Compare Samorost 2 prices across 50+ stores and find the best deal. Developed by Amanita Design. Published by Amanita Design. Released on 12/10/2009. Available on PC, Mac. Genres: Adventure, Casual, Indie.

One of the quietest, most handcrafted point-and-click experiences you can finish in a single evening - if you can stomach the occasional pixel hunt, what's here is genuinely special.

I keep coming back to Samorost 2 when I need to remember why small studios matter. Amanita Design, a Czech indie studio, built something here that sits closer to an illustrated book than a conventional game - wordless, dialogueless, operating entirely on atmosphere and clever environmental logic. There are no inventory screens, no dialogue trees, no quest markers. You click on the world and the world responds, and that simplicity is both the game's greatest strength and the thing most likely to frustrate someone expecting a meatier adventure. The structure is a linear chain of screen-by-screen puzzles spread across two chapters. Each scene is its own small diorama: a gnome's asteroid home, the underground base of some very rude aliens, a crash-landing on a stranger planet. Solving a puzzle means reading the scene carefully, figuring out which elements are interactive (and this is where patience earns its keep), then triggering them in the right order or at the right moment. There are no dead-ends - the design is generous enough that you can never permanently block yourself - but a handful of puzzles demand precise timing, and one sequence near the end involving a makeshift taxi will test anyone who assumed this was purely a breezy experience. The interactive elements are sometimes tiny and visually camouflaged against the richly detailed backgrounds, which is an old-school point-and-click sin the game never quite escapes. What makes all of that forgivable is the craft. The visuals mix what appear to be macro-photographed natural objects - bark, leaves, stone - with hand-drawn animation, producing something organic and genuinely strange. Colours sit in muted earth tones with sudden flares of warmth, and every screen has something quietly alive happening in the margins if you wait long enough to notice. The soundtrack by Tomáš "Floex" Dvořák is the kind of score that earns its own reputation separately from the game: twelve tracks ranging from softly jaunty to genuinely ethereal, shifting tone for the mischievous alien sequences without ever losing its strange serenity. It won the Original Sound award at the Flashforward Film Festival in 2006, and listening to it now, that makes complete sense. The elephant in the room is length. A focused player clears this in around 60 to 90 minutes. That has always been the consensus criticism and it is a fair one. This is not a game that overstays its welcome - it ends cleanly, with a rounded little resolution - but it does leave you wanting more of a world that deserves much more space. If you are newer to Amanita's work, starting with Machinarium or Botanicula first gives you a longer, more mechanically developed introduction; Samorost 2 is better appreciated once you already trust the studio's intentions. For returning fans or anyone who loves the idea of a 90-minute mood piece that happens to have puzzles in it, this one holds up with surprising warmth. The 2020 update quietly replaced the old level-code save system with a proper level-select screen, which removes one of the original's more dated annoyances. Kai, Scout Team

Samorost 2
AdventureCasualIndie

Samorost 2

Dec 10, 2009Amanita Design
GamerScout Says

One of the quietest, most handcrafted point-and-click experiences you can finish in a single evening - if you can stomach the occasional pixel hunt, what's here is genuinely special.

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Screenshots & Media

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About Samorost 2

I keep coming back to Samorost 2 when I need to remember why small studios matter. Amanita Design, a Czech indie studio, built something here that sits closer to an illustrated book than a conventional game - wordless, dialogueless, operating entirely on atmosphere and clever environmental logic. There are no inventory screens, no dialogue trees, no quest markers. You click on the world and the world responds, and that simplicity is both the game's greatest strength and the thing most likely to frustrate someone expecting a meatier adventure. The structure is a linear chain of screen-by-screen puzzles spread across two chapters. Each scene is its own small diorama: a gnome's asteroid home, the underground base of some very rude aliens, a crash-landing on a stranger planet. Solving a puzzle means reading the scene carefully, figuring out which elements are interactive (and this is where patience earns its keep), then triggering them in the right order or at the right moment. There are no dead-ends - the design is generous enough that you can never permanently block yourself - but a handful of puzzles demand precise timing, and one sequence near the end involving a makeshift taxi will test anyone who assumed this was purely a breezy experience. The interactive elements are sometimes tiny and visually camouflaged against the richly detailed backgrounds, which is an old-school point-and-click sin the game never quite escapes. What makes all of that forgivable is the craft. The visuals mix what appear to be macro-photographed natural objects - bark, leaves, stone - with hand-drawn animation, producing something organic and genuinely strange. Colours sit in muted earth tones with sudden flares of warmth, and every screen has something quietly alive happening in the margins if you wait long enough to notice. The soundtrack by Tomáš "Floex" Dvořák is the kind of score that earns its own reputation separately from the game: twelve tracks ranging from softly jaunty to genuinely ethereal, shifting tone for the mischievous alien sequences without ever losing its strange serenity. It won the Original Sound award at the Flashforward Film Festival in 2006, and listening to it now, that makes complete sense. The elephant in the room is length. A focused player clears this in around 60 to 90 minutes. That has always been the consensus criticism and it is a fair one. This is not a game that overstays its welcome - it ends cleanly, with a rounded little resolution - but it does leave you wanting more of a world that deserves much more space. If you are newer to Amanita's work, starting with Machinarium or Botanicula first gives you a longer, more mechanically developed introduction; Samorost 2 is better appreciated once you already trust the studio's intentions. For returning fans or anyone who loves the idea of a 90-minute mood piece that happens to have puzzles in it, this one holds up with surprising warmth. The 2020 update quietly replaced the old level-code save system with a proper level-select screen, which removes one of the original's more dated annoyances. Kai, Scout Team

Tags

singleplayerachievementstier:sub-5Wordless NarrativeAtmospheric PuzzlerHand-Drawn ArtMouse-Only ControlsSingle-Sitting GameEnvironmental StorytellingAward-Winning SoundtrackNo Inventory System

Steam Deck & Linux

Steam Deck VerifiedProtonDB Platinum

Valve rates this game Steam Deck Verified. Runs flawlessly on Linux out of the box. Based on 46 ProtonDB community reports.

System Requirements

Minimum

OS
Windows XP/Vista/7
Sound
No special requirements
Memory
256MB
Graphics
No special requirements
Processor
2GHz
Hard Drive
150 MB

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Game Info

Developer
Amanita Design
Publisher
Amanita Design
Release Date
Dec 10, 2009

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What platforms is Samorost 2 available on?

Samorost 2 is available on PC, Mac.

When was Samorost 2 released?

Samorost 2 was released on 10 December 2009.

Who developed Samorost 2?

Samorost 2 was developed by Amanita Design.