
Decide the future of each character in Walk with the Living II, a queer strategy melodrama focused on character-driven storytelling and fast-paced tactics.
Modeled estimate, not a reported figure. How we estimate →
Media
About
On a night dark and still, the witching hour beckons. A young woman gains a mysterious power to change her form. Curse or blessing, you decide. Others will make up their minds. Family secrets find light. Danger follows.

-Experience an ensemble story with a diverse cast of characters.
-Enjoy expressive sprite art and character illustrations amid lush backgrounds.
-Consider space and terrain in creative ways to survive fast-paced, player-phase-focused battles.
-Make hard choices from the perspectives of different characters throughout the story. Decide who they bond with and the directions their lives take. All choices have consequences, both positive and negative.
-Interact with an injury system where characters who fall in battle lose stats but become available in the next chapter.
-Develop characters your own way using the Learn system to boost their stats.
-Replay and make different choices to discover dozens of endings and character epilogues. Weapons, items, and gold carry over with new game plus.
-Befriend a bear!


Niamh
Oldest of her siblings, she's burdened by a family secret long kept.

Tadhg
The middle child, he seeks a path without violence and yearns to discover himself.

Deirdre
Youngest of her siblings, her life changes in a single night.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
Old school Fire Emblem vibes with a better story and more loveable characters. I'm starting to make good progress in the game. As I stated in the front, Walk with the Living II has given me the old school Fire Emblem vibes that I've missed in recent Fire Emblem titles. The story so far is seemingly wayyyy better than those old school Fire Emblem games though. I would also say the difficulty is very refreshing. I chose the most difficult mode and am loving the challenge that feels to be missing in recent titles of this style of game. Overall, I can see myself finishing this game very quickly as it has been a blast to play so far. If you loved old school Fire Emblem games then I couldn't recommend this game more.
Just started but I really like the story. Feels like Fire Emblem but better written.
This is a charming game with characters you will grow attached to instantly, making certain story decisions gut wrenching. Luckily you can manage multiple save files, thus it easy to explore the various story paths. The combat requires a satisfyingly intense level of strategizing, so when you clear each map you feel a sense of accomplishment.
This is truly wonderful. To those looking for a short snippy review- amazing short FE inspired game with incredibly impactful, heartfelt (intricately branching) storytelling and tight gameplay (with some accessibility options for those who many be newer to Tactical strategy). It is was made by an indie studio so some small bugs and a rare, awkward visual or mechanic are to be expected- but it never heavily impacted my experience. (After reuniting two lost souls, I thought I had successfully recruited both, only to have one outright kill the other lol) Overall, the branching story and relatively short length, c.12 chapters, lead to incredibly replayibility. Be aware there are not always visible ques or lengthy explanations for some actions (units don't automatically grey upon using their turn/ choices or niches mechanics are not always explained- I have no idea how a certain end-game feature works) but the game's charm and competence more than make up for it. I'm easily going to be replaying this for weeks, trying to figure out exactly what flags what. I only recommend going into this game with a bit of patience and maybe a play-through or three of the prior entry.
I've enjoyed my time with this game so far and I look forward to playing some more and seeing all the different story branches Edit: Went back to finish it and it was a super heartwarming story with an interesting connection to the first, which I also recommend!
