
Dynamic, procedurally generated adventure game that puts exploration first. Build your legacy as each wayfarer will change the fate of the world. Endless replayability with a huge set of difficulty modifiers. Boasting an award-winning soundtrack, a beautiful art style, and regular updates.
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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
An absolute cube world scenario. Unexplored 2 has undergone a grotesque metamorphosis. What began as an innovative RPG with otherworldly aesthetic and deep systems has been lobotomized into another soulless roguelike. A few years ago, Unexplored 2 mesmerized me. Here was something genuinely different—a game that felt transmitted from another dimension. The aesthetic was hauntingly alien. Procedurally generated worlds felt ancient and unknowable. The clan system promised political intrigue. Character customization rewarded experimentation. Skill progression invited you to truly inhabit your wayfarer. It was mysterious, ambitious, and utterly unique. This was a game that respected your time and intelligence. What we have since received is a travesty. The developers gutted everything that made Unexplored 2 special and replaced it with the most cynical interpretation of "replayability." Meaningful character progression became Pokemon-esque character-swapping that treats wayfarers as disposable tools. The world that once invited exploration now feels like disconnected mission nodes. You complete a quest, get teleported back to the hub village like an interdimensional Uber driver, then select your next disposable protagonist. The mystery is gone. The journey is gone. The aesthetic mystery of it all might as well be a screensaver. The developers' explanation for this creative vandalism is particularly galling. They claim this was always their "original vision"—that players were somehow playing wrong by wanting to stick with a single character. They frame commitment to character development as a "flaw" that needed correction. This is revisionist nonsense. If forced character rotation was truly their vision, why spend any time at all developing a completely different game? Why create systems that actively encouraged long-term character investment? Why build a world designed for extended exploration if your intent was always to chop it up into bite-sized mission chunks? "Individual wayfarers accumulated too much power and wealth and players never felt the need to change characters"? So what? It's an RPG. Maybe players want to invest their time into one primary character instead of being forced to cycle through disposable alternatives they feel no attachment to. The claim that this system "brings back character progression" is the most insulting part. Character progression isn't playing half-arsed roguelike Pokemon. It's not managing a roster of interchangeable puppets. Real character progression is gradual accumulation of power, knowledge, and narrative investment in a single avatar over time. It's watching your clumsy early attempts at combat evolve into something great. This transformation certainly betrays my expectations. I waited years for this vision to be realized, only to discover the developers had abandoned everything I fell in love with. They've taken my patience, enthusiasm, and money, and used it to fund the destruction of their own creation. The Unexplored 2 now isn't just a bad game—it's a monument to creative cowardice. Rather than trusting their original vision and refining it, the developers opted for the safe, focus-tested route of generic roguelike mechanics. Unexplored 2 represents everything wrong with modern game development. It's been designed by committee, focus-tested into mediocrity, and stripped of everything that made it special. The developers took a genuinely innovative concept and transformed it into another forgettable entry in the increasingly crowded roguelike genre. If you're looking for a meaningful RPG experience, look elsewhere. If you want to explore a genuinely alien world with a character you can truly call your own, you'll have to keep waiting—because that game no longer exists. What we have instead is a soulless shell wearing the skin of something that once had promise. It's a game that fundamentally misunderstands what made its predecessor special, and in doing so, has become something far worse than merely bad—it has become irrelevant. The original Unexplored 2 is dead. What stands in its place is a pretender that deserves neither your time nor your money.
