Compare True Fear: Forsaken Souls Part 2 prices across trusted key stores and find the best deal. Developed by Goblinz Enterprises Ltd. Published by The Digital Lounge. Released on 11/2/2018. Available on PC, Mac, Xbox. Genres: Adventure, Casual.

If creepy asylum corridors and clever puzzles sound like your idea of a good evening, Part 2 picks up where the first game left off and then goes considerably further - more scenes, more puzzles, deeper lore, and a nastier atmosphere.

My first hour inside Dark Falls Asylum had me hooked in a way I did not expect from a casual point-and-click. Holly Stonehouse arrives at the decaying institution she saw in her nightmares, and the game wastes no time reminding you that this is not a safe place to wander. The whole thing is played from a first-person perspective, moving between static but beautifully detailed scenes in the tradition of old-school graphic adventures - think Myst DNA crossed with the slow-burn dread of a psychological thriller, set inside a genuinely unsettling abandoned mental hospital. The core loop is inventory management and puzzle-solving across roughly forty interconnected scenes. You pick up items, combine them, slot them into increasingly inventive puzzles - pipe-routing minigames, constellation locks, code-cracking mechanisms - and slowly unlock new areas of the asylum. A handy map marks active interaction points so you are not pixel-hunting blind, which is a smart quality-of-life call given how non-linear the layout gets by the midpoint. Crucially, the hidden-object scenes from Part 1 are gone entirely; everything here is straight adventure-game puzzling, and the experience is better for it. Three difficulty settings let you tune both puzzle challenge and hint availability, so newcomers and genre veterans can both find a comfortable pace. The lore delivery is one of the strongest parts. A significant chunk of your pickups are audio cassettes, handwritten journals, photographs, and staff records that layer in a genuinely disturbing history of the asylum and Holly's family. The story threads are slow-drip and deliberately incomplete - this is the middle chapter of a planned trilogy - so expect a cliffhanger ending that leaves serious questions unanswered. That structural choice frustrated some players, and it is a fair criticism. The writing also has occasional grammatical slips that break immersion at the wrong moments. On the audio-visual side, the atmosphere is excellent right up until the telegraphed jump scares arrive; those are predictable enough to deflate tension rather than amplify it, which is a recurring genre problem the developers have not quite solved. Where the game earns its reputation is in how confidently it builds dread through environment rather than shocks. The art in every scene is richly detailed, and small touches - a torn stuffed bear still propped in a chair, scratched patient numbers on a door - do more heavy lifting than any sudden audio sting. Players who like to comb a location thoroughly will get considerably more out of this than anyone rushing to the next puzzle. Completionists also get collectible figurines hidden across scenes, each adding backstory snippets, and a post-game gallery of music tracks, cutscenes, and puzzles to replay. Steam user reviews sit around 92 percent positive, which is a reliable signal that the genre audience found it worthwhile, even if the vocal minority of players who hit progression-stopping bugs had a rougher time. Bottom line on fit: play Part 1 first. Jumping in here cold is technically possible but you will lose a significant amount of narrative context. If you have already finished the first game and enjoyed its pace, Part 2 is a longer, more polished, more atmospheric version of the same formula. Genre newcomers who like mystery and do not need their horror to be genuinely frightening will find it approachable with the hint system on. Anyone expecting a scary game rather than a creepy one may walk away slightly underwhelmed by the scares, but rarely by the puzzles. Alex, Scout Team

True Fear: Forsaken Souls Part 2

True Fear: Forsaken Souls Part 2

Nov 2, 2018Goblinz Enterprises LtdThe Digital Lounge
GamerScout Says

If creepy asylum corridors and clever puzzles sound like your idea of a good evening, Part 2 picks up where the first game left off and then goes considerably further - more scenes, more puzzles, deeper lore, and a nastier atmosphere.

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GamerScout Verdict

Best for point-and-click fans who finished Part 1 and want a longer, darker, puzzle-forward continuation with serious atmosphere.

