActionAdventureIndieSimulation

Lucius II

Feb 13, 2015Shiver Games
GamerScout Says

Play as the devil's son wreaking supernatural havoc in a psychiatric hospital - a dark-comedy stealth-action sequel that stumbles more than it singes.

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About Lucius II

Lucius II is a third-person action-stealth game where you control Lucius, the son of the devil, continuing his murderous rampage after the events of the first game. The setting shifts to a psychiatric hospital, which sounds like a genuinely clever backdrop for escalating supernatural carnage. You have a toolkit of demonic powers - telekinesis, mind control, fire manipulation - and the core loop asks you to engineer creative, indirect kills while staying out of suspicion. On paper, that is a workable concept with legitimate stealth-puzzle potential. The execution, though, is where things get complicated. The controls feel stiff in a way that is not charming-retro but genuinely obstructive. Enemy AI behaves inconsistently: guards will ignore obvious supernatural events one moment and then snap into alert states seemingly at random. The kill mechanics, which should be the centerpiece of the entire experience, are frequently undercut by collision bugs, erratic physics, and a camera that fights you at close quarters. For a game where precision and timing matter, that is a serious structural problem rather than a minor inconvenience. From a systems perspective - and I say this as someone who normally appreciates depth of decision-making - Lucius II offers less meaningful strategic layering than it appears to promise. The power progression exists, but unlocking new abilities rarely changes how you approach a given scenario in a fundamentally different way. The hospital levels are larger than the first game's mansion, but larger does not mean better designed. Pathfinding for both Lucius and NPCs regularly breaks in open spaces, and the checkpoint system will punish you for the game's bugs as often as for your own mistakes. There is an audience for this: players who enjoyed the first Lucius and want more of the same atmosphere, or horror-comedy fans willing to tolerate rough edges for a specific dark aesthetic. The premise of a demonic child orchestrating elaborate accidents has a cult appeal that is completely understandable. The original had the same technical problems but benefited from novelty. Lucius II is longer and more ambitious, which unfortunately means there are more opportunities for things to go wrong. Mod support is minimal and the community around the game is small, so do not expect community patches to rescue the experience the way they might for a larger title. If you are coming here from strategy or sim territory and wondering whether there is enough systemic depth to justify the time investment, the honest answer is no. The decision trees are shallow, the AI is unreliable as both opponent and tool, and the sandbox potential that the premise implies is largely unfulfilled. It is a game with a genuinely interesting concept trapped inside a product that needed considerably more polish before release. Diego, Scout Team

Tags

steamDark ComedyStealth-PuzzleSupernatural PowersKill MechanicsHorror AtmosphereTelekinesisSingle-Player CampaignCult Appeal

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Reviews & Ratings

Metacritic
48
Steam
62%(2,306)

Game Info

Developer
Shiver Games
Publisher
Shiver Games
Release Date
Feb 13, 2015

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