I wanted to love this game I truly did. It was so overwhelmingly free. It felt like you werent just playing a game but a personal and unique story. I truly loved it. The changes which were announced on may 13, 2024 however and the following updates enforcing them changed too much of the core, too much of what made it so free. Its still fun yes but not the same. The personal story generator this was turned into just a story, the freedom became focus. Objectively not a bad game, but not the game I fell in love with
Honestly, I really enjoyed this game at the outset. It was fun exploring the world, making tough choices on what equipment to bring, and learning about the world as I explored it. I'd find something interesting... hear a rumor... note it down... and set out to see if I could find it. It wasn't really ABOUT much of anything. I knew I had to bring the staff of Yendor to a place, but that was about it. Over time I learned more, stashed away good stuff for the future, and generally had fun despite not making a concerted effort to WIN. It was just about exploring the world for me. Well, I decided after all this time to start a new game and boy did the experience just not feel good. Maybe that was my fault? I really can't say. I wandered around the town with a hero I could no longer customize or name, whose abilities I didn't know, talking to folks who wanted to send me on quests... then I went to the training area because it had been so long, I thought I'd reacquaint myself with how things work. That area was confusing and convoluted in ways it didn't need to be. I kept running into things telling me I didn't learn about them yet, so I can't do them. What kind of a tutorial won't let you learn because you haven't learned? If it is a tutorial area, lead me from one thing to the next. TEACH me how to play... don't make it a wide open space where some things tell you that actually, you can't do this yet because you haven't learned about it. Starting this game I made almost zero choices, and once I was plopped into it without context or direction almost immediately found reasons to be frustrated rather than interested. It feels like a lot of the fun things I enjoyed about the first iterations are gone... I thought I remembered a whole starting event where there were enemies and we got the overarching mission and had to travel to safety... an intro that immediately taught you what the game was about... All I did was set this game to 'standard' difficulty and start... it was a very disappointing beginning. There was a library that was overwhelming. A bunch of people who wanted things from me. No context for who I was or what was happening. It wasn't open in a fun an interesting way, the game isn't so intuitive that you don't need any hand holding, it is just frustrating. Really unfortunate that the game I bought and enjoyed was utterly destroyed.
Just discovered this game it very much is my cup of tea! The feeling of playing it reminds me of games like Gothic or Risen (except procedural!) where you just feel like a small part of a larger, dangerous world and getting to the end is no easy feat. You are allowed (and expected) to fail. However, this also means that progressing and succeeding feels real and meaningful. The good: - Meaningful progression - A large world to explore and learn about - Faction system is great, makes the world really feel alive - Just as much of an emphasis on preparing for a journey as there is on the journey itself - Tense combat meaning you have to carefully pick your battles - It offers a ton of options to help you (though learning the game will still take effort) The bad: - I do think the game could do a better job at teaching some fundamentals (I still don't fully understand parrying, the game says it will happen automatically but it just doesn't seem reliable) - Its very easy to accidentally steal something from somebody, it really should tell you when a container's content is owned like it does for smaller containers (or at least make it so that if you take stuff when the owner isn't around then they don't immediately become aware of it) - Bugs! I have seen multiple (often UI) bugs occur
****this is one of my favorite and most special games for me**** EDIT PLEASE READ: the game is about the developers love for their art and special vision, and it was unfair to make it about me. simply put, the game is still spectacular, just different to what i had found to be special about the game and pivoting to something special in a different direction. which is fine, it is just disappointing to something that was intricate for many reasons that contrasted the developers artistic intentions. and i think thats fine, its good for the dev to understand that and realize what *they* want to change. it is only sad because of what the game meant to me before, but it is still special to the devs and others and myself regardless. unexplored should still be bought and played and explored, and even now, classic character customization has been brought back to the game and is once again now more on the path of a complete sandbox with the changes previously made that add more depth in a way that compliments more fullness to the developers new pivot in artistic direction* this game