
The Journey Down: Chapter Two
A four-to-five-hour Afro-noir point-and-click that improves on its predecessor in almost every way - richer world, smarter puzzles, and a jazz soundtrack that lingers long after the credits roll.
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About The Journey Down: Chapter Two
I went into Chapter Two having loved the first game's mood and fretted it would waste that goodwill on a holding-pattern middle chapter. It does not. SkyGoblin took the two years between releases and used them: Port Artue, the corrupt harbor town where brothers Bwana and Kito find themselves jailed within minutes of arrival, feels genuinely lived-in in a way St. Armando never quite managed. The oil-painted backgrounds sit against African mask-faced character models, a visual choice that initially reads as stylistic gamble and eventually feels utterly inseparable from the world's identity. The overall tone shifts a register darker than Chapter One - corruption, paramilitary pressure, and a missing father's journal - but it never loses the dry, warm humor that makes Bwana worth spending time with. The puzzle design is where SkyGoblin shows the clearest growth. The core loop is classic LucasArts-lineage stuff: talk to the colorful residents of Port Artue, collect items, combine inventory objects, and use lateral thinking to unblock the next scene. What works particularly well here is that solutions feel earned rather than arbitrary. There is a Mastermind-style safe-cracking sequence, a mine-cart rail puzzle, and a late-game celestial navigation puzzle using an in-world navigation book that cross-references the current time - the kind of design that trusts the player to pay attention. The one genuine stumble is a hieroglyphics puzzle near the end that breaks the otherwise fair ruleset; several reviewers and community members ended up hunting for a walkthrough specifically at that moment. No hint system exists, so if you stall there, you are on your own. The soundtrack deserves its own paragraph, and I will give it one. Composed largely by the late Simon D'Souza and his band, the score blends jazz, funk, and reggae in a way that feels indigenous to the world rather than decorative. It is the kind of music that keeps playing in your head on the commute home. The voice work, a noted weakness in Chapter One, improves noticeably; Port Artue's cast of eel fishermen, crooked police, and sky pirates all have distinct, convincing voices. The story lands on a cliffhanger pointing toward Chapter Three, so be aware: this does not function as a standalone narrative. You need Chapter One first, and you will want Chapter Three immediately after. Runtime lands somewhere between four and five hours depending on your puzzle pace, which puts it in that comfortable zone where a game neither outstays its welcome nor leaves you feeling short-changed. The pacing does sag in a few backtracking stretches through Port Artue's dimly lit streets, and some players will find the overall difficulty a touch too gentle in the first two-thirds. But for anyone who has mourned the slow death of handcrafted point-and-click adventures, Chapter Two is the kind of quiet, confident work that reminds you the genre never actually left. Kai, Scout Team
Tags
Steam Deck & Linux
Valve rates this game Steam Deck Verified.
System Requirements
Minimum
- OS
- Windows XP SP 2+, Windows Vista, Windows 7
- Memory
- 1 GB RAM
- DirectX
- Version 9.0c
- Storage
- 1200 MB available space
- Graphics
- Direct X 9.0c compatible video card
- Processor
- 1.8 GHz CPU
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Reviews & Ratings
Game Info
- Developer
- SkyGoblin
- Publisher
- SkyGoblin
- Release Date
- Aug 25, 2014

