
千禧年初西北某地,一起恶性杀人事件轰动一时,行凶者临死前紧紧握着半张佛脸,他强烈的怨念引起了“无者”的注意。随着探究的深入,竟又牵扯出十年前另一起纵火灭门案!相同的一尊佛像,背后暗藏的究竟是天灾还是人祸。在那片由怨念产生的怨秽地之中,种种诡异可怖的表象之下,深埋着未知的秘密。
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, Japanese
Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
整体都比第一部优秀很多,能看得出制作组真的有在努力成长 美术好评,剧情好评,主要缺点在于剧情中期需要走的路实在是太长了,甚至有些影响剧情连贯性 总的评价是瑕不掩瑜
期待第三章
靠!第一次玩这么悲催的游戏。但是真心不错,藉魂结局很完美,希望每一个善良的家庭都能平安幸福。
Filthy Us 2 is a somber and evocative psychological horror game developed and published by Game Logic Studio, with additional support from Paras Games. It continues the grim and culturally grounded storytelling of its predecessor, delving deeper into human guilt, superstition, and spiritual decay. Set in the early 2000s in northwestern China, the game opens with a shocking murder involving a man grasping half of a Buddha statue, a scene that immediately sets the tone for the haunting mystery that follows. What begins as a straightforward investigation into this act of violence quickly unravels into a tapestry of interconnected tragedies spanning decades, involving a past arson case, a cursed relic, and the lingering presence of a supernatural entity known as “the Nothingness.” From the start, Filthy Us 2 makes clear that its horror is not confined to monsters or ghosts—it is a meditation on the darker corners of human nature, where belief, resentment, and grief intertwine to create a world of spiritual suffocation. Visually, the game is a striking showcase of artistic restraint and symbolism. Its environments are rendered in bleak tones of gray, crimson, and sepia, creating a palette that reflects both decay and suffering. The traditional Chinese iconography—particularly Buddhist statues, ritual objects, and symbolic patterns—is woven seamlessly into the game’s visual language. Every frame feels like a painting, capturing the sense of age and forgotten pain that defines the setting. The 2D art direction uses meticulous hand-drawn elements that enhance the feeling of cultural authenticity, while the sound design deepens the immersion through eerie whispers, echoing footsteps, and the faint hum of ritual chants. There are no gratuitous jump scares or over-the-top shock moments; instead, the game cultivates dread through stillness, silence, and the slow realization that every object and gesture carries hidden meaning. It is an approach that feels closer to literary horror than cinematic, emphasizing reflection over reaction. The gameplay follows a familiar structure for narrative-driven horror, but it distinguishes itself through its focus on storytelling and symbolism rather than difficulty or combat. Players navigate through a sequence of interconnected locations, exploring rooms, inspecting objects, and piecing together fragments of memory and evidence. The game shifts perspectives between multiple characters, each one contributing a layer to the overarching mystery. This multi-narrative structure mirrors the cyclical nature of guilt and revenge that the story examines—every character is both victim and perpetrator in their own way. The puzzles scattered throughout the game are few but carefully designed; they serve to reinforce the atmosphere rather than disrupt it. Most require observation and intuition, often based on visual cues or symbolic connections. These moments of interaction create a rhythm of contemplation, encouraging players to pause and absorb the world’s details rather than rush through it. The slower pacing may not appeal to those seeking constant action, but it suits the story’s introspective tone perfectly. The true power of Filthy Us 2 lies in its narrative, which combines folklore, religion, and moral inquiry into a tightly woven tale of spiritual corruption. It portrays a society still entangled in outdated customs and hierarchical family structures, where superstition and resentment perpetuate cycles of suffering. Themes of patriarchal dominance, generational trauma, and moral hypocrisy surface throughout, often presented through tragic domestic scenes or conversations that hint at deep emotional wounds. The writing is understated yet potent, using