Game review
Assassin Of Spider 2: 2099
5.5 / 10
- Developer
- Saylor games
- Publisher
- Saylor games
- Released
- 12 June 2026
- Platforms
- Windows
- Genre
- Action, Adventure, Indie
- Monetisation
- paid
- Players
- false
The short version
Biggest strengths
- A genuinely varied arsenal — pistols, rifles, shotguns, rocket launchers, flamethrowers, and melee weapons — that several reviewers said kept the simple combat loop from feeling too repetitive
- Easy to pick up and finish in a single short sitting, with a straightforward structure of fighting through enemies before facing a giant spider boss at the end of each level
- The ability to swap between first- and third-person perspective mid-fight, which one reviewer called genuinely useful when surrounded
Biggest weaknesses
- A very short campaign — one reviewer reported finishing all nine levels in roughly 30 minutes by beating only the boss of each stage
- Weightless, low-impact gunplay, with multiple reviewers specifically noting a near-total absence of weapon recoil and physics
- Low difficulty throughout, with abundant health kits and slow-reacting enemies that several reviewers said made death almost a non-issue
Who it's for: Fans of quick, brainless arcade shooters looking for a short, cheap session, not players seeking depth, physics, or a substantial campaign
Our recommendation: mixed
5.5 / 10
Assassin Of Spider 2: 2099 released on Steam on June 12, 2026, a $5.99 solo project from developer and publisher Saylor games. The premise is deliberately thin: a giant spider ruler and its swarm have overrun Earth, and a lone armed hunter must fight through nine levels, recover stolen skulls of power, and gun down a spider boss at the end of each stage. Its 14-review English pool is Positive, and the reviews describe exactly what the pitch promises — a short, cheap, brainless arcade shooter, no more and no less.
The arsenal draws the pool's most consistent praise. One reviewer called it "a considerable amount of effort" put into weapon variety, listing "pistols, rifles, shotguns, rocket launchers, flamethrowers, machine guns, grenades, and melee weapons such as swords," and credited the ability to swap between them for preventing the simple combat loop from feeling too repetitive. Another reviewer singled out the flamethrower specifically, writing that it "goes hard," and praised the option to swap between first- and third-person perspective mid-fight as "a massive w, super useful when you get swarmed." A third reviewer compared the tone favorably to a genre classic, writing it plays "like Serious Sam, only set 10,000 years BC."
That said, the campaign itself is short by any measure. One reviewer laid out the structure precisely: nine levels, and since only the final boss of each stage needs to die to unlock the exit, the whole game can be finished in "about 30 minutes" if a player chooses to ignore the rest of the enemies. The same reviewer noted an odd wrinkle in the save system — checkpoints carry across levels, so dying on level nine after last saving on level two sends the player all the way back, though they added this barely matters since the maps are small enough to restart quickly. Difficulty is similarly low across the board; that reviewer and others described abundant health kits and slow, hesitant enemy behavior that makes death nearly impossible to encounter by accident, with one writing that "even my grandma could handle these opponents" since "they take forever to make a move."
The gunplay itself draws the pool's most pointed and corroborated criticism: a near-total lack of weapon feedback. One reviewer praised the shotgun's sound design but added flatly, "there's no recoil," and concluded "there's no physics here at all." A separate reviewer made the identical observation independently, describing the shooting as satisfying only because "you can keep pulling the trigger endlessly" thanks to "minimal" recoil, framing the weightlessness as functional rather than a flaw but still confirming the same underlying detail. That two reviewers landed on the exact same specific critique, unprompted and in different reviews, makes it a fair and reportable weakness rather than a one-off complaint. A negative review went further on presentation, arguing the game "feels more like a collection of borrowed content than a full-fledged game" and calling it lacking in "artistic merit," though that same reviewer conceded it "would be okay" with more polish.
It's worth being direct about what this pool actually is: a small handful of largely very short, casual reviews from players with modest playtime, several running just a sentence or two, with only two or three offering real substance beyond a thumbs-up. That thinness is a real limitation on how much can be confidently said about the game's later hours, its stability over repeat playthroughs, or anything beyond a single short sitting, and it should factor into how much weight any individual quote here carries. What can be said with confidence, since it's corroborated across multiple independent reviewers rather than resting on any single account, is that the arsenal variety is real, the difficulty is genuinely low, and the recoil-free gunplay is a consistent, deliberate design choice rather than a bug.
For context, budget arcade shooters like this one live or die almost entirely on whether their core loop feels good to repeat, since they rarely have the scope for a memorable story or set-piece variety to fall back on. Assassin Of Spider 2: 2099 sits in an awkward middle position on that spectrum: the weapon variety and boss-rush structure show real design intent, but the almost complete absence of recoil and physics — confirmed independently by more than one reviewer — undercuts the moment-to-moment feel that a shooter needs to hold up even for a 30-minute session. One reviewer's simple ask, "add co-op mode pls," points at the most obvious way a sequel or update could meaningfully extend the game's appeal beyond a single solo sitting.
A few smaller notes round out the pool. One reviewer praised the audio work specifically, calling the background music "nice" and the shotgun sound "AWESOME," while another flagged the voice acting as noticeably weak, describing it as "weird (it's there, but it's not there)." Achievement hunters got a small mention too, with one reviewer noting the achievement list can be cleared in "1-2h" alongside a full playthrough, which fits the game's overall identity as a quick, low-commitment completion target rather than a long-term time sink. None of these smaller points shift the overall picture much, but together they reinforce that this is a tightly scoped, modestly polished release rather than an ambitious one.
Taken as a whole, Assassin Of Spider 2: 2099 is a disposable, budget-priced arcade shooter that mostly delivers on its narrow promise: point a gun at spiders, watch things explode, and move on within the hour. Reviewers were largely charitable given the price, and there's a real, if modest, arsenal and boss-rush structure underneath the thin premise. But the campaign is genuinely brief, the difficulty barely registers, and the weightless gunplay is a consistent enough complaint across independent reviewers that it should temper expectations. This is a fine impulse purchase for genre fans wanting a quick, undemanding session, not a substantial shooter for anyone looking to sink real hours in.
Pros and cons
Pros
- A genuinely varied arsenal — pistols, rifles, shotguns, rocket launchers, flamethrowers, and melee weapons — that several reviewers said kept the simple combat loop from feeling too repetitive
- Easy to pick up and finish in a single short sitting, with a straightforward structure of fighting through enemies before facing a giant spider boss at the end of each level
- The ability to swap between first- and third-person perspective mid-fight, which one reviewer called genuinely useful when surrounded
- Cheap enough, especially on sale, that reviewers consistently framed it as fair value for a short, disposable arcade session
Cons
- A very short campaign — one reviewer reported finishing all nine levels in roughly 30 minutes by beating only the boss of each stage
- Weightless, low-impact gunplay, with multiple reviewers specifically noting a near-total absence of weapon recoil and physics
- Low difficulty throughout, with abundant health kits and slow-reacting enemies that several reviewers said made death almost a non-issue
- A presentation some reviewers felt leaned on recycled or generic-feeling assets rather than a distinct visual identity