
Agent 11 is back. The iconic tactical deck-builder returns, with new tricks up its impeccably tailored sleeves… and this time it’s with friends. Improvise within the space, adapt your deck to the challenges ahead, and overcome a roster of new enemies in stylish, animated, fight sequences.
Modeled estimate, not a reported figure. How we estimate →
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About
BACK IN BLACK
2 Fights 2 Tight Spaces is a true sequel to the award-winning Fights in Tight Spaces, and brings the classic turn-based deck-building strategy of the original to a whole new level; with an evolved visual style, a raft of new content, and more replayability than ever.
With a new polymorphic card system, every action choice will be meaningful, and every movement will be crucial. Grab weapons from the environment, disarm your opponents, transition into new stances, and transform your existing cards into more powerful variants. Make the world your weapon and control the space as you use environmental hazards to deal maximum damage to your enemies.
2 Fights 2 Tight Spaces brings online PVE multiplayer for the first time in the franchise and work alongside your crew to take down ever more powerful criminal gangs. Communicate with your fellow agents to plan and execute your actions with a seamless, shared player-phase; pick your own rewards and tailor your team for the battles ahead; and take advantage of multiplayer-enhanced cards to turn the tide in your favour.
The solo experience has not been forgotten. With a renewed focus on the “One Man Army” experience, there will be more varied objectives, more dynamic card draws and rewards, and maximum flexibility to build an Agent 11 to suit your play style.
BE PART OF THE EVOLUTION
We had huge success with Early Access for the Fights in Tight Spaces game, and would love to repeat the process. We will be posting regular updates and progress throughout development to keep you involved on our journey to V1.0 launch. We have taken some big swings with the core mechanics, and are releasing into Early Access even earlier than usual so we have the biggest and best opportunity to get the game in the hands of our players and give us enough time to evolve the game in the ways that the community wants.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Are you buying this so you can play with your friends? Then maybe...don't. Multiplayer is a minefield of connection timeout issues currently. The primary selling point of the game is the multiplayer aspect - and it doesn't work. You need to either succeed in your run or die in order to gain experience and progress through the card unlocks. You earn nothing for playing a multiplayer game that crashes due to disconnect. Premise of the game is great. When it works, it's fantastic fun. I'd avoid it for now. At this time the devs haven't even addressed the reports of connection stability. Check back later and see if it gets ironed out.
This review can change as this game is still in early access. But this needs some serious polish. I am a huge fan of Fight in tight spaces. But this is missing alot of things I liked about the first game. The cards missing the pictures is a big problem for me. Where they put the momentum and your left over actions is much smaller and out of the way. Right now the only thing that this thing has going for it is coop. Which I have not tried yet but the thought of playing this game with a friend is so cool. I'm writing this because I want the Dev's to see this.
I miss the old card design - It was way easy to identify what a card did from a glance I hope we get an option for original cards :(
The game is pretty difficult which makes it fun but the multiplayer (the main addition from the first game) does not work :/. A friend bought the game so we could play together and neither one of us could create a lobby or join one. Both in the US. I use Linux. He uses Windows. I would recommend the game if you play solo but since the main reason I got this game was for the multiplayer I can't give this game my full recommendation until the servers are fixed. To that point tho why is this game server base? This game feels like the perfect example of a game that should be peer to peer.
I don't generally write reviews for the games I play, but this one is special. I enjoyed the 1st game but I do not have much time for single player outings these days. The reason I have this game is for the multiplayer, when it works it is an absolute blast. Its great to just turn your brain onto something low energy and just hangout with others. The premise, the cards, the artstyle, the fantastic ragdolling, the multiplayer with included flanking mechanics, the disarms and weapon plays...all of it is fantastic and immediately hooked us. The problem is, no matter who hosts, who I play with, or what server we are on we are hit wild connection instability. Out of 50 recorded runs, 3 have been successes and we have completed them. 2 have ended in failure. and the other 45 have ended with abrupt disconnections with the exact same error messages. My duo or trio has a 90 percent connectivity failure rate. Why is this an issue? When it happens the run is dead. There is no way to resume it, all experience that you would gain to unlock new things, your built deck. Done and gone. Start again but get nothing in return for your time lost. Early access, sure I get that. Subject to change, bugs happen. What makes me unhappy is getting no response in the steam forums, then having to join a discord to report this bug, getting to sit with it for a week only to get a non response and the thread locked asking me to submit when it happens again. I went out of my way to report the issue and was basically told hey thanks, now go to the back of the line. Sure they added a bug report screen to the game, but that was after the fact. Nor does it change the lack of meaningful communication to address the issue. It might be an isolated use case issue rooted with my network or the others that I play with, but then why is it just this game doing it? How do we solve this? Is it a widespread issue causing a negative effect for others as well? Is it the result of overly aggressive timeout routines within unity? Is it a port issue? Couldn't tell you for sure but it isn't for lack of troubleshooting steps we could take on our end. So in summation, if you want a unique take on deck building and tile based tactical strategy, play the first game. in single player. If you have friends that you want to play with, go in understanding that the multiplayer may 1. Disconnect you at the start of a run and break until you restart the game 2. Disconnect you in the middle of a run and possibly break the ability to start a new lobby until you restart 3. Disconnect you right as you are about to deliver the killing blow to the final boss. Lose 45 mins of play time and gain no exp towards overall progression and then possibly break until you restart the game If i sound a bit disenfranchised, it is because I am. I had to go out of my way to use a third party app the I really don't care to use to bring a feature breaking issue on behalf of my friends and myself to the devs attention. Since this has started for us, you have fixed character models and ragdolls. As you can imagine is pretty low on our groups priority when we cannot even play the game reliably. This has been one of the worst experiences I have ever had with early access in quite some time because it makes the sequel game's primary selling point moot. If this was a game i didn't enjoy, I would have dropped this, walked away and never looked back. When or rather, if this issue is fixed, whatever that looks like (saving and resuming a run would help negate this, see slay the spire 2, hellcard, or even witch's apocalyptic journey) This is an easy recommendation for people who like deck builders and tile strat games, but in a market saturated with less than 20 dollar deck builders, some even included with working netcode and co-op why waste you time, your energy, or you money on one that runs the risk of not working? It pains me to say because well, I really enjoy this game, avoid this for now. Let this one sit and check back later. Edit: As of 7/10/26 connectivity issues continue
My friends and I really enjoyed the game. Compared to Slay the Spire 2's Early Access released, there is much to be desired. - The game doesn't have a multiplayer game save, so disconnects and resuming progress isn't possible - The game can also freeze/crash sometimes - There is only 1 act right now (low content) However, the core game is very enjoyable. We find ourselves thinking about our turns more in this game than in STS2. The addition of rollback is nice too (resetting the turn). Doesn't have STS2's save scumming, but we shouldn't be degenerates. Core mechanics: - Deck building - STS2-like roguelite - Map traversal - like STS2 Act/map system - Combat - Closer to XCOM's grid movement, and positional obsession Unlike STS2, where your path to victory is reliant on deck building and card synergy, the path to victory in 2FI2TS is about your ability to position. Positioning you (and your friends) to bomb them with support attacks. Positioning so that you don't get hit. Positioning so that the enemies hit each other. My friends and I will be looking forward to tracking this game, as they make the game more stable, add more quality of life changes, and more content.
The first was a banger, the second one will be a banger. It's gonna take a while to really be as good as the first, but it's got all the makings. Hopefully they add full runs to multiplayer soon.
Game is Goated
Очень радует, что серия продолжает развиваться. Понравились новые фишки с оружием. На данный момент в раннем доступе контента часа на 4-5, учитывайте при покупке.
10/10
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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