
Windlands 2 is a built-for-VR fantasy action adventure game, use grappling hooks and a bow to explore the vast mysterious world to take down gigantic titans alone or with friends.
Modeled estimate, not a reported figure. How we estimate →
Media
About
Return to the world of Windlands, alone or with friends. Armed with grappling hooks and a bow, soar through the ruins of a fallen world. Embark on a journey to destroy the gigantic titans and save the world from an ancient danger.
- Grappling hooks focused locomotion with parkour platforming.
- Variety of expansive areas that reward exploration.
- Single player or up to four player Co-Op.
- New Bow Weapon to use alongside the hooks in epic titan battles.
- Fully voiced storyline with NPCs and world events.
- Full Original Soundtrack
- Optional skill based Speed Run Races and collection challenges with Leaderboards.
- Multiple advanced modes, including "no hooks", "one life" and "hook anything".
- Collectables, Easter Eggs and Achievements that reward exploration with new hooks as rewards for completers.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
Кроме черного экрана после заставки ничего не увидел. 0/10.
Windlands 3 please
Windlands 2 delivered so hard on what I wanted from a VR Sequel to Windlands, and honestly if you in for a fun game about keeping your momentum and some lil archery segments, So long as you have your VR Legs and aren't too prone to motion Sickness, I heavily recommend Windlands 2, though the writing and story elements are a little cheesy. Though that's part of it's charm! :3
круто
The grapple and flying mechanics are pretty different from the first game, its more "dumbed" down and you can't launch yourself like you could before, but you get used to it pretty quick and it still feels pretty good. The world, levels, and shooting mechanics, are all decent and fun welcome to the series. It has more of a story than the first game did but still its not very fleshed out...theres now characters and voice lines but the main focus is still parkour with some new combat elements. Levels are all really cool though and you'll spend some time just looking around at all the different ways to go about a section, just don't buy it for the story, buy it for the parkour element like the first game and you'll like it.
This fetch quest simulator will have you going back and forth through the same scenes over and over, occasionally having boring, uninspired fights along the way. You'll have this game mastered in about 30 minutes, since the maximum movement speed is dreadfully slow and the archery is more spray-and-pray than focused and precise. Speaking of movement, it's incredibly drifty in this game. If you're moving even a little quickly when you land on the ground and don't grapple something right away, you'll slide right off the edge. For a game that's built around small platforms and combat, I cannot possibly fathom why they chose to give the character nearly 0 friction. There's also no penalty for dying which, I believe, is motivated by the combat being so bad. You''ll rarely die from enemy attacks (at least as far as I've gotten into the game), but you'll likely die constantly from falling off small platforms as you try to hit small weakpoints on enemies who are shooting homing projectiles and jumping around the arena. Due to the map design surrounding the fights, you'll often find that, once you slip off an edge, there will be nothing to grapple onto as you fall for 3-4 seconds. I honestly cannot recommend anyone buy this game for less than half-off and, even then, only pick it up if you absolutely love archery, a simplistic art style, and swinging through the air.
I understand that this is a high mobility game but DAMN I have strong vr legs at this point and this was a nausea speedrun. Gameplay wasn't fun enough to overcome the motion sickness. The idea is interesting but the swinging is narrowed to "bushes" for some reason, like it was in the first game, and that's too restrictive to be fun. The first boss was interesting but that's about it. Edit: holy bananas I just noticed this is 25€ at full price. Big no. I paid a few bucks for it and that's fine, but 25€? NOPE.
good first playthrough
Best game in experience and bosses, Graphics need to improve
Windlands 2 is an ambitious virtual reality action-adventure developed and published by Psytec Games Ltd that places freedom of movement at the very center of its design. Rather than treating locomotion as a necessary compromise in VR, the game embraces it as its defining feature, building an experience where swinging, gliding, and soaring through the air feels as important as combat or story progression. From the first moments, it becomes clear that Windlands 2 is less about standing still and more about inhabiting a world through momentum, height, and motion. The core of the experience lies in its grappling hook traversal, which allows players to latch onto distant surfaces and propel themselves across vast environments with fluid, physics-driven motion. Learning how to chain swings together, manage momentum, and choose the right anchor points becomes a skill in itself, one that gradually transforms initial uncertainty into exhilarating confidence. Once mastered, movement feels liberating, turning traversal into a kind of aerial dance that encourages experimentation and exploration. The sense of scale achieved through this system is particularly striking in VR, as cliffs, ruins, and open skies feel genuinely towering and expansive. Combat is designed to complement this constant movement rather than interrupt it. The introduction of ranged weaponry, primarily a bow, pushes players to fight while airborne, using speed and positioning as key defensive tools. Encounters often reward those who stay mobile, circling enemies or grappling to vantage points rather than standing their ground. Boss battles, in particular, emphasize this design philosophy, combining traversal challenges with precision shooting and situational awareness. While aiming and weapon handling can feel demanding depending on hardware and player comfort, the integration of combat with traversal creates moments that feel uniquely suited to VR. Narratively, Windlands 2 offers more structure and presence than its predecessor, providing context for the world and the threats that inhabit it. Voice-acted characters and guided objectives help frame the journey, giving players a clearer sense of purpose as they move between regions. The story itself is serviceable rather than groundbreaking, but it succeeds in grounding the action and giving emotional weight to major encounters. Importantly, narrative elements rarely slow the pace; instead, they act as connective tissue between exploration and combat. Exploration is richly supported through open-ended level design filled with optional challenges, hidden paths, collectibles, and traversal trials. Timed races and movement challenges encourage players to refine their skills and revisit earlier areas with greater mastery, while secrets tucked into vertical spaces reward curiosity and daring. This structure gives the world a sense of depth and replayability, making it feel less like a linear campaign and more like a playground built for movement enthusiasts. One of the game’s standout features is its cooperative multiplayer, which allows up to four players to explore and fight together online. Sharing the experience transforms the tone of the game, turning solitary traversal into a social spectacle as players swing side by side, coordinate attacks, or simply race each other across the skyline. Co-op does introduce moments of chaos and occasional technical roughness, but the shared sense of speed and freedom often outweighs these issues, adding longevity and variety to the experience. Visually, Windlands 2 adopts a stylized art direction that prioritizes clarity and scale over photorealism. Environments are colorful and readable even at high speeds, an important consideration given how quickly players move through the world. Ruins, natural landscapes, and towering structures are designed to be visually striking without overwhelming the player, maintaining orientation during rapid traversal. The audio design complements this well, using ambient sound and music to reinforce both the serenity of exploration and the intensity of combat. Comfort is an unavoidable consideration in a VR game built around constant motion, and Windlands 2 makes an effort to address this through various locomotion and comfort options. Even so, its high-speed swinging and verticality can be challenging for players sensitive to motion sickness. Those comfortable with VR movement will likely find the experience thrilling, while newcomers may need time to acclimate or adjust settings to suit their tolerance. Ultimately, Windlands 2 stands as one of the more distinctive VR experiences available, defined by its commitment to movement as a form of expression. It may not excel equally in every area, but its blend of exhilarating traversal, integrated combat, expansive environments, and cooperative play creates moments that feel genuinely impossible outside of virtual reality. For players who value freedom, verticality, and the physical sensation of motion in VR, it delivers a memorable adventure that invites you not just to explore a world, but to fly through it. Rating: 7/10
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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