Wall World 2
The adventure in the mysterious world of the Wall continues! Pilot your robospider into its depths, uncover lost artifacts and technologies, upgrade your exosuit and spider, and battle the horrors lurking in the dark. Unravel the mysteries buried in the depths of the Wall!
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Steam Reviews
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Not recommended Posted November 14, 2025 on Steam (Edited for latest patch) I loved wall world 1 and other roguelikes like it and was super excited for wall world 2 so im disappointed i have to give wall world 2 a negative review but it unfortunately deserves it. Wall world 2 is a jumble of half baked systems that all clash with each other. After coming back to the game after some updates i really find myself struggling to complete it. Every mission feels extremely samey and doing one mission at a time and coming back to start from 0 again wears down extremely quickly when youre doing the same misison type 6-7 times each. I find myself bored just going through the motions not really playing in earnest or strategizing. The short quick mission structure wears thin really quick when you have to do 50 missions that all feel the same mechanically. The more i play the less i find myself interacting with game systems as well.... just upgrade mg and miner and do whatever mission says and leave. No point exploring more theres no hiding meta upgrades to find and no point building up your spider more youll just get it reset to nothing again anyway. The game feels really padded and stretched out content wise in general recycling the same missions over and over. Compared to wall world 1 they have added enemies to caves now, which is a fun concept but youre actively punished for engaging in combat. Caves often have spawners inside them which spit out enemies and you can destroy enemies and said spawners, this is the only way to claim some meta currency you need to upgrade between runs as well. However destroying a spawner also progresses the time until next wave substantially, punishing you for trying to farm meta currency or clear out caves fully. The punishment for engaging enemies is already a time loss that could have been spent mining instead in order to make yourself more powerful, you dont need to /also/ add a flat time loss every time you take down a spawner and double dip on time loss punishment. This in turn means often the best strategy is to ignore enemies entirely and quickly get in and out of a cave and onto the next so you can complete your mission objectives before the timer is up... which also means you miss out on the meta currency for upgrades so its a lose lose. Not a good point in your game if a new feature is something players are punished for interacting with. The faster in out caving style in general also means in large caves grab some resources from the start of the cave and if theres no mission in said cave... move on. Note this isnt a problem of the game timer being too short, its a problem with clearing caves leading to time loss if you destroy spawners or end up fighting too much in general. Especially if its in a cave without a mission you dont know how much time you need to complete the mission you still have to do so wasting time in a large non mission cave is pointless. theres no meta upgrades hiding at the back to find either, so unless you desperately need a few extra resources... why bother? After you complete your mission theres no point exploring more either youll have to recycle and do that same mission 10x more anyway in every new biome area you unlock which is the same thing as the last area but a different color pallete and slightly more difficult waves but now you get to do all the missions you just did in the last biome.... again. (repeat with every new biome) The missions stop feeling unique on biome 2 and just feel like padding beyond that. Even the bar quests feel samey which are the "unique" sidequests you can do in zones It feels like 90% of the mini upgrades you get in mission are just... useless and not worth using nonetheless investing resources into to improve them, theyre designed for the first game where things were slower paced and methodical more strategic than rushing so they dont fit the second game in their current form. The second game plays at a much faster pace so all of these long term payoff upgrades simply dont have a place to shine here. I feel the best options here are to remove them entirely so at least the mini upgrades you can find dont feel like getting garbage most of the time or the general caving pace and structure has to be rebalanced to be more similar to the first game where longer payoff items had a place. Deployables, turrets, some suit upgrades, carryables, the deployable on the mouth of the cave tower structures... they all feel like they may as well not exist. There needs to be some kind of incentive for leaving a mission early and coming back alive with an intact spider, perhaps you get to keep some of the upgrades youve installed on it with an increasingly larger amount you can upgrade with meta currency... otherwise starting from zero becomes tedious and repetitive extremely quickly. I feel like a modular weight system would work well here, stronger starting weapons would take up more weight, adding modules or upgrades to starting gear adds more weight different tracks and chassis have different weights for their different stats... especially since the whole reason youre not allowed to have meta upgrades from the last game is your spider is "too heavy" anyway. I feel this is the direction the developer wanted to go as well with different tracks and chassis, creating your own unique