Compare The Escapists 2 - Wicked Ward prices across trusted key stores and find the best deal. Developed by Team17, Mouldy Toof Studios. Published by Team17. Released on 8/21/2017. Available on PC. Genres: Indie, Simulation, Strategy. Metacritic score: 75/100.

A prison-break sim where the timetable is the weapon. Route-planners will lose weeks to it. Improvisers will bounce off Wicked Ward's walls inside an afternoon.

This one is for the player who writes the plan down before executing it, and it is an easy skip for anyone whose instinct is to kick a door and improvise. That single distinction predicts your experience better than any genre label on the store page. Team17 and Mouldy Toof hand you a prison, a clock, and a list of mandatory appointments, then dare you to build a second, secret timetable that fits inside the first one without anybody noticing. If that sounds like homework, it will feel like homework. If it sounds like a puzzle box with a hundred moving parts, you are exactly the audience, and Wicked Ward is where the box stops being polite about it. The loop reads simple on paper. Roll call, breakfast, a work shift, exercise, shower, lights out, repeat, with a headcount at every checkpoint. Everything interesting happens in the gaps. You take a job because the kitchen puts a knife within reach and the janitor round gives you a legitimate excuse to be in the wrong corridor. You lift weights and run laps because strength and speed decide whether you win a scuffle or lose your entire stash. You read in the library because intellect gates the better recipes. Then you start assembling: files, duct tape, bed sheets twisted into rope, a poster to hide the hole you are chipping behind the desk, a dummy built from a pillow so the night patrol logs you as asleep. Every one of those items is contraband, every doorway can be a detector, and your cell gets tossed on a schedule you can learn. Heat is the real currency here, not money. Here is the part people get wrong. A game sitting at 91 percent positive across roughly 34,000 reviews, with a 75 on Metacritic, did not get there by being hostile, and this sequel is far kinder to newcomers than its reputation suggests, provided you approach it in the right order. Start at the opening prison, not at Wicked Ward. Spend your first in-game day doing nothing except following the routine and watching guard paths, because the patrols are patterns and patterns are readable. Take a job on day two and bank the income. Train stats before you touch a tunnel. Do not begin a dig until you already own the cover object and the dummy, because a half-finished hole discovered during a cell search costs you the entire run. Played that way, the difficulty curve is generous and the tutorial prison genuinely teaches. Played by grabbing the first shiv you see, it will feel like the game hates you personally. What does not hold up. The learning happens through failure, and failure is expensive in a way that will not suit everyone, since a botched attempt can wipe hours of quiet accumulation with no forgiving checkpoint to bail you out. Guard behaviour is scripted rather than smart, so the tension that makes your first breakout thrilling drains away once you have decoded the routine, and the later maps answer that by adding restrictions and surveillance volume instead of cleverer opposition. Inventory juggling is fussy, particularly when you are shuffling a pocket full of hot items ahead of a search. And the feature list has no Workshop entry, so the prison roster is what you get, permanently. That is a real ceiling on a game whose whole appeal is systems begging to be recombined. Co-op is the bright spot, four players online or two on a couch, though a partner who ignores the timetable will torch your heat rating in ten seconds flat. So: a planner's game, not a brawler's, and a slow burn that pays out in one perfect thirty second window after nine in-game days of preparation. Wicked Ward in particular is the graduation exam rather than the orientation, and treating it as anything else is how people convince themselves the whole thing is unfair. If your idea of a good evening is a notepad beside the keyboard and a route diagram you drew yourself, the hours per pound here are excellent and the ceiling is higher than the pixel art implies. If you want the escape handed to you in an action set piece, look elsewhere, and do not blame the timetable. Diego, Scout Team

The Escapists 2 - Wicked Ward

The Escapists 2 - Wicked Ward

Aug 21, 2017Team17, Mouldy Toof StudiosTeam17
GamerScout Says

A prison-break sim where the timetable is the weapon. Route-planners will lose weeks to it. Improvisers will bounce off Wicked Ward's walls inside an afternoon.

PC
Best Price Available
€3.41-15%
at Fanatical
Track this price

GamerScout Verdict

Best for schedule-obsessed planners who like a top-down puzzle box; improvisers and anyone allergic to costly failure should skip it.

Compare Prices(4 stores)

FanaticalBest price
StandardGlobalSteam KeyKey
€3.41-15%
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€3.75-6%
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€3.99
Priced in EUR by the store
Buy
StandardEurope (EU)Steam KeyKey
€19.99
Priced in EUR by the store
Buy

Every store in this table quotes us in euros, so the EUR figure is the price the seller actually set, not our arithmetic — which is why EUR is also the currency we rank in. We only list an offer here when the store gives us its price in euros, so nothing in this table is a number we invented.

Pick USD, PLN, GBP, CAD or AUD in the header and we convert from EUR at the European Central Bank reference rate — converted amounts are prefixed with ~. Your bank or the store may apply a different rate at checkout. We never hide offers based on where you are: everyone sees this whole table.

