
Wake up inside the nightmare world you created in this standalone, hand-drawn dark fantasy point-and-click adventure with psychological horror elements. Explore islands, solve puzzles, and make morally ambiguous choices that lead to multiple endings. Inspired by H.R. Giger and Zdzisław Beksiński.
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): 1.14/day in the week to Sep 10 → 1.57/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
Tormentum II is a dark, surreal point-and-click adventure with elements of psychological horror. Explore a hand-drawn world, solve puzzles, and make morally ambiguous choices that shape the fates of the characters you meet. It tells a new, standalone story, so no knowledge of the original game is required.

You play as David, who is building a simulation populated by beings capable of human-level thought. Every night, he dreams of a locked chest and hears a woman's voice calling to him. When an anonymous seller offers him a mysterious coprocessor, parts of the dream begin to surface while he is awake.
David installs the new hardware. He wakes in a prison on an island surrounded by open sea. Somehow, he is inside his own simulation.

David remembers little about how he arrived. He soon discovers that his creation contains layers he never designed and has a will he cannot control.
The inhabitants speak of gods, beings that come from distant places and disappear just as suddenly.
To find a way home, David must cross the islands, explore the unfamiliar layers of his creation, and discover why it no longer obeys him. Explore each location at your own pace. Conversations and puzzles gradually reveal more about the simulation.
Your choices shape the fates of the characters David meets. There is rarely an obvious right answer, and your decisions lead to multiple endings.
Point-and-click exploration and puzzles across multiple surreal islands.
Choices with consequences that shape the fates of the characters you meet and lead to multiple endings.
200 hand-drawn scenes. Dedicated close-ups bring the total to nearly 500 individual background images, roughly three times as many as in the original game.
Surreal art inspired by H. R. Giger's biomechanical forms and the desolate worlds painted by Zdzisław Beksiński.
6 to 9 hours of gameplay, depending on your pace.
A dark, atmospheric soundtrack with occasional heavier passages influenced by metal.
A complete, standalone story. No knowledge of the original game is required.