spider playstyle mix and match instead of just maximum upgrade all meta upgrades to the same end game build. Since its a campaign like mission structure anyway an idea could also be to "collect" the various spider weapons as you go through the different biome areas for missions, unlocking new starting weapons that arent the terrible starting machine gun you want to replace asap. Problem with starting from 0 and extremely rapid cave pacing or wave timers means you dont want to invest into the starting crap mg so you can invest into a better weapon instead, but sometimes youre forced to as its not guaranteed to find a better weapon easily... at which point you dont want to invest in the new weapon as youve already invested in the crap starter mg just to survive the run. I feel this could be a good place for the "puzzles" to be expanded upon as well as theyre only present in one section of the game and nowhere else. seems a bit strange. A reward for reaching the back of a cave and solving the puzzle while under the wave pressure threat is a new weapon unlocked for future runs. Lastly, having to spend hard earned meta currency on temporary buffs for the next mission also feels bad, like a meta currency tax. theres a reason almost any good roguelike avoids this concept entirely. It frankly reminds me of a mobile game system. It only serves to slow down your progression and make short missions feel even more punishing as not only did you not get to experience a full run, but youre actively leaving the run early when you spent meta currency to make yourself buffed for only that run. Bar upgrades should be permanently unlockable in some way. Perhaps side missions to collect new bar drink "mix" ingredients to permanently unlock new drinks you can use before each mission? This way theres also incentive to stick around after you finish your mission objective, potentially sniff out some new bar ingredients. It feels like this game has a ton of neat systems that work well in a vacuum, but when you tie them all together youre left with an underwhelming heap of ideas and concepts that fight each other instead of work in harmony. I hope the devs work on addressing these problems as i really want to like this game, and it could be so much more than it is now. As it stands im not sure if i will bother returning to this game to finish it if i do it will simply be to check it off a list and not because im enjoying it. The more i play the more repetitive and less interesting it becomes. Might have been my mistake for starting a new save file when developers did all their updates but i wanted a full experience from scratch again with their reworked changes. -
Not recommended Posted November 22, 2025 on Steam Wall World 1 was an intruiging game as it was basically a simple open world adventure. You just went out on the wall and just went up or down, trying to push as far as you could. Its weakest aspect was that you could get to the point where you'd reach the end of the wall, but couldn't yet finish it, as you didn't have enough keys collected as the meta currency yet, so you just lost. Wall world 2 is only that. There is no more open world. You go out into an instanced part of the wall to collect a currency which gives progress towards a meta currency which eventually unlocks the ability to collect the meta currency you need to progress further on an instanced part of the wall. Its just tedious and feels like pure busy work for the sake of busy work.\ i've seen complaints that this is just the same game, but some new upgrades. But i have to disagree there. If it was just Wall world 1, but with more relics, abilities and upgrades it would be a significantly better game. Chainsaw drone is cool tho. -
Not recommended Posted November 27, 2025 on Steam I really enjoyed the first Wall World, so I was excited to pick up Wall World 2. Unfortunately, after finishing it, it feels like a downgrade in almost every meaningful way. The biggest issue is how progression works now. Since most upgrades only apply to your current run and each biome only provides a single resource type, the incentive to fully explore and clear areas is basically gone. By the end, I found myself rushing through zones just to finish objectives, because there was no point in gathering anything else. I ended the game with over a million dust and hundreds of every resource, which made the whole system feel pointless. The pacing also took a hit. Teleport blocks are a nice quality of life addition, but they remove almost all urgency. I would dig around until the alarm went off, teleport back, and repeat. The Leviathan, which should feel like a major threat, ends up being more of an annoying step than an exciting boss moment. The UI and general flow of the game are not great either. Selecting parts for the spider feels clunky and grid based instead of intuitive. The unskippable ship travel animation gets old very quickly. Running around the town between shops is also boring, especially since the bar is placed at the very end and you'll want to go there before every map. Weapons and artifacts also feel underwhelming. From what I can tell, you can only ever find one weapon per map, so if you get a bad one, you are basically stuck using the machine gun again. Most artifacts fall into four categories, and few of them feel worthwhile. - Carriable items are tedious to manage and the caves are not large enough to justify using them. - Suit upgrades are fine, but many are passive and too expensive for the benefit they provide. - Ship upgrades are mostly inferior to the permanent ship abilities and not worth upgrading past the first row. - Stations have the same problem and do not feel like good investments. Many weapons, items, and mechanics feel like they were simply taken from the first game instead of expanded on. Even small frustrations add up, like incubators and roar monsters speeding up the next wave timer and forcing awkward decisions about whether to start a wave early or run pass monsters altogether. Overall, as someone who really liked the original, I cannot recommend Wall World 2. It feels like the developer did not understand what made the first game fun. The recycled resources and downgraded progression make this feel less like a true sequel and more like a weaker version of Wall World 1. Fans of the original may want to skip this one. -
