Game review
Tormentum II
7.5 / 10
- Developer
- OhNoo Studio
- Publisher
- OhNoo Studio
- Released
- 23 July 2026
- Platforms
- Windows, macOS, Linux
- Genre
- Adventure, Casual, Indie
- Monetisation
- One-time purchase; no DLC or in-app purchases found at review time
- Players
- Single-player only
The short version
Tormentum II is OhNoo Studio's long-awaited follow-up to 2015's Tormentum: Dark Sorrow, a standalone dark point-and-click adventure about a simulation creator who wakes up trapped inside his own nightmarish creation. Released 23 July 2026 after roughly eight years of development, it landed "Very Positive": 101 of 110 total reviews recommend it, and this review reads a 100-review English-language sample covering nearly the entire population. The consensus praises the game's Giger- and Beksiński-inspired hand-drawn art and its branching, multiple-ending structure almost unanimously, while splitting on a real structural change from the original: Tormentum II leans much further into visual-novel-style dialogue and noticeably easier puzzles, which a vocal minority of longtime fans feel comes at the expense of the atmosphere and puzzle substance that made the first game memorable.
Biggest strengths
- Hand-drawn, Giger- and Beksiński-inspired art that draws near-universal praise across the review sample, with reviewers repeatedly calling individual scenes and close-ups the best reason alone to play
- A genuinely branching story with multiple named endings, reflected directly in the game's achievement list, which reviewers say adds real replayability rarely seen in the genre
- A dark, atmospheric soundtrack with metal-influenced passages that multiple reviewers single out alongside the visuals as a highlight
Biggest weaknesses
- The single most repeated critical complaint in the sample: puzzles are noticeably easier than in the original Tormentum, with several reviewers saying they were never truly stuck across a six-to-ten-hour playthrough
- A recurring complaint that the heavier visual-novel-style dialogue makes the story feel more "incoherent" or over-explained than the original's sparser, more atmospheric writing
- Multiple reviewers say the large cast of over thirty characters tends to blur together, with almost everyone speaking in similarly heavy, prophet-like metaphor
Who it's for: Fans of the original Tormentum, H.R. Giger and Zdzisław Beksiński-inspired dark surreal art, and narrative-heavy point-and-click adventures with branching endings; a poor fit for anyone wanting a puzzle-first challenge or the more atmospheric, sparse dialogue of the 2015 original.
Our recommendation: A gorgeous, ambitious sequel that mostly delivers on an eight-year wait, held back only by puzzles that rarely test the player and a story some longtime fans find overwritten.
7.5 / 10
Introduction
Tormentum II picks up, in spirit rather than plot, eleven years after 2015's cult favourite Tormentum: Dark Sorrow. Players take on David, a simulation designer who wakes trapped inside his own creation on a prison island, and must explore a series of surreal, hand-drawn locations to find a way home. Developed and published by the two-person team at OhNoo Studio after roughly eight years of work, it released 23 July 2026 to a "Very Positive" reception: 101 of 110 total reviews recommend it, and this review reads a 100-review English-language sample covering nearly the entire population. That overwhelmingly positive score sits alongside a genuine, specific debate among longtime fans about exactly what kind of sequel this is.
An eight-year wait, and art that justifies it
Almost every review in the sample, positive or negative, agrees the wait produced something visually extraordinary. "This game will show you some of the most beautiful macabre art available today," reads one review, and another calls the whole experience "first and foremost a deep dive into art. Gothic, punk, grunge, metal, at times gross, at times glorious, always epic art." Reviewers repeatedly cite the game's roughly 500 individual hand-drawn background images — including dedicated close-ups — as a step up even from the well-regarded original, with several comparing specific scenes directly to the H.R. Giger and Zdzisław Beksiński art that inspired them. The dark, metal-inflected soundtrack draws similarly consistent praise, with one reviewer writing simply that "the music and sound design... elevate every scene and pull you even deeper into its dark atmosphere."
A visual novel wearing a point-and-click's clothes
The sample's clearest fault line concerns structure, not art. "Tormentum felt like an HOG without hidden objects, and it had a fairly simple plot. Tormentum II feels more like a visual novel," reads one detailed review, a framing echoed almost word-for-word by a negative review: "it feels more like a visual novel than a P&C adventure game. But the story is incoherent and most of the time I don't understand the narrative." A separate critical review goes further, arguing the large cast works against the story: "the game introduces over 30 beautifully drawn characters, but they blur together. Everyone acts like a prophet speaking in heavy metaphors, and almost nobody has a clear voice." This isn't a rejection of the writing outright — many reviewers on the positive side call the story "deep" and "cryptic" as a compliment — but it's a real and repeated disagreement about how much dialogue the game asks players to sit through relative to the first game's sparser approach.
