Key art for Wall World 2

Game review

Wall World 2

6 / 10

Developer
Alawar
Publisher
Alawar
Released
11 November 2025
Platforms
Windows, macOS
Genre
Action / Roguelite
Monetisation
One-time purchase, no add-on content
Players
Single-player

The short version

Wall World 2 is developer and publisher Alawar's sequel to 2023's mining roguelite Wall World, released 11 November 2025 for Windows and macOS. Players once again pilot a robospider deep into the mysterious, monster-infested World Wall, drilling for resources, upgrading their exosuit and spider, and pushing further into the Wall's depths in search of long-lost technologies and answers, with a new hub city and a cast of characters now sitting between expeditions rather than a single continuous climb. Reviewers who enjoyed the sprawling, open-ended structure of the first game respond with real enthusiasm for the sequel's expanded scope, praising its new city hub, deeper meta progression, added enemies within the mines themselves, and macOS support as genuine, substantive additions to a proven formula.

A dominant, heavily repeated complaint concerns the fundamental restructuring of that formula. Multiple detailed reviews describe replacing the original's single, continuous, climbable Wall with a mission-based structure, where players select a short expedition, complete it, and return to a hub, as sapping the exploratory appeal that made the first game distinctive, with several describing the resulting loop as repetitive and grindy well before a given playthrough concludes. A further, independently repeated complaint concerns progression itself, with reviewers describing meaningful upgrades resetting or feeling wasted between runs, turning what many wanted as simply "more Wall World" into what one detailed review calls a stretched-out, mobile-feeling reworking of the original.

Biggest strengths

  • The game's expanded hub city and cast of characters draw specific praise, with reviewers describing genuine appreciation for having somewhere to spend earned currency and interact with NPCs between expeditions, a feature absent from the original
  • Deeper meta progression and a wider range of upgrades earn credit from multiple reviewers, who describe more build variety and customization options for both the robospider and exosuit than the first game offered
  • New enemies and combat encounters within the mines themselves draw praise from reviewers who found the original's relative lack of in-mine threats a missed opportunity

Biggest weaknesses

  • A dominant, heavily repeated complaint describes the shift from the original's single, continuous, climbable Wall to a mission-based structure as undercutting the exploratory appeal that made the first game distinctive, with reviewers describing the new loop as repetitive
  • A further, independently repeated complaint concerns progression itself, with reviewers describing meaningful upgrades resetting or feeling wasted between missions, discouraging full exploration of any given run
  • A related complaint concerns pacing, with multiple reviewers describing individual missions, particularly larger map sizes, as dragging on far longer than they should, turning runs into a grind rather than a tense expedition

Who it's for: Fans of mining roguelites and the original Wall World specifically, provided they can accept a restructured, mission-based sequel rather than a straightforward continuation of the first game's open-ended climb.

Our recommendation: A visually accomplished, mechanically expanded sequel that adds real new systems to Alawar's mining roguelite formula, but one whose mission-based restructuring has proven divisive enough among returning fans that it's worth checking recent reviews before buying.

6 / 10

Back into the Wall, this time through a hub

Wall World 2 is developer and publisher Alawar's sequel to 2023's mining roguelite Wall World, released 11 November 2025 for Windows and macOS. Players once again climb inside a robospider and descend into the World Wall, an endless, procedurally generated vertical mine riddled with monsters, lost technology and valuable resources, upgrading both robospider and exosuit as they push deeper in search of answers about what the Wall actually is. The sequel's biggest structural change sits above ground: a new sphere city hub now connects expeditions, letting players meet characters, spend earned currency, and customize their gear between runs, replacing the original's single, unbroken climb with a mission-based loop of short expeditions bookended by trips home.

More Wall, more city, more reasons for returning fans to dig back in

The strongest thread of praise across Wall World 2's review corpus comes from players willing to meet its expanded scope on its own terms. One detailed review calls it "bigger, better and all-around an upgrade to WW1," specifically crediting the new city hub and its NPCs for giving players somewhere meaningful to spend their earnings between runs. Multiple reviewers independently praise the deeper meta progression on offer, with one noting the sequel "offers way, way more meta progression than the first," and another describing genuine excitement discovering new mining tools and combat options compared to the original. New enemies now populating the mines themselves, absent for long stretches in the first game, draw their own specific credit, alongside visual presentation reviewers repeatedly single out as "insanely cool" and a clear step up in art quality from Wall World's already well-regarded look.

A mission structure reviewers say betrays the original's best idea

Set against that praise, the single most dominant and heavily repeated complaint across Wall World 2's negative reviews concerns its fundamental restructuring of the original's core loop. One of the corpus's most heavily upvoted negative reviews lays the criticism out precisely: the sequel "abandons the massive level you can spend hours climbing, and instead has a 'missions' system, where you choose a mission to go on, complete it, and go back to a hub," a structure the reviewer says makes the game "very grindy" despite technically extending its length. A separate detailed review frames the same complaint even more bluntly, describing Wall World 2 as "only" an instanced, mission-based currency treadmill with none of the first game's "open world" appeal, while another reviewer states plainly that the sequel "added and subtracted exactly the wrong things," citing the loss of "the huge mysterious open world" as the change they feel most acutely.

