
The Guest II is a first-person psychological horror experience.
Modeled estimate, not a reported figure. How we estimate →
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): 0.14/day in the week to Sep 2 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
About
Following the unsettling mystery of The Guest, this installment plunges you into a new and even more disturbing story. This time, you're someone who has arranged to go camping with friends. Upon arriving at the meeting place, you discover they're not there. What begins as a search quickly turns into a nightmare. The same malevolent presence from the first game has returned, but this time it's not alone.
Immerse yourself in a forest where rain isn't the only thing falling: so is the silence of your missing friends. What was meant to be a simple camping trip transforms into a desperate search that leads you to a house lost among the trees, a place where every wall seems to hold a memory you don't yet know.
Explore a dwelling marked by past tragedies, where each room holds fragments of a story that should never have been uncovered. The malevolent presence you encountered in the first game has returned, stronger, more aware… and this time it's not alone.
As you move forward, the architecture twists, the sounds distort, and the darkness seems to watch you. The house breathes, murmurs, and accompanies you, guiding you toward the secrets of its former owner, a man who slaughtered his entire family and left behind an echo of suffering that still lingers within its walls.
In The Guest II, the line between reality and impossibility blurs. You are not alone, even though you wish you were.
Psychological Horror — An oppressive atmosphere where every sound, shadow, and silence fuels the feeling that something is watching you.
Ambient Narrative — Discover what happened to your friends and the former owner's family through objects, notes, photographs, and visual details that reveal the story piece by piece.
Supernatural Presence — The entity you encountered in the first installment has returned… but this time it is not alone. Its influence is felt in every corner.
Disturbing aesthetics: — Ambient sound, creaks, whispers, and lighting designed to keep you in constant suspense as you progress, unsure of what awaits you.
We recommend caution for those sensitive to psychological horror, darkness, or the persistent feeling of being watched. This game doesn't chase you: it waits for you. And what you find in this house may stay with you long after you leave the game.
Engagement
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Great game. yes. "harmonica sounds"
웬지 모르겠지만 저는 툭툭 살짝씩 끊기면서 플레이했네요 ㅠㅠ 2080super입니다 그래도 플레이에 영향을 줄만한 정도는 아니라서 끝까지 했네요 연출 되게 좋습니다! 이런 공포게임 많이 나왔으면 좋겠네요 한글화를 진행했는데 언리얼 특성상 몇 개는 파일을 찾았음에도 불구하고 변경하면 에러가 걸리더군요.. 지금으로썬 완벽히 번역할 수 있는 방법이 없는거 같습니다 그래서 최대한 플레이는 가능할 정도만 번역을 해놨습니다 인트로,아이템명,메인화면 번역안됨 조만간 영상올린 후 블로그에 업로드하겠습니다
The Guest 2 surprised me. The first one was absolutely insane and this one isnt far from it. I enjoyed every moment juat like the first one.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Spanish - Spain*, Simplified Chinese**languages with full audio support
Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
War ein sehr unterhaltsames Spiel. Ich und meine Horror-Verrückte Community haben das spiel genossen. 7/10 -> Weiterempfehlung
buenísimo, me asuste un millón de veces, recomendado si quieres pasar un rato de miedo
The game had some graphical issues near the beginning some rocks and tree's didn't look like they were texture wrapped. I would like to have custom key binds I hate having to use left shift to run when I am right handed a simple fix for any future games. Now we have 2 bad guys so the game appears to be building to something good game and pretty brutal a tad too short for my liking I wouldn't mind a 3 to 4hr game similar to Outlast length.
game ini sangatlah kik kerana tidak seram...lagi seram dompet saya
Decent horror experience. Some good jumps and Easy puzzles <3 love it !!
