
A Fisherman's Tale 2, sequel to the award-winning A Fisherman's Tale, is a new mind-bending VR puzzle-adventure. A poetic story with unique VR puzzle mechanics. Detach, Replace and Control your hands, solve puzzles, explore new locations and discover the truth.
Modeled estimate, not a reported figure. How we estimate →
Media
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian, German, Spanish - Spain, Simplified Chinese, Japanese, Korean, Traditional Chinese*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
A Fisherman’s Tale 2 builds on the ingenuity of the original while pushing its themes and mechanics into far more imaginative territory. From the moment the game begins, you’re placed into a world that feels handcrafted and theatrical, as though stepping inside a storybook built from wood, cloth, and glowing paint. The sequel once again casts you as a puppet navigating a surreal maritime dreamscape, but this time the game embraces a more elaborate sense of identity, memory, and transformation. Instead of merely manipulating the world around you, you manipulate your own body, treating your limbs as detachable tools that redefine how you relate to space, puzzles, and the environments you inhabit. This shift immediately makes the sequel feel more ambitious — a VR experience designed not just to delight but to challenge your understanding of interaction itself. The central mechanical innovation — the ability to detach, extend, swap, and repurpose your puppet limbs — permeates every aspect of the puzzle design. These aren’t gimmicks sprinkled over standard tasks; they are the foundation of nearly every challenge you encounter. You might remove a hand and send it crawling through tight gaps, attach it to a distant mechanism so it can act independently, or throw an arm across a room so you can operate two objects from different angles at once. These actions feel wonderfully tactile in VR, and they cultivate a kind of embodied problem-solving that only this medium could deliver. Moments that would feel routine in a traditional puzzle game become surprisingly fresh simply because the puzzles demand you think through your own physicality. The game constantly asks, “What part of yourself can you reconfigure to make this work?” and that question remains consistently inventive. The environments you move through support these mechanics with a cohesive, dreamlike charm. Cozy cabins, shifting docks, underwater vistas, and memory-tinted dioramas come to life in soft, stylized art that blends whimsy with melancholy. Every space feels like a miniature world constructed with careful attention to shape, light, and depth — an ideal playground for extended limbs and unconventional perspectives. Spatial illusions and changing viewpoints carry over from the first game, but here they are combined with the limb-detachment system to create puzzles that feel more dynamic and layered. The result is an adventure where the world seems alive, not because of explosive action, but because every object and corner feels designed to interact with your puppet body in strange, meaningful ways. While the sequel’s mechanical ambition is impressive, its narrative ambitions run just as deep. A Fisherman’s Tale 2 weaves a story about personal transformation, loss, and the quiet power of reflection. Rather than relying on lengthy dialogue or direct exposition, it communicates through tone — fragments of memories, shifting environments that mirror the protagonist’s internal state, and soft-spoken narration that nudges you forward without overwhelming the experience. The emotional arc is understated but resonant, turning the game into a meditation on identity and change. The more you experiment with taking yourself apart, the more the narrative encourages you to consider what it means to rebuild, evolve, or let go. In VR, these themes feel intimate and immediate, strengthening the emotional impact of even the simplest scenes. That said, the game is not without its challenges. The limb-detachment mechanics, while clever, can occasionally push beyond comfort, especially during puzzles that demand precision or multitasking. Learning how to coordinate multiple body parts at once takes time, and some moments may feel awkward or unintuitive during the first playthrough. Technical misfires — limbs colliding with objects oddly, or interactions not registering perfectly — remind you that VR is still an evolving medium. These moments aren’t frequent enough to break the game, but they can momentarily disrupt immersion. The game’s length also remains modest, offering a contained experience that is rich in discovery but not designed for repeated playthroughs once its puzzles are solved. Despite these imperfections, A Fisherman’s Tale 2 succeeds in delivering a VR adventure that feels both deeply personal and mechanically bold. It remains a rare kind of puzzle game — one that treats your own digital body as the primary instrument, and encourages you to break apart, rearrange, and reimagine your sense of self in order to progress. It tells a story that is gentle but thoughtful, wrapped in environments that feel lovingly crafted and alive with symbolism. For players who appreciate VR experiences that focus on creativity, emotion, and imagination rather than combat or spectacle, this sequel stands out as a meaningful and memorable journey. Rating: 8/10
Совсем не то, что первая часть, но оно и хорошо! Хоть оригинал в жанре камерного квеста мне понравился гораздо больше, полноценное приключение в Виар-формате играется гораздо бодрее и динамичнее; Визуал более просторный тут и остров и пиратские корабли, но всему этому до сих пор не хватает бюджета на "детализацию", головоломки стали более казуальными, а уникальная фишка игры теперь в отделении частей своего кукольного тела - вы можете выбросить свою голову на пару метров вперёд, чтобы получить обзор где-нибудь в глубине пещеры, можете заставить своё безголовое тело до вас дойти, можете подтягиваться на возвышенности руками-крюками, или (самое частое) отправлять свои руки ползать в лабиринтах-норах до всяких переключателей, иногда это довольно раздражающе, потому что в игре не очень хорошо продуман обзор в таких моментах, да и в целом механики рук не кажутся отполированными, вот есть какие-то мелкие шероховатости в управлении, тем более что опять сделали секции с дибильным "передвижением крана". История осталась простенькой 2-часовой детской сказочкой с "номинальными" персонажами с неожиданным поворотом в конце, которая напрямую связывается с оригинальной A Fishershaman tale в конце. хотя вообще чудо, что сиквел получил финансирование, ведь вышел он уже после "хайпа" по виар-шлемам, по кол-ву обзоров видно, что ситуация печальная, так что советую хоть немного поддержать буквально "единичный" жанр, точно такая же ситуация случилась с [url=https://store.steampowered.com/app/2293440/]Retropolis 2[/url], там совсем классический квест, который расцвёл новыми красками благодаря расширению сиквела, но оказался незамеченным для массовой аудитории.
