Game review
The Escapists 2
6.5 / 10
- Developer
- Mouldy Toof Studios
- Publisher
- Team17
- Released
- 21 August 2017
- Platforms
- Windows, macOS, Linux
- Genre
- Prison-break sandbox simulation
- Monetisation
- One-off purchase, with several DLC prison packs; no in-game currency or gameplay-affecting purchases
- Players
- Local and online co-op for up to four players, alongside a full single-player campaign across the same prison roster
The short version
The Escapists 2 delivers a genuinely satisfying prison-break loop — establish a daily routine, build relationships with fellow inmates, craft tools under the guards' noses, and stage a breakout — that reviewers describe as easily worth its price even for a single completionist run through every prison. A specific, heavily-upvoted complaint pushes back hard on the marketing's sandbox framing, though: one detailed reviewer explains that most prisons hide a small number of "correct" escape sequences behind seemingly open systems, and deviating from them tends to fail without clear explanation rather than open up a genuinely different solution. A second, more structural complaint concerns co-op specifically, where at least one detailed account describes crafting and key-sharing rules that undercut the cooperative fantasy the mode promises. Checked against the developer's own partner-events record, a separate reviewer's claim that "the game hasnt been updated in years" holds up almost entirely: the publisher's public communication since roughly 2020 has consisted of sales events and promotion for other titles, not new Escapists 2 content, leaving the co-op editor and connectivity issues several reviewers raise without any apparent path to a fix.
Biggest strengths
- A genuinely satisfying core loop of routine-building, crafting, and gradual escape-plan execution that reviewers say holds up across a full completionist run
- A large roster of distinct prisons, including several DLC additions, gives real longevity to players chasing full completion
- Deep character customization and cosmetic unlocks add a layer of personal expression on top of the escape-planning gameplay
Biggest weaknesses
- A specific, heavily-upvoted complaint states plainly that most prisons are "not a true sandbox" and instead hide a small number of pre-defined correct escape sequences, with deviations failing without clear explanation
- Co-op-specific mechanics draw a detailed complaint about key-sharing and crafting rules that undercut genuine cooperative planning between players
- Multiple reviewers report meaningful connectivity and control issues, including one account of the game being effectively unplayable on a specific PC configuration
Who it's for: Fans of methodical, routine-based sandbox puzzle games and small groups looking for a structured but chaotic co-op project. Less suited to players expecting a genuinely open-ended sandbox where any creative plan can work, or anyone relying on active, ongoing developer support for connectivity issues.
Our recommendation: Worth it for the core prison-break loop and real replayability across its prison roster, especially solo; go in with tempered expectations about how much genuine improvisation the "sandbox" actually rewards, and expect no further fixes from an effectively dormant development cycle.
6.5 / 10
The Escapists 2 hands players a daily prison routine — roll call, work duty, meals, free time — and asks them to quietly bend it toward a breakout, crafting tools from scavenged materials, building relationships with fellow inmates, and timing every move around the guards' patrol patterns. Released in August 2017 as a direct sequel adding local and online co-op for up to four players, it built a large, lasting following — 91% Very Positive across 11,308 English reviews — on a loop reviewers say the original game only hinted at. Reading through the sample closely shows real, sustained affection for that loop, alongside a specific, well-documented pushback against how open-ended the game's "sandbox" framing actually is.
A loop reviewers say earns its price many times over
The core praise is specific and consistent. One reviewer sums it up plainly: "Even if you only want to beat every prison once, you still get your money's worth. But if you want to 100% it, you ABSOLUTELY get your money's worth." Another, after logging 138 hours and completing the game fully, still finds it engaging: "It's a unique concept, which make it difficult to find a quality game similar to it. Personally, I find the prisons' difficulty is very well scaled as the game goes on." That combination — a loop strong enough to sustain full completion and still leave players wanting more — is a meaningfully higher bar than most sandbox games clear, and the review sample backs it up repeatedly.
A sandbox reviewers say is less open than it looks
The most detailed, most specific criticism directly challenges the game's central marketing promise. One 25-vote reviewer explains at length: "I was disappointed to learn that this is not a true sandbox in which you could really fabricate your own escape plan. There is a handful of pre-defined 'correct solutions', many of which include a very specific sequence of required steps. Making your own plan usually fails without clear explanation unless it happens by accident to be a variation of" one of those intended paths. A second reviewer frames a related frustration in terms of the game actively fighting the player: "colourless doors that cant be opened, to guards following you (as if they have nothing better to do) when you upset them, this game could be good, but simply refuses to do so." These aren't complaints about difficulty — they're specific, detailed accounts of a system that looks open-ended but funnels players toward a narrower set of intended solutions than the pitch suggests.