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 The Escapists 2 - Wicked Ward

This one is for the player who writes the plan down before executing it, and it is an easy skip for anyone whose instinct is to kick a door and improvise. That single distinction predicts your experience better than any genre label on the store page. Team17 and Mouldy Toof hand you a prison, a clock, and a list of mandatory appointments, then dare you to build a second, secret timetable that fits inside the first one without anybody noticing. If that sounds like homework, it will feel like homework. If it sounds like a puzzle box with a hundred moving parts, you are exactly the audience, and Wicked Ward is where the box stops being polite about it. The loop reads simple on paper. Roll call, breakfast, a work shift, exercise, shower, lights out, repeat, with a headcount at every checkpoint. Everything interesting happens in the gaps. You take a job because the kitchen puts a knife within reach and the janitor round gives you a legitimate excuse to be in the wrong corridor. You lift weights and run laps because strength and speed decide whether you win a scuffle or lose your entire stash. You read in the library because intellect gates the better recipes. Then you start assembling: files, duct tape, bed sheets twisted into rope, a poster to hide the hole you are chipping behind the desk, a dummy built from a pillow so the night patrol logs you as asleep. Every one of those items is contraband, every doorway can be a detector, and your cell gets tossed on a schedule you can learn. Heat is the real currency here, not money. Here is the part people get wrong. A game sitting at 91 percent positive across roughly 34,000 reviews, with a 75 on Metacritic, did not get there by being hostile, and this sequel is far kinder to newcomers than its reputation suggests, provided you approach it in the right order. Start at the opening prison, not at Wicked Ward. Spend your first in-game day doing nothing except following the routine and watching guard paths, because the patrols are patterns and patterns are readable. Take a job on day two and bank the income. Train stats before you touch a tunnel. Do not begin a dig until you already own the cover object and the dummy, because a half-finished hole discovered during a cell search costs you the entire run. Played that way, the difficulty curve is generous and the tutorial prison genuinely teaches. Played by grabbing the first shiv you see, it will feel like the game hates you personally. What does not hold up. The learning happens through failure, and failure is expensive in a way that will not suit everyone, since a botched attempt can wipe hours of quiet accumulation with no forgiving checkpoint to bail you out. Guard behaviour is scripted rather than smart, so the tension that makes your first breakout thrilling drains away once you have decoded the routine, and the later maps answer that by adding restrictions and surveillance volume instead of cleverer opposition. Inventory juggling is fussy, particularly when you are shuffling a pocket full of hot items ahead of a search. And the feature list has no Workshop entry, so the prison roster is what you get, permanently. That is a real ceiling on a game whose whole appeal is systems begging to be recombined. Co-op is the bright spot, four players online or two on a couch, though a partner who ignores the timetable will torch your heat rating in ten seconds flat. So: a planner's game, not a brawler's, and a slow burn that pays out in one perfect thirty second window after nine in-game days of preparation. Wicked Ward in particular is the graduation exam rather than the orientation, and treating it as anything else is how people convince themselves the whole thing is unfair. If your idea of a good evening is a notepad beside the keyboard and a route diagram you drew yourself, the hours per pound here are excellent and the ceiling is higher than the pixel art implies. If you want the escape handed to you in an action set piece, look elsewhere, and do not blame the timetable.

Diego
Diego · Scout Team

Strategy & simulation

Tags

auto-admittedPrison EscapeRoutine ManagementCrafting SystemsStealth PlanningTrial and ErrorSplit-Screen Co-opTop-Down SimEmergent SolutionsBeginner-Friendly SimTime ManagementContraband EconomyStat GrindingGuard Patrol PatternsPixel ArtHigh Difficulty MapCouch MultiplayerFailure-Driven Learning

System Requirements

Minimum

Processor
Intel Core Duo E6600 @ 2.4GHz
Memory
2 GB RAM
Graphics
Intel 4400, GeForce GT 8800, AMD Radeon HD 4650
DirectX
Version 11
Storage
4 GB available spac…

Recommended

Processor
i5-2500k@3.3GHz, AMD FX 6300 3.5GHz
Memory
4 GB RAM
Graphics
GeForce GTX 750, AMD R7 370
DirectX
Version 11
Storage
4 GB available space Sound C…

Keep exploring

Community Discussion

Be the first to comment on The Escapists 2 - Wicked Ward.

Reviews & Ratings

Metacritic
75
Steam
91%(33,774)

Game Info

Developer
Team17, Mouldy Toof Studios
Publisher
Team17
Release Date
Aug 21, 2017

Features

Single-playerMultiplayerPvPOnline PvPShared/Split Screen PvPCo-opOnline Co OpShared/Split Screen Co Op+11 more

Price Alert

Get notified when the price drops below your target!

Create Alert
Best price€3.41
See offer

Across the 24,365 games we track, a verified key was cheaper than the official store 90% of the time. See the method and the full numbers in our game price report.

No card? Pay another way

Top up your Steam Wallet or buy crypto with any card — instant delivery, no bank account needed.

More from Team17, Mouldy Toof Studios

Buy smarter: helpful guides

Looking for more? See games like The Escapists 2 - Wicked Ward →

Frequently asked questions about The Escapists 2 - Wicked Ward

How much does The Escapists 2 - Wicked Ward cost?

As of 7 September 2026, the cheapest in-stock offer for The Escapists 2 - Wicked Ward is €3.41 at Fanatical, out of 4 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy The Escapists 2 - Wicked Ward cheapest?

The lowest in-stock price we track for The Escapists 2 - Wicked Ward is €3.41 at Fanatical (7 September 2026). We compare 4 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is The Escapists 2 - Wicked Ward available on?

The Escapists 2 - Wicked Ward is available on PC.

When was The Escapists 2 - Wicked Ward released?

The Escapists 2 - Wicked Ward was released on 21 August 2017.

Who developed The Escapists 2 - Wicked Ward?

The Escapists 2 - Wicked Ward was developed by Team17, Mouldy Toof Studios and published by Team17.

Is The Escapists 2 - Wicked Ward worth buying?

The Escapists 2 - Wicked Ward holds a Metacritic score of 75/100, making it one of the standout Indie titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.