
Spelunky 2
No upgrade tree, no mercy, no shortcuts. The only thing that levels up between runs is you, and the first ten hours will test whether you're willing.
GamerScout Verdict
For patient players who want mastery instead of stat boosts, and who won't rage-quit the first ten hours of dying.
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About Spelunky 2
Hades hands you a little more power every time you die. Spelunky 2 hands you nothing, and that one difference decides whether this becomes the game you open every night for a year or the one you uninstall by Wednesday. There is no upgrade tree waiting at the bottom of a failed run, no permanent damage boost, no forgiveness accruing quietly in the background. There is only you, standing at the mouth of the Dwelling again with a whip, four bombs and four ropes, marginally less foolish than you were twenty minutes ago. Mossmouth built a sequel that grows the player instead of the character, and BlitWorks got it running clean on PC. What that looks like in practice is a physics sandbox wearing a platformer's clothes. Every level is stitched together fresh, and everything inside it obeys the same rules: an arrow trap will fire at a shopkeeper as happily as it fires at you, a thrown pot will crack a skull it was never aimed at, and water and lava flow wherever the geometry lets them, drowning or incinerating whatever happens to be standing there. Bombs are your answer to almost every problem and also the cause of roughly a third of your deaths. Ropes get you up, not down, and learning which is which under pressure takes real hours. The ghost that shows up when you loiter is less a punishment than a metronome. This game wants you moving at its tempo, quickly and deliberately at once. The progression lives entirely in your head, which is the part people either adore or cannot stand. The map branches early, and the routes into the deeper areas are not signposted. They sit behind things you have to notice, get told, or stumble onto after a hundred attempts. Mounts change how you move. Shops change how you plan, right up until you decide to rob one and learn what that costs. Whole layers of the game are locked behind sequences you will not find by playing well, only by playing curiously. There is an endless descent past the credits that most owners will never see, and a daily challenge that hands everyone the same seed so you can argue about one specific mistake with strangers. The craft is what holds all of this together. The pixel work is dense and still legible at speed, the animation carries enough weight that you can read a fall before it lands, and the score does something quietly strange: it stays warm and a little wistful while the world is busy killing you, which makes the cave feel ancient rather than merely hostile. That said, the opening ten hours are genuinely brutal and I will not pretend otherwise. Deaths arrive from offscreen. Difficulty spikes without warning. Online co-op was unreliable for a long stretch after release and still feels like the least loved thing in the package, while local co-op is joyful chaos that will absolutely end your best run because a friend threw a rock at the wrong moment. The game explains close to nothing and quietly expects the community to do the teaching. So it is not for everyone, and it should not try to be. If you want a roguelike that softens as you sink hours into it, look elsewhere. This one stays exactly as sharp as it was on day one and simply becomes survivable as you get better, which is a different and much rarer pleasure. But if you like a game that respects your attention, that hides things and trusts you to dig them out, that can end a run in three seconds and hand you the complete reason why in the same breath, there is nothing else built this precisely. I still open it. I still die in the Jungle to something I have died to fifty times. I still learn something on the way down.

Indie & narrative
Tags
System Requirements
Minimum
- Processor
- Quad Core 2.6 GHz
- Memory
- 4 GB RAM
- Graphics
- NVIDIA GTX 750
- DirectX
- Version 11
- Storage
- 600 MB available space
Recommended
Requires a 64-bit processor and operating system Network: Broadband Internet connection Additional Notes: Gamepad Recommended
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Reviews & Ratings
Game Info
- Developer
- Mossmouth, BlitWorks
- Publisher
- Mossmouth
- Release Date
- Sep 29, 2020

![[18+] Spelunky Sunday until the PMD Daily Destiny Tower FINALE airs](https://static-cdn.jtvnw.net/previews-ttv/live_user_ohdeeritsseth-440x248.jpg)