Not recommended Posted March 7, 2026 on Steam 6/10 its the same game as first, but WAY MORE GRINDY literally have to do same ♥♥♥♥ quests several time and FOR 30-40 MINUTES DOING THE SAME THING OVER AND OVER AGAIN, VAAS WAS RIGHT THIS IS INSANITY -
Recommended Posted November 11, 2025 on Steam I've been waiting for this for a while. Simply put, it's bigger, better and all-around an upgrade to WW1 that doesn't actually require you playing it. The player now has a lot more to do, like visiting the city and interacting with the NPCs. I think it's fair to say anyone who enjoyed WW1 would be into this. -
Not recommended Posted November 15, 2025 on Steam I've played through it and finished all of the sidequests. Was it worth it? Definitely not. Whole game feels like stretched out attempt to make mobile version of the first game. Don't get me wrong. Core gameplay is solid and fine, but because how whole mission system and map 'generation' system works is just tiring and feels the same through whole game with a sprinkle of bugs from time to time. Pros: - Nice graphics and art style - Music is fine - Few new powerups compared to the first game - New spider customization system - New Bar and drinks system - New enemies in the mines Cons: - Stretched out game. And I mean it. Most of the gameplay revolves around doing runs in the same area (and I mean SAME, because map generation is just not there) for few times before doing few steps in main story zone to unlock new area. Rinse and repeat few times. It would not be so annoying if one run did not take around 30 minutes each. - Missions feel the same. Most are just recolors of the previous ones and are about going into right most upper corner of the mine and either collecting thing x times per area, sitting by a box to turn something on or killing upscaled monster. Two missions only break from this formula and are about mining out either one resource or mining and dragging to the spider some thing (either boxes or some fossils)(really hate that one and God forbid you encounter one on biome that regrows) - Side quests. While they unlock important power ups or gear for you, they are just more of the same quests that you need to do for main story line. - Incubator system. In mines you can encounter enemy spawners (incubators) that just spawn enemies for as long as they are alive or enemy count from one spawner reached certain point. While this does not look bad from the mechanics point of view, the worst thing about them is that when you destroy one, the wave meter (bar that tells you when next wave of monsters will attack your spider) goes up. I sure do love getting punished for trying to stay alive - Extraction system takes too long. Waiting almost one minute (50 seconds to be exact. It was patched from 60 lately) each mission to return to base is just wasting one time in a worst way possible. When you multiply it by number of missions (not counting grinding and side quests) you get almost 40 minutes of sitting in one place doing nothing. I get that it exists because of lore reasons. Please just make an animation of returning to the base via airlift or at least make it tense to feel like fight for survival, because the wave that attacks you is just weak. - Balancing is waaaay off. While progressing through different areas I felt like getting weaker all the time despite doing all side quests and buying all that I could before going on. Enemies and blocks in mines just had HP scaling way faster than your upgrades and gear could catch up. Last patch added drinks that add bunch of mining power for one run, but it just feels like ad hoc bandaid for glaring issue. - Bugs. Some minor, some major. For example buzzsaw drone Drone Pad (1) that should spawn additional drone does nothing (Drone pad (2) upgrade works fine). Also in the last bossfight I had to restart the fight just because after destroying third tentacle, the fight did not finish and kept on looping on itself. After 10 minutes of running down the wall I restarted the fight. Almost always, when using bomb blocks in the mines, they dislodge resources into indestructible walls and you cannot get to them. - Story progression feels like it was made for the sake of gameplay not the other way around. You progressed few meters into main area? Look! Another obstacle that you cannot go over and have to explore new area to find blueprint for new gear. Rinse and repeat few times over and with above points about mission and stretched out game just feel horribly dull and boring. I am not even mad. Just disappointed looking at how good first Wall World was. This sequel feels like it was stretched out, because in original form was max 10 hours long and it was unacceptable for higher ups. Second thing is that somebody forgot to stick 'Early access' to the store page, because I won't believe that it was playtested to the very end looking and balance and bug issues. But I have give credit where credit is due. I see that developers are working tirelessly to fix this mess and add new content. I wish them very best. Overall 4/10. Fine for it's price