We spent almost eight years making Tormentum II. The core development team consists of two people: Piotr Ruszkowski and Łukasz Rutkowski, both of whom helped create the original Tormentum: Dark Sorrow.
Engagement
Reviews
Themes across 246 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A dark point and click adventure with awesome and grotesque visuals and a very interesting story. I have played the first game back in the day, and it was a pleasant surprise to see the sequel releasing after so many years. If you like what you see in the trailer/screenshots and you enjoy a point and click adventure then look no further.
Tormentum II is a stunning point-and-click adventure that completely captivated me with its dark fantasy world, psychological horror atmosphere, and truly outstanding artistic direction. From its accessible puzzles and meaningful moral choices that shape the story to its compelling characters and breathtaking hand-painted environments, the game delivers an immersive experience that makes you want to discover every possible ending. If you'd like to read my full review, I invite you to check it out on G Pour Geek (it's in french tho) ! 9.6/10
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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, Polish, French, Italian, German, Portuguese - Brazil, Russian, Czech
Hours played at review time, across 246 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1][b]手绘八年的神曲感图卷,一场从2088年开始的奥德赛之旅[/b][/h1] [hr][/hr] [h2][b]如同置身铁处女的黑暗奇幻之旅[/b][/h2] 注意看,这个男人叫大卫,2088年的一天我因缠绕已久的恶魔袭扰而不得不早起,与家中后现代风格的非具身脑型机器人交流后,我得知自己必须出门拿下快递,窗外依旧是寻常的一天,明媚且二氧化碳含量超过75%,所以我们又得去找防毒面具才能外出。 如是,便开启了大卫家中的room tour,与卧室紧邻的工作室贴附者大量怪奇的海报,摆放着各类屏幕中折映日常的垃圾信息以及一些微微的异常。游戏每一个场景都有一定指向解密的目标,相应目标会被记录在左下角的上翻蛇型线圈本中,而且有时候前一个目标还没有完成,就会积累后一个地图目标,所以线圈本中所在的物什,更像是男主大卫的狂想随记。 有了这些粗泛且素描炭笔颗粒感记录后,玩家大致知道自己的下一步需要做什么,比如说,梦中常常困扰自己的,是绘有恐怖纹路的箱匣;电源模块故障后,玩家必须按图索骥更换陈旧的模块零件,大量碎片化的指引,让我们在这个脏乱,魔幻现实钩织着古老神话的各处布景中,慢慢磨拓出代入感。 当然,回归主线,是进入《折磨》系列一贯的[b]亲手铸造的牢笼[/b],也是我在游玩时铁处女感最强的来源,进入模拟世界,明明应该作为造物主,大卫对其应当很熟悉,但似乎其中有什么岔子,多出了很多大卫未曾创作,甚至都没有一丝一毫印象的元素,这些元素也并不听从大卫的编排,而是自己有了意识、[b]生物习惯以及氏族文化[/b],用比锈湖更加浓炽且妖冶的铅灰画面中,大卫开启了自己的群岛奥德赛之旅,而且,相比于恐怖且黑暗奇幻的风格,游戏更给我带来一种密恐的震撼,造物不惜使用大量针织、骷骨或者亚麻等元素缝出,在暗沉的基调下更显压抑。 [h2][b]如同面对黑山羊的万千孕育点击谜题[/b][/h2] 游戏最大的特点,也是最有艺术性的部分就是手绘八年而生的每一场面布景图,[b]是吉格主义的集大成者,[/b]生物机械中包含了大量脊椎、头骨拼凑而成的恶之花感,让人不适,但又移不开视线。其实《十三机兵防卫圈》中也有带点,但是本作中更突出的就是其恶灵笼罩的氛围以及幽闭压抑感,这点是通过这个两人团队的精致笔画扑面而来的,这种匠心,让这部作品不仅具备一定可玩性,甚至有了一种画集的高超艺术感。 可玩性来源于物件交互以及点击解密,对于某一个解密项,玩家的移动会让其有“流动性”,主要的玩法是观察,对于上面提示的纹样进行联系,从而推理出其中我们需要达成的线性支线目标,比如说,如果我们要外出,就必须面对高浓度的CO2,而想要让自己曝露于此不死,则必须佩戴防护面罩,因此我们的支线目标之一就是找到卧室之外的更衣室。 进入虚拟的恐怖列岛后,与各式不可名状的怪物交互沟通,同样能够让大卫找到回去的路,或至少,发现并且接受自己的造物已经超出自己控制的这一事实。无需前作基础,玩家可以尽览这篇土壤的诡异与荒谬。 [quote]欢迎关注 [url=https://store.steampowered.com/curator/45531068/]黑白测评[/url] [hr]黑夜显真 白昼辨伪
Great dark adventure game. Excellent aesthetics! I had been waiting for this game for ten years, but only took me about 9 hours to beat.
KRÓTKO I NA TEMAT jesli grałeś w 1 czesci to dówjka tez ci sie posodba ładny poitn anc lickc z zgakdami ✂---✂---✂---✂---✂---✂---✂---✂---✂---✂---✂---✂--- FOR DEV - READ THIS ! if you want know somethnig about you game more/ some specific just write us on commect ok ? i will rewrite in commect Piszemy rónież normlane pełno prawne recnezje więc jeśli Szukasz więcej recnezji/naszej twórczosci zapraszam na mój profil steam w sekcji recnezji lub zastnawiesz się czemu tyle błedów ? Zapraszam do obserowania i przecyztania opisu na mojej grupie kuratora Aga i my steam curator w internetach
So many years I've been waiting for this game. Each and every second was worth it. It's a pure old-school point-and-click with stunning visuals and a deep, cryptic story. Everything is to be adored.
Tormentum II to dla mnie przede wszystkim niezwykła, audiowizualna podróż, która głęboko zapada w pamięć. Każda kolejna lokacja odkrywana w grze to prawdziwy majstersztyk graficzny. Genialna warstwa wizualna, ewidentnie inspirowana twórczością Gigera czy Beksińskiego, współgra z bardzo dobrze dobranym dźwiękiem. Ścieżka dźwiękowa nie jest jedynie tłem – to żywy element gry, który stopniuje napięcie, potęguje uczucie osamotnienia. Dopracowane odgłosy otoczenia sprawiają, że przedstawiony świat wydaje się niepokojąco wręcz realistyczny. Zagadki mają różny poziom trudności, bywają intuicyjne, ale zdarzają się również dość karkołomne. Dzięki zastosowaniu przez twórców ciekawych mechanik, rozwiązywanie zagadek sprawia ogromną frajdę. Wybory moralne, przed którymi staje główny bohater, sprawiają, że grę można zakończyć na wiele alternatywnych sposobów.
Very atmospheric point and click, really pulls you in. Sometimes things are not as expected, where you looked at everything in a cupboard and all objects were inactive, but when you find a certain puzzle, suddenly an object in that cupboard becomes usable. I normally do not go back to places I have thoroughly searched earlier. But most of the time the riddles make some kind of sense. There's a little bug (Steam on Linux) where you can't see a waveform that needs to be calibrated. Had to use a tutorial video to get past that.
9/10
⭐ 6.5/10 ⭐ Un point 'n click vecchio stile, non c'è molto gameplay se non puzzle molto semplici e lineari e una storia da seguire, con alcune scelte da fare che ne cambiano alcuni momenti, ma non so quanto cambino il finale. Boh mi aspettavo dei design dei personaggi più inquietanti e strani, ispirati ai due artisti che i developer hanno citato, invece gli npc femminili sono tutte delle tope stratosferiche che sono appena tornate da un raduno goth. Ci saranno anche personaggi strani e grotteschi, ma buona parte saranno normali umani. Il mondo per fortuna rispetta Giger e Beksinski nella maggior parte dei suoi design, con luoghi inquietanti ben disegnati. La soundtrack fa un ottimo lavoro per elevare l'immersione e l'art direction generale, creando atmosfere oniriche e cupe. La scrittura è... così così. L'introduzione è ottima, con David, il protagonista, che vive in un mondo futuristico orripilante, decide così di creare una simulazione in cui trasferire la coscienza delle persone. Figo no? Però poi boh, succedono eventi che non hanno niente a che fare con il finale. Poi si viene teletrasportati in questo mondo e tutti parlano come se fossero degli npc scartati da Elden Ring, con allegorie e metafore che però non portano da nessuna parte, nè come contenuti nè come storia. È un peccato perchè la mezz'ora finale (in cui c'è anche una sezione in stile finale di Mass Effect 2 lol) ha un buon ritmo, poco yapping insensato e spiega buona parte di ciò che sta realmente succedendo, facendo così progredire la trama, però fra l'intro e l'ending c'è poca sostanza nella scrittura; ci saranno momenti belli e interessanti, che sia per i personaggi o i luoghi visitati, ma la storia fra introduzione e finale si muove poco. Però c'è anche un modo un po' più positivo di vedere il tutto: alla fine la trama del gioco viene presentata come se fosse un incubo/sogno, e spesso, leggendo conversazioni e guardando gli eventi in corso, mi sono proprio sentito un po' confuso, proprio come quando si è dentro un sogno. Non so, forse era questo lo scopo dei developer? Quindi punti forti: atmosfera e direzione artistica punti deboli: la scrittura dei dialoghi e in parte la trama Se vi piacciono i point 'n click potreste volergli dare un'occhiata, però se l'influenza di Giger e Beksinski non è un selling point per voi... non saprei.
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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