Puzzles take a back seat
The second major and even more consistent complaint concerns difficulty. "The puzzles might be a bit too easy. There was never a point where I felt I really need to think about how to proceed," reads one review, and a near-identical sentiment recurs across the sample: reviewers describe the game as "considerably easier than Tormentum 1," note that "the solution was hinted at by the protagonist for no reason," and say they were rarely, if ever, stuck across a six-to-ten-hour playthrough. Crucially, almost nobody in the sample treats this as a dealbreaker on its own — most frame it as a trade the developers made deliberately, shifting focus toward story and choice rather than obstruction. Whether that trade pays off is largely what separates the sample's few negative reviews from its overwhelming majority of positive ones.
Choices, branches, and what the achievements confirm
Where the sample agrees almost entirely again is on replayability. Reviewers repeatedly highlight the game's morally ambiguous choices and multiple endings as a genuine strength: "I love the multiple endings, although it is overwhelming to track them all," reads one review, while another calls it "rather seldom to have so many branching paths in an adventure that actually changes the outcome." Steam's achievement data backs this up directly: alongside high-percentage story milestones in the 70-96% range consistent with most players reaching the game's midpoint, the list includes a cluster of distinctly named late-game achievements — including one as rare as 6.7% and another at 8.5% — that read as alternate, mutually exclusive endings rather than a single linear completion path, hard evidence of the branching structure reviewers describe.
Value
At NZ$29.99, Tormentum II sits at a fair price for a 6-to-10-hour, single-playthrough point-and- click adventure with meaningful replay value baked into its branching endings, and the sample raises no notable complaints about price relative to length. Several reviewers who spent a decade wishlisting the game frame the price as an easy, immediate purchase regardless of playtime, and the achievement data's spread of ending-specific unlocks suggests genre fans willing to replay for different outcomes will get considerably more than a single run's worth of content out of it.
Final Verdict
Tormentum II delivers exactly what eight years of anticipation promised on its most important front: extraordinary, Giger-and-Beksiński-inspired hand-drawn art wrapped around a genuinely branching story with real consequences. Where it divides its own fanbase is in trading the original's puzzle-first, sparser atmosphere for a heavier, visual-novel-style narrative and noticeably easier obstacles — a deliberate choice that mostly lands, judging by a 92% positive score, but one that a vocal, thoughtful minority of longtime fans genuinely mourn. For anyone drawn in by the art alone, or looking for a story-rich, choice-driven adventure with real replay value, it's an easy recommendation; for players who loved the original specifically for its puzzle challenge, it's worth tempering expectations first.
Pros and cons
Pros
- Hand-drawn, Giger- and Beksiński-inspired art that draws near-universal praise across the review sample, with reviewers repeatedly calling individual scenes and close-ups the best reason alone to play
- A genuinely branching story with multiple named endings, reflected directly in the game's achievement list, which reviewers say adds real replayability rarely seen in the genre
- A dark, atmospheric soundtrack with metal-influenced passages that multiple reviewers single out alongside the visuals as a highlight
- A complete, standalone story that reviewers confirm works for newcomers as well as returning fans of the 2015 original
- Visible post-launch responsiveness, with at least one reviewer noting bugs encountered shortly after release were fixed quickly by the developer
Cons
- The single most repeated critical complaint in the sample: puzzles are noticeably easier than in the original Tormentum, with several reviewers saying they were never truly stuck across a six-to-ten-hour playthrough
- A recurring complaint that the heavier visual-novel-style dialogue makes the story feel more "incoherent" or over-explained than the original's sparser, more atmospheric writing
- Multiple reviewers say the large cast of over thirty characters tends to blur together, with almost everyone speaking in similarly heavy, prophet-like metaphor
- A vocal minority explicitly prefer the original's tone and structure, with a few framing this sequel as a "downgrade" despite acknowledging its scale and art are impressive
- No voice acting, which several reviewers say would have suited the game's heavy dialogue load and dramatic tone