I'm not quite sure I understand why this game is $10 and the original Walk With the Living is... free... but that said, $10 is not a bad value for this game. You can complete it in around 3 hours, but there's also a good deal of replay value because different in-game choices lead to completely different battles; think of FE6's Ilia/Sacae route split as a comparable situation. Like the original, Walk With the Living 2 has a few UI hangups which I would've liked to see changed. As one glaring example, there's almost no sound design in the game. At all. Scrolling through menus makes no sound. Selecting any options makes no sound. From what I could tell, all of the sounds in the game came from the default SRPG Studio assets. As another thing, units STILL don't "grey" out once their turn is finished, making it more difficult than necessary to figure out who has and hasn't taken their turn yet. I also wish it were easier to tell which side each unit was on; due to the lack of color-coding, it's often a bit confusing whether a certain unit is playable, an ally, or an enemy. Gameplay is competent, if a bit uninspired and run-of-the-mill. Walk With the Living 2 was made in SRPG Studio, which indicates that it'll play out 99% identically to a Fire Emblem title. I'll grant that unit balance is done reasonably, and the game is a good bit of fun for what it is. However, it neither brings anything new to the table, nor does it transcend what any of the first 12 FE titles already accomplished. I can't exactly fault Mr. Brayfield (the developer) for this, because the gameplay IS competent... yet I will say that SRPG Studio has a lot more power than what's exhibited here. I have yet to see a SRPG Studio title which really pushes the engine to its limits and establishes some truly original, innovative ideas. Things like alternate turn orders, AoE magic spells, expanded support systems, and crazy, niche weapons are all possible within the engine. I'd love to see more developers get creative with these ideas, and more. The music and story trended a bit more on the soporific and depressing side than I'd like, but I'm sure there are people who like that sort of thing, so if you fall into that category, then more power to you. Another thing I didn't like is that your inventory size is only 3, just like in the first game. Maybe some people like this constraint, but I personally found it kind of annoying and limiting. All this being said, I found Walk With the Living 2 to be an enjoyable experience, even if it wasn't all too memorable or ambitious. If nothing else, I'm glad that the game and its predecessor exist, because they're good rebuttals to the criticism that "lol SRPG Studio can only produce trash like Falnarion Tactics or Royal Rescue."
Walk with the Living 2 is a story-focused tactical RPG developed and published by EcoGoth Games that successfully blends strategic combat with an emotionally driven narrative. Rather than emphasizing large armies or elaborate battlefield mechanics, the game places its greatest strength in the lives of its characters and the difficult choices they face. Every chapter explores themes of survival, identity, friendship, loss, and hope, creating an adventure that feels intimate and deeply personal. The combination of visual novel storytelling and turn-based strategy results in an experience where every battle serves the narrative instead of distracting from it, allowing emotional investment to remain at the center of the journey. The game's storytelling is its defining feature. Conversations are lengthy but meaningful, gradually revealing the personalities, motivations, and emotional struggles of each member of the cast. The writing approaches mature topics with sincerity, giving players opportunities to shape relationships and influence important story developments through dialogue choices. Decisions often have lasting consequences that affect both individual characters and the overall direction of the narrative, encouraging players to carefully consider every response. Instead of relying on simple good-versus-evil scenarios, the story presents morally complex situations where loyalty, compassion, and personal beliefs frequently collide. Combat introduces tactical depth without becoming overwhelming. Battles take place on grid-based maps where positioning, skill usage, and teamwork are essential for overcoming increasingly challenging encounters. Each character contributes unique abilities that encourage varied strategies, while progression systems allow players to strengthen and customize their party throughout the campaign. One particularly thoughtful design decision is the absence of permanent character death, ensuring that mistakes during combat do not permanently remove beloved companions. This approach reinforces the game's emphasis on narrative continuity while allowing players to experiment with different tactics without excessive punishment. Relationships between the characters receive remarkable attention throughout the adventure. The cast grows naturally as events unfold, with conversations revealing hidden fears, aspirations, and personal conflicts that make everyone feel believable. Romantic storylines and LGBTQ+ representation are integrated organically into the narrative, becoming meaningful aspects of character development rather than superficial additions. These interactions help establish strong emotional connections, making victories