The Guest II is a compact first-person psychological horror experience that understands how effectively uncertainty can create fear. Developed and published by 99 Grados Games, it continues the disturbing supernatural ideas of its predecessor while introducing a new situation centered on a camping trip that goes terribly wrong. Instead of beginning with an elaborate explanation, the story gives the player a simple motivation: meet up with friends in the wilderness. Upon reaching the meeting point, however, nobody is there. Searching for them gradually transforms an ordinary disappearance into something far more sinister. The forest provides an effective opening environment because isolation immediately becomes part of the horror. Rain, darkness, silence, and the absence of the protagonist's companions create the impression that something is wrong long before the full supernatural situation becomes apparent. Eventually, the search leads toward an isolated house hidden among the trees. This is where the experience becomes considerably more oppressive, replacing the relative openness of the wilderness with enclosed rooms, narrow spaces, uncertain shadows, and architecture that cannot always be trusted. Rather than treating the house as a static collection of rooms, the game uses it as an active component of its psychological horror. Architecture can appear distorted, sounds become increasingly unnatural, and darkness constantly obscures what might be waiting nearby. The environment is deliberately constructed to make players question their surroundings. A seemingly ordinary corridor or room can become threatening simply because the player no longer feels certain that reality is behaving normally. This manipulation of familiar spaces is one of the game's most effective methods of sustaining tension. The supernatural element also connects the sequel directly to the original story. The malevolent presence encountered previously has returned and appears more powerful and aware, but the important complication is that it is apparently no longer alone. The game does not need constant confrontations to make this threatening. Instead, much of the fear comes from knowing that an unexplained presence may be nearby without understanding exactly where it is or what it intends to do. It favors anticipation over relentless pursuit, making silence and uncertainty almost as important as visible supernatural activity. Storytelling is primarily environmental. Objects, notes, photographs, visual clues, and details scattered throughout the house gradually reveal what happened to the missing friends while simultaneously exposing the disturbing history of the property. Central to this history is the former owner and the horrifying fate of his family. The revelation that he murdered his entire family establishes the house as a location carrying substantial emotional and supernatural baggage rather than merely serving as a convenient setting for scares. Exploring therefore becomes an investigation into both the present disappearance and a tragedy that occurred long before the protagonist arrived. Gameplay places considerable emphasis on walking, examining environments, discovering clues, and advancing through a relatively controlled sequence of events. Players expecting weapon management, elaborate combat, extensive survival systems, or large nonlinear areas should adjust their expectations accordingly. This is primarily an atmospheric psychological horror adventure where observation and exploration drive progression. Its linearity actually benefits the intended experience because environmental transformations, audio events, and supernatural encounters can be carefully positioned to maintain a deliberate rhythm. Sound is especially important to the overall presentation. Creaking structures, whispers, environmental noises, rainfall, distorted audio, and carefully timed periods of silence reinforce the impression that the protagonist is never truly alone. The game frequently allows the player's imagination to generate tension before revealing anything directly. Darkness performs a similar function visually, limiting certainty about distant rooms and corners. Together, lighting and sound turn otherwise simple exploration into an uncomfortable process where opening another door can feel more threatening than direct combat would. Its strongest quality is consequently atmosphere rather than mechanical complexity. There is a persistent sense of being watched, and the experience deliberately exploits the instinct to look behind you after hearing something suspicious. Players who enjoy slow-building horror should appreciate this approach, while those who prefer frequent action or aggressive enemy encounters may find the pacing restrained. Some of its imagery and haunted-house techniques are familiar within modern psychological horror, but the combination of the missing-friends mystery, family tragedy, supernatural entities, and reality-bending environment gives the experience enough personality to remain engaging. Steam Deck compatibility requires some qualification. The game does not currently have an official Steam Deck Verified or Playable rating displayed on its Steam store listing. It is officially listed for Windows and has full controller support, which is encouraging for handheld controls, but these points alone do not guarantee flawless Steam Deck operation through Proton. Therefore, it is best regarded as officially unverified for Steam Deck rather than confidently labeled compatible or incompatible. Players specifically purchasing it for the Deck should expect that performance or compatibility may require additional consideration until Valve provides an official compatibility classification. Overall, The Guest II succeeds most when it makes the player uncomfortable without immediately explaining why. Its haunted wilderness, shifting house, fragmented storytelling, disturbing family history, and unseen supernatural threats create an experience focused more on psychological pressure than straightforward action. The relatively simple gameplay means it will appeal most strongly to fans of linear first-person horror and environmental storytelling, but within that style it delivers an effectively unsettling journey. The restrained approach to direct danger allows anticipation to become the primary source of fear, making the moments between obvious scares meaningful rather than merely transitional. Rating: 7/10
nice game
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See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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