Game review
2 Fights in 2 Tight Spaces
6.5 / 10
- Developer
- Ground Shatter
- Publisher
- Ground Shatter
- Released
- 7 June 2026
- Platforms
- Windows
- Genre
- Action, Strategy, Early Access
- Monetisation
- paid
- Players
- true
The short version
Biggest strengths
- A genuine return to form for the franchise, with longtime fans consistently saying it recaptures what made the original Fights in Tight Spaces great after a disappointing spin-off
- A new draft mode that multiple reviewers found significantly more engaging than the original game's prebuilt decks
- Rebalanced enemies that address a common criticism of the first game, where overpowered enemy abilities could feel unfair
Biggest weaknesses
- Persistent, widely corroborated multiplayer desync and connectivity issues that reviewers say can end a co-op run entirely, sometimes described as the single biggest problem with the current build
- No ability to save and resume a multiplayer run after a disconnect, forcing players to restart if the connection drops
- Only one act currently available, with several reviewers explicitly flagging the amount of content as thin for the asking price at this stage of Early Access
Who it's for: Fans of Fights in Tight Spaces who want a co-op-focused sequel and are comfortable with Early Access volatility, ideally with a regular multiplayer partner and patience for connectivity issues and a currently thin single-act content offering
Our recommendation: recommended with caveats
6.5 / 10
Agent 11 returns, now with backup
2 Fights in 2 Tight Spaces builds directly on Ground Shatter's acclaimed tactical deck-builder Fights in Tight Spaces, keeping its John Wick-style card-based combat in cramped, environmentally interactive spaces while adding a co-op partner into the mix. Longtime fans of the original are the pool's most enthusiastic voices, and their praise carries real weight given the franchise's rocky middle chapter. One detailed reviewer laid out that history bluntly: "I really, really enjoyed the first Fights in Tight Spaces (FiTS); so imagine my disappointment when Knights in Tight Spaces (KiTS) came out and I found myself just, really not enjoying it in any way," before noting that this sequel represents the developer finding its footing again. Another echoed the same arc precisely: "I really liked the original FITS and Weapon of Choice. After that, there was a pretty steep decline in quality; KiTS genuinely should have not have made it past the drawing board. 2F2S is looking really promising!"
Fixing the first game's biggest complaint
A specific, recurring praise point concerns combat balance, an area where the original game drew real criticism. One reviewer who tracked the change closely wrote, "when playing that game, I felt that maybe it was a little janky, considering enemies had a ridiculous amount of bonus shenanigans. I genuinely think the sequel has addressed pretty much all of my concerns about overpowered enemies." That's a meaningful vote of confidence from someone who clearly understands the franchise's mechanical history, and it lines up with broader praise for the game's new draft-based deck system, which one reviewer called "significantly more enjoyable than the old set of prebuilt decks," giving runs more build variety than the original allowed.
Multiplayer desync is the dominant complaint
If there's a single issue nearly every reviewer converges on, positive and negative alike, it's multiplayer stability. One reviewer who otherwise loved the game put it starkly: "it has some major problems especially with connectivity and desync during multiplayer runs. Often times killing the whole run," while acknowledging that's a somewhat expected growing pain "since the game recently came out and it's still Early Access." Another reviewer, whose entire reason for owning the game is its co-op mode, wrote at length about the same issue undermining an otherwise glowing impression: "when it works it is an absolute blast... The problem is, no matter who hosts, who I play with," connection issues kept disrupting sessions. A third reviewer flagged a compounding structural gap: "the game doesn't have a multiplayer game save, so disconnects and resuming progress isn't possible," meaning any desync doesn't just interrupt a session, it can erase it entirely.
Thin content, by design or by stage
Several reviewers flagged the current amount of playable content as a real limitation rather than just an Early Access formality. One wrote plainly, "there is only 1 act right now (low content)," while a more pointed critical review argued the game "desperately needs new game plus or endless" content, asking rhetorically, "why can't we get the option to fight a second city? Why can't we go back and forth between nodes?" That reviewer explicitly recommended against purchasing at the current price point until more content lands, a notably harder line than most of the pool takes, but consistent with the broader sentiment that the current build feels more like a solid vertical slice than a complete Early Access offering.
Presentation that hasn't caught up to the gameplay yet
Beyond stability and content volume, a specific aesthetic complaint recurs across multiple reviews: card artwork quality. One reviewer wrote, "the card artwork is criminally basic. FITS and KITS had great card artwork. I hope the current ones here are placeholders," a sentiment echoed by others comparing it unfavorably to the franchise's established visual identity. That's a fixable, cosmetic issue rather than a design flaw, but it's specific enough and repeated enough across independent reviews to be worth flagging clearly for anyone judging the current build's overall polish.
Comparisons to a genre-defining Early Access peer
Multiple reviewers explicitly measured this game against Slay the Spire 2's own Early Access launch, a natural comparison given the shared deck-building tactical lineage, and the comparison wasn't entirely favorable. One wrote, "compared to Slay the Spire 2's Early Access released, there is much to be desired," specifically citing the lack of multiplayer save states, occasional freezes and crashes, and the single-act content ceiling as concrete gaps. That same reviewer still landed on a positive overall impression, though, noting "we find ourselves thinking about our turns more in this game than in STS2," a genuine compliment about the depth of its core tactical puzzle even amid acknowledged rough edges elsewhere.
Verdict
2 Fights in 2 Tight Spaces recaptures what longtime fans loved about the original Fights in Tight Spaces, cinematic tactical combat, satisfying positioning puzzles, and a new draft-based deck system that genuinely improves on its predecessor, while directly addressing the enemy-balance complaints that dogged the first game. But its Early Access rough edges are real and specific: persistent multiplayer desync that can end runs outright, no way to resume a disconnected co-op session, only one act of content so far, and card artwork several reviewers hope is still placeholder quality. Worth picking up for franchise fans and co-op groups willing to accept genuine Early Access volatility, but players prioritizing a stable, content-complete experience should wait for further updates before jumping in.
Pros and cons
Pros
- A genuine return to form for the franchise, with longtime fans consistently saying it recaptures what made the original Fights in Tight Spaces great after a disappointing spin-off
- A new draft mode that multiple reviewers found significantly more engaging than the original game's prebuilt decks
- Rebalanced enemies that address a common criticism of the first game, where overpowered enemy abilities could feel unfair
- Stylish, satisfying combat animations and ragdolling, plus new environment-focused mechanics that reviewers say deepen the tactical positioning puzzle
Cons
- Persistent, widely corroborated multiplayer desync and connectivity issues that reviewers say can end a co-op run entirely, sometimes described as the single biggest problem with the current build
- No ability to save and resume a multiplayer run after a disconnect, forcing players to restart if the connection drops
- Only one act currently available, with several reviewers explicitly flagging the amount of content as thin for the asking price at this stage of Early Access
- Card artwork multiple reviewers described as noticeably weaker than the franchise's prior entries, with hope (not confirmation) that current art is a placeholder