developers vision is important, special, and discrete to them, and is not designed to be my vision or for me and that is good. it should be that way. which is why i say in strength after hundreds of hours in the original and playing nearly every roguelike on steam that this is one of the most egregious cases of a dev not understanding everything about why their game works in regard to how its strengths compliment its intentions and them. instead of continuing to build off of the previously established structure, the developer decided they wanted to completely deconstruct it in a way that removes player choice and agency, removes mechanics, and freedoms, in an attempt to railroad it into fitting the mold of a more mainstream and popular roguelite style game and im sorry to say guys but those styles do NOT mesh. you cant take the game that was clearly working and then trash it to make a game objectively more linear that in removing immediacy makes people care far less than they did about the long term effects of the world to even be able to see how several characters later things are new and affected diferently then they were in the past. you made it so that doesnt matter, individual runs now feel too limited and linear for me to care about making more characters and seeing what happens in the future. the bottom line is that i completely understand that the game went in a different direction then the devs wanted, but it was also entirely possible for the game to go in the new direction and still thoughtfully implement the things that worked. instead, the game got hyped and successful off of something different and special, that didnt quite align with the devs and so when it was popular enough to justify the financial decision, the rug was pulled out and with extreme hubris the game was fundamentally made more empty. more lifeless, more like a game, more stale, and ultimately, especially in gameplay if these systems do not have more immediate effects -- more generic. the devs in trying to change things and add content, succeeded in virtually gutting their game and making it empty and lifeless unless you commit to multiple characters, which wasnt the case before and through the intelligence of the prior design would always encourage that sort of multi character play to see the things because you wanted to. the dev is trying to make this appeal to everyone instead of realizing the game had a niche and you cannot make something so specific be redesigned to broader appeal. its foolish and demonstrates immaturity in design. all of the objectives the devs wanted to meet could have been done and the game still restructured without making npcs feel more static than an n64 game when previously this game *was* the action rpg equivalent to qud. i still love this game and enjoy playing it, but that comes with the caveat of now having to ♥♥♥♥ with the settings to make it as if ive rolled back patches but try to keep the new content. which is absurd and ridiculous and shouldnt happen. any dev who got less hype from publishers once their game came out with the same degree of thoughtfulness initially put into their systems would not change it. im so sad, this game helped me through my depression and right as i got super into it after waiting for years to play, it pulled the rug. you cant use your well made game as a stealth kickstarter to create lost media out of the original game and reconstruct it as a lesser, new game. just what the actual ♥♥♥♥ guys. atleast have a classic mode built in, or allow rolling back patches or mods or something. yes that is where im at -- im begging you that you allow me to roll back patches this is still one of the most special, beautiful, and most interesting games i have ever played, please dont let it go away, dont let hubris led to it becoming buried and forgotten as a shadow of its former self when in the future people are looking back on these games. dont let people look back on this and remember it as generic, you are creating lost media out of your own special and unique game. the part thats craziest is these sorts of decisions are usually money driven and this clearly is not. im begging you devs PLEASE consider the things i have said, there is still a way yet for this game to own its history and be something special, the most special it can be with love reckon with what you made being different from what you wanted or what you made is not the same as what you wanted or intended, figure out what makes that special or just make two branches of two different versions of the game. if you make a downloadable branch for classic atleast than that solves the problem. then if you want to keep destroying the games living feeling go ahead tldr; this game was super special and the devs vision didnt align with the understanding of everything that originally made the game work work, i really enjoyed this game for comfort rn and the dev seems to concerned with breaking into the mainstream of roguelites while still trying to make the game kind of like what it was and what they intended it to be. not having their cake and eating it too as badly as they want to DEVS PLEASE PLEASE PLEASE READ THIS I LOVE YOU AND YOUR GAME SO MUCH AND REALLY WANT IT TO DO WELL AND BE PERFECT AND SPECIAL!!!!!!