suggestion and implication to explore the tension between faith and guilt. The “Nothingness” serves less as a traditional antagonist and more as a metaphysical reflection of the characters’ inner emptiness—a manifestation of unresolved sins and forgotten prayers. The game’s multiple endings, some hopeful and others devastating, offer different ways of interpreting this duality. Each conclusion leaves the player pondering whether redemption is possible in a world where human cruelty and divine indifference coexist so uneasily. While its thematic depth is impressive, Filthy Us 2 is not without its imperfections. Some players may find the pacing too deliberate or the gameplay too sparse, especially compared to more interactive horror experiences. The puzzles, though cleverly integrated, are relatively easy, and the lack of variety in objectives can make the later portions feel repetitive. Moreover, the absence of English localization limits accessibility, meaning that non-Chinese-speaking players may miss much of the nuance in dialogue and symbolism. Still, these shortcomings are outweighed by the game’s artistic ambition and emotional authenticity. It does not aim to terrify through spectacle but to unsettle through empathy, forcing the player to confront uncomfortable truths about family, tradition, and the spiritual cost of human cruelty. The horror here is not just external—it resides in the memory of harm, the silence after tragedy, and the way despair seeps into generations. Filthy Us 2 stands as a quietly powerful example of what independent horror can achieve when it prioritizes atmosphere and theme over conventional thrills. It is a rare work that fuses cultural specificity with universal emotion, using the framework of horror to comment on the nature of suffering, guilt, and belief. Its artistry lies in its restraint—the moments of stillness, the haunting imagery, and the lingering melancholy that follows long after the credits roll. Though small in scope, it leaves a deep impression, challenging players to reflect on the human stories behind its supernatural surface. For those willing to embrace its slow pacing and introspective style, Filthy Us 2 offers a haunting, unforgettable descent into the moral and spiritual darkness that lies beneath the surface of ordinary life. Rating: 8/10
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
在快时代的社会回头望以前的社会,耐心去品鉴。三哥的一生颠沛流离,一个个的恨和痛,都随着最后三哥倒下结束,好结局里,或许三哥不会再那么苦了,他受的那么多苦,像莫名其妙,其实又有迹可循,明天什么事情会发生什么,都不知道。好游戏,最后的音乐就像三哥回顾一生的过程,不过至少有了个”圆满“的结局。
首先,这是一款立绘采用永劫无间的捏脸制作的游戏。我相信其他玩过游戏的朋友们也发现了这一点,我不知道为什么用网络游戏的捏脸制作立绘的独立游戏能卖上钱,你们对美工这么下功夫结果立绘这么做?不怕被网易告吗,真的假的? 其次是剧情的问题,真的是为惨而惨。首先开篇告诉我们这是如何如何的一个世界观,这个世界观还是你们游戏自创的。然后就开始抽丝剥茧的还原事件真相了,还原到快最后齿轮解密部分告诉我们这种惨案是因果报应。 我请问是什么因果报应? 家里是二哥意外因大姐的缘故去世,然后妈妈喝神水见到二哥,说二哥要配阴婚。然后老三把钱拿出来配阴婚,之后魇住了,再然后就是老三因为魇住了也去买神水,之后没有钱了,被要债的混混点了房子。全家除了老三都死光了甚至还有一个无辜的学生老四。 然后拼齿轮的时候你告诉我是因果报应?老四的因果在哪里?你们描述的世界观里还不是本格世界观,是一个鬼神都存在的世界观。所以老三才会被魇住,才会有黑船灵魂推理等等。那么菩萨等神佛也是切实存在并作为规则等等观测或者参与到剧情中,它们代表的是什么,是恶,还是旁观者?游戏里出现了恶相嗔怒相的各种菩萨,你们游戏里所展现出来的因果报应也并不是来源于封建迷信,但是你们构架了一个有神佛的世界观,我且问你,你所表达的这个故事里,菩萨的嗔怒恶相是展现给角色们的还是恶人们的?还是代表了菩萨们的位格和形态代表了恶相?亦或者说你想表达的是由我们(以及已经很惨的角色们)的心外观神佛后,菩萨才从而展现出了恶相? 你想讲一个悲惨的故事,你想表达你们的xp和美术和人间疾苦以及种种缩影。我理解你们制作组似乎是想要表达的什么东西,但是你们所有的东西做的都太浅显,太令人反感。 小狗因为恶人而死,为了病重的主人偷了一个馒头被打断一条腿,你要说这是因果,的确是因果。那护被恶人欺辱凌辱灭门的主人,被人踢死是什么因果报应?在故事里,在你所陈述的这宏大且悲惨的因果轮回中,狗的一环,弟弟的一环代表着什么? 你讲了一个很悲惨的故事,展现了人间一部分的缩影。但是你没有必要拿这些东西往上套,真的。 因果是一个很宏观的东西,是本身就存在的,其实理论上可以不看做迷信,而是一种运行的道理。 你做了事,就必然会因为这件事影响一些事,然后这件事会有一个相应的结果。 很多时候宣扬善有善报恶有恶报,是因为「众生皆能因善念得救」的平等观。 教育世人有因必有果,也是为了众生从善。 在我们有限的生命中能够观察到的寥寥数年中,有时的确看不到恶得到应有的报应,是因为视角无法扩散的问题,但是游戏里可以展现出很多种视角,还是没有把这些东西讲明白。 报应分为三种:现报/现世报(造业后即受报)、生报(你下辈子受报)、后报(业多世累积受报)。 也就是:1.你做的事马上就有回馈 2.你做的事在往后继续发展的脉络里得到回馈 3.你所做的事和多事所做的世编织成网,在某一个时机突然受报。 就像种地一样,种子发芽需要很多元素(发酵延伸这件事情的各种因素)。 谈因果就不得不谈缘,这种元素,在因果的体系论里被称作“缘”。 在这样的基础下,你们讲的是什么东西?你们展现出来的除了xp以及自认为的血肉美学还有什么? 大家可以体验游戏,大家会知道什么是一个错误的故事。 我相信制作组很用心,但是表达出来的东西非常不尽人意。
预告片里震撼的音效和佛像美术是真的,但只占了全流程的1%不到,和剧情也没什么关系。 有很多来来回回走路的拖时长环节。 不支持手动存档。 第二章玩猜珠子游戏有bug,多玩几次会卡死。 剧情没逻辑,没有因果关系,为了惨而惨。 不是特别喜欢这个题材的话,不建议购买。
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.
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