Upgrades that don't stick, and missions that run too long

A further, independently repeated complaint concerns progression mechanics within that new structure. One detailed review describes ending the game "with over a million dust and hundreds of every resource," arguing the incentive to fully explore any given mission "is basically gone" once meaningful upgrades stop carrying forward the way players expect from the genre. A separate reviewer echoes the same frustration about pacing specifically, noting "the XXL maps can take almost an hour to finish," a length several other reviews independently describe as dragging well past what any individual mission's content can sustain. A related, smaller but specific complaint targets the new city hub itself: one detailed review calls the "entire pointless city UI, running back and forth to buy drinks and upgrades" an unnecessary layer of friction that "could have been accomplished in a menu system," directly undercutting one of the sequel's most heavily advertised additions.

A sequel that splits its own fanbase

Reading across Wall World 2's full review corpus, the clearest throughline isn't inconsistent quality so much as a genuine divide in what returning fans wanted from a sequel. Reviewers who approached the game hoping for a straightforward continuation of the first game's open-ended, climb-as-far-as-you-can structure largely describe disappointment, several explicitly recommending newcomers "go play the original game" instead. Reviewers who approached it as a genuinely new take on the formula, willing to accept a mission-based hub structure in exchange for deeper meta progression and a fuller world to inhabit between runs, largely describe real enthusiasm, with one admitting to playing eight hours straight without noticing the time pass. That split explains the Mostly Positive score better than any single feature complaint: Wall World 2 isn't broken so much as built around a different set of priorities than many of its most devoted first-game fans were hoping for.

A publisher betting on scale over a repeat of the original

Alawar's own decision to build Wall World 2 around missions and a persistent hub rather than simply re-running the first game's open climb reads, across the review corpus, as a deliberate bet on giving the sequel more systems to sustain a longer game rather than a straightforward victory lap. That ambition shows up clearly in the additions reviewers credit most: a real hub city with recurring characters, mac support extending the game's reach to a platform the original skipped entirely, and combat encounters inside the mines that push Wall World 2 further toward a full action-roguelite than its more purely exploratory predecessor. The trade-off, based on the corpus's most detailed critical reviews, is that stretching a formula built around one long, satisfying climb into a repeatable mission loop asks a lot of systems, particularly progression and pacing, that were never under the same pressure in the smaller, more contained original. Several reviewers explicitly frame this as understandable ambition that didn't fully land at launch rather than a cynical reworking, with more than one noting genuine goodwill toward Alawar addressing pacing and reward issues in updates following the game's rocky mission-structure reception.

Value

At NZ$17.49, Wall World 2 asks a moderate price for a visually accomplished, mechanically expanded sequel to a well-regarded mining roguelite, and its Mostly Positive score, 1429 positive against 529 negative across 1958 reviews, reflects a review base genuinely split on whether its new mission-based structure improves or undermines the original's appeal. For newcomers or players open to a differently structured sequel with deeper meta progression and a fuller world between runs, Wall World 2 delivers real value; for fans specifically drawn to the first game's open-ended, continuous climb, the current review corpus suggests going in with tempered expectations about how much of that original structure survived the transition.

Pros and cons

Pros

  • The game's expanded hub city and cast of characters draw specific praise, with reviewers describing genuine appreciation for having somewhere to spend earned currency and interact with NPCs between expeditions, a feature absent from the original
  • Deeper meta progression and a wider range of upgrades earn credit from multiple reviewers, who describe more build variety and customization options for both the robospider and exosuit than the first game offered
  • New enemies and combat encounters within the mines themselves draw praise from reviewers who found the original's relative lack of in-mine threats a missed opportunity
  • Visual presentation and art direction earn consistent, specific credit, with reviewers describing the game's biomes and creature designs as a clear step up from the first game
  • Added macOS support draws specific, if smaller, praise from reviewers who were unable to play the original on that platform

Cons

  • A dominant, heavily repeated complaint describes the shift from the original's single, continuous, climbable Wall to a mission-based structure as undercutting the exploratory appeal that made the first game distinctive, with reviewers describing the new loop as repetitive
  • A further, independently repeated complaint concerns progression itself, with reviewers describing meaningful upgrades resetting or feeling wasted between missions, discouraging full exploration of any given run
  • A related complaint concerns pacing, with multiple reviewers describing individual missions, particularly larger map sizes, as dragging on far longer than they should, turning runs into a grind rather than a tense expedition
  • A specific complaint concerns quality-of-life gaps, with at least one detailed review citing settings that fail to save between sessions and other rough edges suggesting the game shipped short of full polish
  • A smaller, more pointed complaint describes the new city hub itself as tedious in practice, with reviewers citing repeated backtracking to buy upgrades or drinks as unnecessary friction that could have been handled through a simpler menu system

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 5.5 / 10
  • Visuals 7 / 10
  • Progression 5 / 10
  • Performance 6.5 / 10
  • Value 6.5 / 10
  • Originality 6 / 10