
Embark on a journey into the darkest nightmares to restore your sanity. Blast your way through hordes of possessed enemies, unlock an arsenal of deadly weapons and unearthly abilities, and get ready to face even more Lovecraftian madness in this action-packed FPS sequel.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1.71/day in the week to Sep 12 → 2.6/day in the week after.
About

Journey once again into a malevolent world inspired by H.P Lovecraft’s myths where madness awaits on every corner. Embark on a path to salvation as you continue the story of the Priest character from the first installment. How long can you balance on the edge of sanity? Will your sins be forgiven, or your soul consumed by madness?

Distinctive dark comic-like visuals
Dark hand-drawn graphic design where every frame looks like a page from a comic book is one of the pillars of Forgive Me Father, and the sequel brings a fresh perspective to its unique style with improved sprites, models and atmospheric lighting effects. Prepare to feast your eyes on juicy blood effects and animated gibs flying everywhere!
Dive into the madness
Defeat Lovecraftian nightmares with a wide range of weapons. Fight hosts of diverse, formidable enemies and beware: each and every one of them evolves into different, ever more evil and twisted forms of themselves - this journey does not get any easier!
Gear up and fight
Define your own playstyle and assemble the deadliest arsenal with plenty of weapons to choose from, each with even more powerful variations designed to cause absolute mayhem and bring utter destruction upon your foes. Take your pick from devastating shotguns, lethally accurate rifles, explosive launchers, and unleash their full potential.
Gain mad skills
Overwhelming madness is your best friend and worst enemy at the same time. Let it flow through you, unleash absolute mayhem on your foes and gain extraordinary powers as a reward. Embrace the insanity, use it to fuel your bizarre new abilities, and teach the horrors assaulting your senses to fear YOU!
Otherworldly soundtrack
Experience the surprisingly fitting combination of strong electric guitar riffs and energetic drums underscoring the dark Lovecraftian atmosphere. Slay hordes of deranged cultists and confront unimaginable ancient evil while listening to the original soundtrack that will make you headbang for hours on end.
Sums Steam only; PlayStation, Xbox, GOG, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99−60% | 2.5Kreviews | 81% | — | $893.8K |
| $14.99−50% | 313ratings | 83% | — | not modelled | |
Engagement
Reviews
Themes across 134 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I'm going to start by saying that this is NOT a bad game... but I can't recommend it to anyone who liked the original. The gameplay has been substantially changed and not for the better. - Reloading is now a thing, so all of your weapons are slower and more cumbersome. - You can only have one active sanity skill instead of the full suite of them in the first game. - None of said active skills are particularly fun. Just minor buffs that don't last long enough. - Enemies are REALLY tanky. It can take multiple point blank shotgun shots or multiple rocket hits to kill some common enemies. - There are FAR more ranged enemies this time, so expect to spend most of the game getting shot from long range. - Enemies can track you behind cover, so you're constantly taking hits you had no means of seeing ahead of time. - Enemies almost never stop moving and visibility is poor, so good luck hitting them while under fire from a dozen more. - That enemy tracking issue combined lots of blind spots mean that you're constantly getting shot with no warning. - Healing items are MUCH less common and are very rarely present in combat areas. Good luck surviving dozens of enemies on a single health bar when a bad hit can chunk 1/3 of your health. - Ammo caps are really small. You'll leave a lot of ammo behind and constantly run out in the middle of combat. - Your movement speed has been severely nerfed, so cover is mandatory and circle strafing will often get you killed, - Not sure why the game tracks your kills like in Doom, because levels are so linear that it's unlikely you'll miss anyone. Most arenas don't let you pass until all enemies are killed, so you can't run past. - Hit boxes seem really weird for the player. Constantly taking hits I thought I dodged, and getting within 5ft of razor wire means losing health. All of this adds up to a game that feels like hiking through knee-high mud. Slow, frustrating, and not particularly fun. I feel like a lot of this could be fixed with balancing changes, but there hasn't been an update in a long while, so I'm not holding my breath. This is the game's final state.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 1.29/day in the week to Jul 30 → 1/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Polish, French, German, Spanish - Spain, Russian, Simplified Chinese, Italian, Japanese, Korean, Portuguese - Brazil, Turkish*languages with full audio support
| $29.99 |
| 119ratings |
| 88% |
| — |
| not modelled |
| $9.99−60% | 45ratings | 84% | — | not modelled |
| $29.99 | — | — | — | not modelled |
| $9.99−60% | — | 95% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 134 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A really sad downgrade from the first game. The visuals looks cool, but the further you get, the more mazelike every level is. The majority of the guns are completely useless, ammo is sparse because you'll be using only 2 or 3 guns the whole time while your useless guns are always full. It's completely unbalance, there are dozens of perks, but you're forced to only 3 the entire game so you always feel weak, even near the end of the game. For some strange reason they decided to take out a few of the great guns from the first game and replace them with completely useless ones. Just a downgrade from the first game in every way except for visuals, really sad actually considering how much potential this game has
I do not recommend this game. I regret that I could not get a refund. * The level design is terrible. You often cannot run properly during fights. The arenas are either completely open spaces or awkward areas full of corners and mobs constantly chasing you. * The balancing is awful. It takes around three shotgun blasts just to kill an average enemy, which feels ridiculous. * You cannot restore health or ammo during fights, which artificially increases the difficulty instead of making the combat more challenging or enjoyable. I completed Doom Eternal on its hardest difficulty, but I genuinely could not enjoy playing this game.