Co-op has its own specific friction
Beyond the single-player sandbox complaint, one detailed reviewer raises a distinct co-op-specific issue: "We worked hard on a multi-step plan over many days to acquire a key to an important door. We then discovered that the player with the key couldn't use it to let the other player through. I guess that in the name of balance, the other player has to spend the time and effort to make the key, too." That's a specific design choice that reads as balance-motivated but lands, for at least this player, as actively undermining the cooperative planning the mode is built around. Separately, more than one reviewer reports basic connectivity failures ("Issue ED000002 not connecting to server") and control issues specific to certain PC setups, suggesting the multiplayer and PC input layers haven't received the same polish as the core single-player loop.
What the patch record confirms about ongoing support
One reviewer's specific claim — "the game hasnt been updated in years, the editor is unfinished and the only communication from the devs since 2020 was to shill a dlc for a diffrent game" — is worth checking directly rather than taking at face value, and the publisher's own partner-events history mostly bears it out. Recent public communications about this game consist of storewide sales, franchise bundles, and a March 2026 promotion for a DLC pack belonging to an entirely different Team17 title, The Survivalists. There's no visible record of new Escapists 2 content or fixes in that same window. That doesn't erase what the base game and its existing DLC already deliver, but it does mean the specific connectivity and co-op-balance complaints raised above have sat unaddressed for a meaningful stretch of time.
What the achievement curve says about how far players get
Global achievement data shows broad, healthy engagement with the game's social and story systems early on — the DrLove and ArtfulDodger milestones sit at 87.1% and 71.4% respectively — before tapering into a longer tail of harder, escape-specific and completionist goals in the 20-45% range. That pattern is consistent with a game whose early hours land well for nearly everyone, with the sandbox-versus-scripted-solutions complaint becoming more relevant only once players push toward full completion and start noticing how narrow the intended paths really are.
Verdict
The Escapists 2 delivers a genuinely engaging prison-break loop that holds up across dozens of hours and multiple prisons, and its broad, positive reception is well earned on that basis alone. Its marketing promise of true sandbox freedom doesn't fully survive contact with detailed reviewer accounts of scripted, narrow "correct" solutions, and its co-op mode carries its own specific friction that years of apparent development dormancy haven't resolved. Recommended for the core loop and its replay value, with realistic expectations about how much genuine improvisation it actually rewards.
Sources: Steam store page and appdetails API (release date, pricing, platform data); Steam's aggregate review data (query_summary totals, English-language sample); individually read user reviews, both positive and negative, sorted by helpfulness and recency; Steam's global achievement statistics API; Team17's own partner-events history from 2017 through March 2026.
Pros and cons
Pros
- A genuinely satisfying core loop of routine-building, crafting, and gradual escape-plan execution that reviewers say holds up across a full completionist run
- A large roster of distinct prisons, including several DLC additions, gives real longevity to players chasing full completion
- Deep character customization and cosmetic unlocks add a layer of personal expression on top of the escape-planning gameplay
- Achievement data shows broad early engagement, with the easiest social and story milestones reached by two-thirds or more of the playerbase before tapering into harder, longer-term goals
- Local and online co-op for up to four players gives small groups a structured shared project distinct from most competing sandbox titles
Cons
- A specific, heavily-upvoted complaint states plainly that most prisons are "not a true sandbox" and instead hide a small number of pre-defined correct escape sequences, with deviations failing without clear explanation
- Co-op-specific mechanics draw a detailed complaint about key-sharing and crafting rules that undercut genuine cooperative planning between players
- Multiple reviewers report meaningful connectivity and control issues, including one account of the game being effectively unplayable on a specific PC configuration
- Effectively dormant development since around 2020, confirmed by the publisher's own public communications consisting of sales and cross-promotion rather than new content or fixes since that point
- Pacing complaints from more than one reviewer note the game doesn't pause during menus despite being marketed as a "relaxed" experience, undercutting that framing directly