Sublime jeu d'aventure en VR à la 1ère personne qui bien qu'il reprenne le même thème du pêcheur, il ne réutilisera pas les même mécaniques de maquette avec modification des tailles des objets comme dans le 1er jeu qui se limitais à un seul lieu sous différents angles. On explorera ici plusieurs lieux très différents (Un pour chacun des 6 chapitres) à travers une succession de niveaux dans lesquels on pourra se démembrer & contrôler individuellement sa tête, ses 2 mains & son corps pour y résoudre des puzzles environnementaux. La plupart du temps, aller ramasser des objets hors de portée pour les utiliser ailleurs ou contrôler des choses à distance... Des graphismes cartoons toujours très beau & le tout très bien réalisé malgré les déplacements des membres/mains au Pad Vive un peu sensible (comme pouvait l'être Moss & co...), encore plus compliqué lors de la nage... Beaucoup plus ambitieux & dense que le 1er jeu avec des mécaniques totalement renouvelées & ces passages qu'on pourrait décrire à la 2ème personne... Une histoire narrée tout du long avec un peu d'humour par des dialogues en français intégral d'excellente facture du pêcheur & de sa fille. Fille qu'on incarnera dans quelques petites séquences dans un décor plus réaliste & qui fera le lien entre chaque lieux/maquettes du pêcheur... (sous HTC Vive Pro 2)
I really want to like this game because the graphics are nice, the story funny and the puzzles also nice so far. But: I easily get nausea in VR. * The main menu: hard to stand. The background is constantly moving. Already hard to reach the comfort controls without vomiting * The controls: stubborn as he**. I contantly rotate instead teleporintg altough i have set to room & teleport * I can't watch one of the cutscenes, because the camrea -me - is constantly moving This all makes me sick. So as a sea sickness simulator A+ but if you suffer from simulator sickness, hard to stand :-(
This game is fine but unfortunately I can't recommend it. This is really sad because I love it's predecessor. The puzzles were fine and there were a few wow moments visually but the story did not engage me and I found myself being ready for the game to be done by the last level. The big stuff at the end didn't take my breath away and the controls were sub par throughout. Not a bad game by any means but for me it's a skip if there's better options.
Just started and I'm enjoying continuing the adventures in this world but the biggest problem is movement. Why can't i pick 'Either' teleport or smooth move? Having a combo and having the turn and movement broken out the way they are is a real pain. I find myself teleporting when im trying to turn or move and its really REALLY annoying. I'm taking a break from the game for now. Maybe an update can fix the movement? I can't recommend this game as is. The controls are very messed up and it completely takes away from enjoying the game. If the controls could be fixed this would be an awesome game, as it is this is more meh because the central part of the game is your being able to move about and manipulate things which is really painful.
Very fun and unique
Some games really use VR as a different medium. Not just a transformation of flat screen to 3D but proper inventive use of VR. This is one of them. Cute tale, great voice overs, interesting and funny puzzles. Not always obvious with how/where/what in the puzzles, but it's quite good. My only gripe is lack of save points, and no way to skip dialogue (if you've heard it before, or just want to press on with the puzzles).
Achtung, permanentes Grinsen!!!
Some decent puzzles, charming story/characters, and an all round great story experience, all wrapped up in around 3 hours. Highly recommended.
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Battlefield™ 2042 | $256.9M | 325.2K | 47% | $59.99 |
| Marvel’s Spider-Man Remastered | $140.1M | 96K | 96% | $59.99 |
| Planet Coaster | $109.4M | 72K | 91% | $44.99 |
| Diablo® IV | $71.4M | 56.6K | 70% | $49.99 |
| Human Fall Flat | $109.3M | 225.6K | 95% | $19.99 |
Related
| 8-Bit Adventures 1: The Forgotten Journey Remastered Edition | $51.5K | 218 | 86% | $9.99 |
| Porcunipine | $51.5K | 204 | 77% | $9.99 |
| A Legend of Luca | $51.5K | 204 | 80% | $9.99 |
| Impaler Gold | $51.5K | 588 | 92% | $4.99 |
| Danmaku Unlimited 3 | $51.5K | 244 | 86% | $9.99 |
| Voxile | $51.5K | 113 | 75% | $17.99 |