I beat the game; took me about 20-ish hours. This game has good things in it. Competent hands built this game, but I don't like the devs choices. It's quality of life stuff that aggravate me so much I couldn't enjoy it. My biggest gripe is that you have to exit a stage in order to modify your loadout. I spent over an hour on this irritating maze where you hunt for 23 levers in a dark temple and I finally get to the boss/arena fight only to find that I don't have useful guns equipped for this fight. So I have to exit, change my gear and play the whole level AGAIN. Maybe the devs think this equals challenge, but to me it's just a finger in the eye. It says haha, your time isn't valuable to us. Give us more. Just let the player change the loadout in a pause screen. Keep the store in the asylum, sure, but don't make me trash an hour of progress because I need that other shotgun to clear this one room. Speaking of which, why can't you just carry all the guns you've unlocked? This entire game, as far as I can tell, is one big hallucination by the protagonist; shouldn't he have hammer-space? If the devs don't want you lugging around 4 styles of shotguns that's one thing, but the "exotic" weapon category is not four variants of the same gun. They're different guns. Why do I have to choose between the rail gun and the flamethrower? I need them both! The magic system is a joke. You can only have 3 spells total. Three. They all activate at the same time, and they stay active only for the length of time it takes to reload a gun, which happens often. I trigger spells, then have to reload, by the time the reload is done, spells deactivate and are wasted. It'd be better to have dedicated keys for the three spells and you should be able to CHANGE THE LOADOUT DURING PLAY. I didn't learn the names of the enemies, but there's a standard enemy who's like a fat guy with a cane who shoots a yellow projectile, and he is an absolute bastard. I hate him. The king of cheap shots. Round a corner - he's waiting, gun already drawn, bam right between the eyes. Open a door, same deal, there's 3 of them in there waiting and they shoot you. They're stashed into gallery boxes and ledges that you can't reach, and it's never just one of him, they come in waves of 50 and they turn every encounter into bullet hell. I'm glad there are no hit-scanners in this game, but spamming that low-level sniper makes it impossible to dodge all the shots so they might as well be hit-scanners. If one of the spells was a temporary magic barrier to absorb some of those shots and let you get your bearings for a couple seconds, I'd main it. I also disliked the narrator's voice overs. He never provided story lore or useful information; he usually just speaks up to inform the player that we're in spooky town now. I also couldn't make heads or tails of the plot, but I suspect I needed to play the first one to get context, so I won't hold that against the game. The game isn't all bad. The music is top-shelf. Triple A, well done. Doom and Quake are in this game's DNA and it shows. The devs were passionate about this; their love is in the details. I completed the game out of respect for that passion, but I'm displeased by the lack of control. It's a dealbreaker. If you like having more control over your resources, skip this title. Cthulu is disappointed. Do better.