more satisfying and moments of hardship significantly more impactful. Artistically, Walk with the Living 2 delivers a memorable presentation that perfectly complements its emotional tone. Detailed illustrated backgrounds, expressive character portraits, and carefully designed environments create an immersive atmosphere that supports both dramatic and quieter moments. The soundtrack further enhances the experience with music that shifts naturally between reflective, tense, and uplifting moods, strengthening the emotional impact of key scenes. While the production values may not rival those of larger-budget titles, the consistent artistic direction gives the game its own distinctive identity. Replayability is another strength thanks to branching storylines, multiple relationship outcomes, and different endings that reward players for exploring alternative choices. Returning for another playthrough offers new conversations, different emotional perspectives, and fresh narrative developments instead of simply repeating familiar events. This design gives considerable value to players who enjoy uncovering every possibility the story has to offer. The game is not without its limitations. Players seeking highly intricate tactical systems or fast-paced action may find the combat somewhat streamlined compared to more mechanically demanding strategy RPGs. Likewise, the dialogue-heavy structure can occasionally slow the pacing, particularly for those who prioritize gameplay over narrative. A few interface elements and presentation details also reflect the realities of independent development, though these issues rarely interfere with the overall experience. Ultimately, Walk with the Living 2 succeeds by confidently focusing on emotional storytelling, memorable characters, and meaningful player choice. Its thoughtful blend of visual novel elements and tactical gameplay creates a compelling adventure that values personal connections as much as strategic victories. While its mechanics remain accessible rather than revolutionary, the sincerity of its writing and the depth of its character relationships make it a rewarding experience for players who appreciate narrative-rich role-playing games with lasting emotional impact. Rating: 6/10
Same yet deeper, more personal storytelling in the lives and what-if's of the world pursuant in previous Walk With the Living. Have not finished yet! A bit harder, but I can and do recommend you entrust thyself to Cole Brayfield's writing again. Also: <3 Frode <3
Walk With the Living's sequel has just as much emotional power as the game before it. It'll be worth your time if you're queer, traumatized, or both; and it has a powerful tug on those whose hearts battle the trauma of grief in particular. If you're someone who still has late nights questioning if there was anything you could have done, these games? They're for you, no question. Try the first one. It's free, and it gets you familiar with the gameplay. A key difference is that in WWTL2, there is no permadeath; instead, units lose parameters and are available again next chapter. For the queer, the traumatized, the left-behinds; for those who wish their body could be something else; for those who breathe with one foot in the grave... You should also walk with the living. I know it's hard. I know you often don't want to. ...Play the first game, at least, but if you can spare it, please play this one too. It's more than worth the price, and neither game gets enough love.
Succinct, sweet, excellently-written, and queer as all hell. And it all feels natural. Unit variety is good, your dudes all feel unique, and it's suitably challenging on the hard difficulty that I was having units injured pretty much every map. Solid FE(-like). It can be a little clunky, but not overwhelmingly so, and there are stretches with no music and basically no sound, which isn't ideal? A sequel with some further UI updating/overhaul, maybe some text blips (those have a name, and I'm blanking on it) for dialogue, a few more movement and other sound effects, maybe some promotions -- could be a real banger. The characters here are so good. Iyabo and crew have such cool designs? Niamh & Deirdre & Tadhg and all the Irish names & such are super cool to see- oh, I'm blanking on birdboy's name, but, as a lover of pegasus knights, he was super fun to use... Watching Niamh go from 'damn, i saw my mom seconds away from boning down with a hot witch' to 'hm. i think maybe that runs in the family 'cause Iyabo lookin' kinda fine-' is so good? lesbian icon tbqh we love Niamh in this house and Deirdre is so... perspicacious. The girl's got wisdom! And depression! She's a ton of fun to see. That decision towards the end, before the last stage? I went full-on hands-on-my-temples at that. 'Cause you know, you *know* which choice she'd make. You *know* it. And you have to go with it. It feels wrong not to. That's a testament to the writing. I'm just gushing about this game at this point. If you're a queer Fire Emblem fan in particular, give this a go.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
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.
Related
| Tales of Isenberg | $1.3K | 55 | 100% | $1.04 |
| Mine the Gold | $1.3K | 87 | 41% | $0.54 |
| Russian World | $1.3K | 87 | 89% | $0.99 |
| Burn It Down | $1.3K | 87 |
| 79% |
| $0.99 |
| The King's Heroes | $1.3K | 58 | 64% | $0.79 |
| Outpost 13 | $1.3K | 82 | 32% | $0.99 |