I'm pretty torn on whether I recommend this or not, there were a lot of frustrating things. The worst was there was a whole quest branch for waking the fire elemental, I got the special (excessively heavy and so annoying to travel with) weapon, and absorbed all the fires in the area which I assume is what I was supposed to do for that quest, and nothing happened. I ran around the area for like 45 minutes looking for anything else I could do, stabbing veins that make more monsters appear in case that would do something, etc. then finally I gave up and asked the internet and all the references I could find to this quest were from 2022 saying it wasn't implemented yet. Looks like in 2024 it's *still* not implemented, based on the achievement lookup thing saying 0 people have that achievement. I got stuck in badly generated scenery a couple of times, but the "escape to entrance" option to break out of that makes it not too annoying (but still a bit annoying). The crafting stuff is super weird because it's like "you need 5 fur to make an item fur-lined" and throughout my entire playthrough to victory I saw a total of 8 fur. All the ingredients seem that way. I discovered late in the game that you can revisit a place you've already been and all the stuff regenerates, so I guess you can just *farm* sigils from a location that says "there's a sigil here", though I didn't try it. (I make the assumption based on taking the key-forging plate out of the forge while I went to fetch a fire sigil, and when I went back still carrying it there was another key-forging plate in there.) Inventory management is annoying, as the home base keeps slowly filling up with trash items so you run out of space to store the items you actually want to keep. But despite all these annoyances, I enjoyed playing the game to completion, on the easy "adventure" mode. I'm pretty sure I would absolutely hate it on a harder mode, because most of the danger is from things you have little control over (like a path near the end with 5 "cold" events on it - even if you're somehow wearing the maximum amount of cold-resistant equipment and none of it has been drained that's still gonna hit you, and it's pretty much not possible to be in that state since you can't recharge your cold-resistant equipment during that whole trip.) All of the equipment for resisting the elements being encumbrance-occupying equipment makes that sort of thing especially problematic. On the positive side... um... It's kind of hard to say what's to like? I clearly *did* enjoy it because I played it for 27 hours. The generated puzzle-ish nature of the dungeons is pretty good. The combat is meh, but the mechanisms for *avoiding* combat are decent. The music and graphics are pleasant enough (though sometimes the stylized graphics make it hard to distinguish stairs from cliffs, or stairs from flat surfaces). Would not recommend at full price, but would recommend on a good sale.
This game is a hidden gem. This is obviously an Action RPG. It's got an engaging variety of character "classes", weapon and item types, and magic. Exploration areas such as dungeons, ruins, bridges, groves, etc... are both varied and dynamic (like spending too long in a cave that's beginning to collapse). This part of the game rewards exploration with tucked away resources and other secrets in the spirit of games like early Zelda titles and classic JRPGs. This part is great all on its own. What I was surprised to find in this Action RPG, though is that overland travel on the world map is a whole other pillar of play. It's like a classic Hexcrawl, but one that strikes a feel-good balance between requiring you to plan and make interesting decisions and being too "crunchy". The overland travel is very well integrated with the action/exploration portion as well and the carrots and sticks in each mode can push you to need to take advantage of the other. The last aspect I'll mention is the Fortune Test. It takes the concept of a skill check that is perfunctory in most games and makes it a dramatic and engaging affair. I often have to weigh my needs against my resources - risk vs reward. And this aspect too can drive you to explore more to improve your odds later. And fortune tests are always given narrative flavor too, so it's not just clicking ahead to the outcome you want (or can live with). Don't sleep on this one. It's better than I knew to expect.
In it's current state the game is genuinely so bug riddled that it's unplayable, I don't know what update has caused it but when I look at youtube it seems to be a much healthier and fleshed out game then what it is now, I've had to start like 4-5 different runs, one ended because the world didn't create a path to a quest location so I was soft locked, and the one that made me decide to quit was this "bir's tomb" quest, and I was like "oh okay its a skill issue" then I go to the discord (there was one helpful person) to ask for help, and reading in the discord leads me to think the Devs have all but abandoned this for their new game. But I find on the steam page someone reporting this same bug last year, and in the discord someone reporting it two years ago? How has this bug made it this far?
The continued development of this game is sort of strange and amazing.
A very unique game, certainly not for everyone, but if you like games with a story where you feel your choices have significant impact, and you really do not know what will come next, this game is a treat. It takes you through a deep story, that is not easy but rewards those who play, lose, and learn. Completing this game on your first, fifth or even tenth run is unlikely, but it offers something for me a lot of games have not and that is a true sense of not knowing what happens next. Sometimes the game is rough around the edges and RNG can cause you some serious issues, but there are some help options within the settings menus, that help you get out of softlocks or other issues, and the penalty of death is not very high for most of the game, meaning you can play it quite casually if you want. I highly recommend this game for anyone who wants an experience quite unlike any game they've played before!
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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.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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