TLDR: They balanced the fun out of the game. If you're coming from the first game, I personally wouldn't recommend. If you're coming in blind with no expectations, you might like this. What I loved about the first game is the aesthetic, progression, and the power fantasy of achieving flow state and making your "build" work. The aesthetic has been upgraded by a LOT, like I was genuinely excited to play this sequel because it looked so good, and the visuals absolutely delivered. But that's about where the praising stops. I very very much dislike the progression in this game. 2 Passives and an Active upgrade? Really? You don't even generate enough meter to actually have fun with your active upgrades. The passive upgrade choices feels very underwhelming, a lot of these things are stuff that should be permanently active once unlocked but noooo, you have to only pick 2 passives. The first game had "builds" that trivializes the game but thats part of it, in this game they really balanced the fun out of the game. To continue with the topic of progression, there's the weapons. These weapon upgrades don't feel good at all. They're not stronger, they're side-grades, it would've worked somewhat if we could switch the types on-the-fly too. But I really wish they just stuck with the first game's weapon upgrades. Them being side-grades removes any sense of power progression in the game, and with the ammo economy being so scarce you're essentially only going for the most ammo efficient options. Level Completion. The secrets are fine, no complaints there. The clocks though, it was a good idea if there weren't so ♥♥♥♥♥♥♥ many of them in any given level. You hear them when they're close, but they also place them in certain spots where its like they're playing hide and seek. It almost feels just random. Sometimes they're even placed far away in the background so you dont hear them. I gave up looking for them a few levels in. As an observation. The general "economy" of this game with health, shield and ammo pickups in the levels reminded me a lot of Doom Eternal. All those are very scarce, but in Eternal, we have means of generating those resources, but here you get nothing. Ammo capacities are low and ammo pickups in the levels are somewhat scarce but you have no chainsaw. The enemies hit hard and work in a bullet hell strategy but you rarely get health pickups. This felt more like a survival horror in its resource management rather than a boomer shooter. In summary the visuals got a huge upgrade but everything else felt like an even bigger downgrade. I don't understand the decisions that went into the changes with progression.
Forgive Me Father 2 — это тот случай, когда действительно достаточно было остановиться на первой части и не пытаться прыгать выше головы. Игра вроде бы пытается держать высокий темп и погружать в свою безумную атмосферу, но чем дальше продвигаешься, тем сильнее начинает угасать интерес. Да, уровни здесь красивые, выдержаны в фирменном комиксном стиле и поначалу выглядят впечатляюще, однако со временем возникает ощущение, что они повторяют друг друга. Из-за этого исследовать новые локации становится откровенно скучно, а чувство новизны быстро пропадает. Отдельного внимания заслуживает система способностей. Их здесь огромное количество, но значительная часть кажется абсолютно бесполезной. Складывается впечатление, что многие из них были добавлены просто ради количества, а не для того, чтобы действительно разнообразить игровой процесс. И, конечно же, тот самый УЖАСНЫЙ фонарик «Жук», который буквально раздражает на протяжении всей игры. Его заряд заканчивается слишком быстро, из-за чего приходится постоянно отвлекаться на его использование. Если в той же Amnesia: The Bunker подобная механика отлично работала на атмосферу и усиливала чувство напряжения, то здесь она ощущается абсолютно лишней и лишь мешает получать удовольствие от происходящего. Также игре очень не хватает системы спринта. Персонаж передвигается так, будто за спиной у него висит огромный рюкзак с кирпичами. Особенно сильно это ощущается во время сражений, когда хочется быстрее сменить позицию или уклониться от атак. Даже банального рывка разработчики не добавили, из-за чего управление временами кажется слишком неповоротливым и устаревшим. Я правда пытался пройти игру до самого конца, но, к сожалению, интерес к проекту окончательно угас уже примерно на середине прохождения. Да, здесь приятный визуальный стиль, достойное музыкальное сопровождение и местами неплохая атмосфера, но этого недостаточно, чтобы получать удовольствие от игры на протяжении всей кампании. После очередной однообразной миссии всё чаще возникает желание просто закрыть игру и больше к ней не возвращаться. Идея была действительно интересной, визуальный стиль всё ещё цепляет, но создаётся впечатление, что сами авторы до конца не понимали, каким должен быть финальный результат. Вместо уверенного развития идей первой части они перегрузили игру сомнительными механиками и растянули её однообразным контентом. В результате продолжение получилось заметно слабее оригинала и вряд ли сможет надолго удержать внимание тех, кому полюбилась первая часть. Видать первая часть уже выжила из меня весь интерес...
Strays too far from the original. It's gone more dark souls and the saves being right before scripted un-skippable scenes is inexcusable in the modern age.
Graphically, it's a very impressive game. Mechanically, it's one of the (if not the) WORST games I've ever played. The levels are extremely repetitive, the enemies aren't always visible, and worst of all, there are very few health items scattered throughout the map, which means the player has to spend 90% of a level just one hit away from death—which takes all the fun out of the game.
Don't play it if you have sensitive eyes. I am gonna give it a try again tomorrow.
Какого лешего у мобов такой конский урон и упреждение, усиленное тем, что они видят тебя сквозь стены и заранее стреляют перед твоим выходом из-за угла. Реально надоели аренные бои, уже просто пихать их некуда, хватит, достало скакать, как трахнутая током обезьяна. Прокачка пушек вообще странная, большая часть из них полный хлам, который реально может быть хуже стока.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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