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About True Fear: Forsaken Souls Part 2

My first hour inside Dark Falls Asylum had me hooked in a way I did not expect from a casual point-and-click. Holly Stonehouse arrives at the decaying institution she saw in her nightmares, and the game wastes no time reminding you that this is not a safe place to wander. The whole thing is played from a first-person perspective, moving between static but beautifully detailed scenes in the tradition of old-school graphic adventures - think Myst DNA crossed with the slow-burn dread of a psychological thriller, set inside a genuinely unsettling abandoned mental hospital. The core loop is inventory management and puzzle-solving across roughly forty interconnected scenes. You pick up items, combine them, slot them into increasingly inventive puzzles - pipe-routing minigames, constellation locks, code-cracking mechanisms - and slowly unlock new areas of the asylum. A handy map marks active interaction points so you are not pixel-hunting blind, which is a smart quality-of-life call given how non-linear the layout gets by the midpoint. Crucially, the hidden-object scenes from Part 1 are gone entirely; everything here is straight adventure-game puzzling, and the experience is better for it. Three difficulty settings let you tune both puzzle challenge and hint availability, so newcomers and genre veterans can both find a comfortable pace. The lore delivery is one of the strongest parts. A significant chunk of your pickups are audio cassettes, handwritten journals, photographs, and staff records that layer in a genuinely disturbing history of the asylum and Holly's family. The story threads are slow-drip and deliberately incomplete - this is the middle chapter of a planned trilogy - so expect a cliffhanger ending that leaves serious questions unanswered. That structural choice frustrated some players, and it is a fair criticism. The writing also has occasional grammatical slips that break immersion at the wrong moments. On the audio-visual side, the atmosphere is excellent right up until the telegraphed jump scares arrive; those are predictable enough to deflate tension rather than amplify it, which is a recurring genre problem the developers have not quite solved. Where the game earns its reputation is in how confidently it builds dread through environment rather than shocks. The art in every scene is richly detailed, and small touches - a torn stuffed bear still propped in a chair, scratched patient numbers on a door - do more heavy lifting than any sudden audio sting. Players who like to comb a location thoroughly will get considerably more out of this than anyone rushing to the next puzzle. Completionists also get collectible figurines hidden across scenes, each adding backstory snippets, and a post-game gallery of music tracks, cutscenes, and puzzles to replay. Steam user reviews sit around 92 percent positive, which is a reliable signal that the genre audience found it worthwhile, even if the vocal minority of players who hit progression-stopping bugs had a rougher time. Bottom line on fit: play Part 1 first. Jumping in here cold is technically possible but you will lose a significant amount of narrative context. If you have already finished the first game and enjoyed its pace, Part 2 is a longer, more polished, more atmospheric version of the same formula. Genre newcomers who like mystery and do not need their horror to be genuinely frightening will find it approachable with the hint system on. Anyone expecting a scary game rather than a creepy one may walk away slightly underwhelmed by the scares, but rarely by the puzzles.

Alex
Alex · Scout Team

Catch-all

Tags

singleplayerachievementscontroller-supporttier:indieAsylum SettingInventory PuzzlesFirst-Person Point-and-ClickLore-HeavyDifficulty SlidersHint SystemCollectiblesMid-Series EntryPsychological Atmosphere

System Requirements

Minimum

OS
Windows Vista
Memory
1 GB RAM
DirectX
Version 9.0
Storage
1 GB available space
Graphics
DX9 (Shader model 2.0); 256MB
Processor
1.5Ghz CPU: SSE2 instruction set support.

Recommended

Memory
1 GB RAM
Storage
1 GB available space
Processor
1.5Ghz CPU

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Game Info

Developer
Goblinz Enterprises Ltd
Publisher
The Digital Lounge
Release Date
Nov 2, 2018

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True Fear: Forsaken Souls Part 2 is available on PC, Mac, Xbox.

When was True Fear: Forsaken Souls Part 2 released?

True Fear: Forsaken Souls Part 2 was released on 2 November 2018.

Who developed True Fear: Forsaken Souls Part 2?

True Fear: Forsaken Souls Part 2 was developed by Goblinz Enterprises Ltd and published by The Digital Lounge.