
A Fisherman's Tale 2, sequel to the award-winning A Fisherman's Tale, is a new mind-bending VR puzzle-adventure. A poetic story with unique VR puzzle mechanics. Detach, Replace and Control your hands, solve puzzles, explore new locations and discover the truth.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 30 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Genres
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $3.89−74% | 238reviews | 86% | — | $12.2K |
| $14.99 | 324ratings | 82% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Совсем не то, что первая часть, но оно и хорошо! Хоть оригинал в жанре камерного квеста мне понравился гораздо больше, полноценное приключение в Виар-формате играется гораздо бодрее и динамичнее; Визуал более просторный тут и остров и пиратские корабли, но всему этому до сих пор не хватает бюджета на "детализацию", головоломки стали более казуальными, а уникальная фишка игры теперь в отделении частей своего кукольного тела - вы можете выбросить свою голову на пару метров вперёд, чтобы получить обзор где-нибудь в глубине пещеры, можете заставить своё безголовое тело до вас дойти, можете подтягиваться на возвышенности руками-крюками, или (самое частое) отправлять свои руки ползать в лабиринтах-норах до всяких переключателей, иногда это довольно раздражающе, потому что в игре не очень хорошо продуман обзор в таких моментах, да и в целом механики рук не кажутся отполированными, вот есть какие-то мелкие шероховатости в управлении, тем более что опять сделали секции с дибильным "передвижением крана". История осталась простенькой 2-часовой детской сказочкой с "номинальными" персонажами с неожиданным поворотом в конце, которая напрямую связывается с оригинальной A Fishershaman tale в конце. хотя вообще чудо, что сиквел получил финансирование, ведь вышел он уже после "хайпа" по виар-шлемам, по кол-ву обзоров видно, что ситуация печальная, так что советую хоть немного поддержать буквально "единичный" жанр, точно такая же ситуация случилась с [url=https://store.steampowered.com/app/2293440/]Retropolis 2[/url], там совсем классический квест, который расцвёл новыми красками благодаря расширению сиквела, но оказался незамеченным для массовой аудитории.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian, German, Spanish - Spain, Simplified Chinese, Japanese, Korean, Traditional Chinese*languages with full audio support
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A Fisherman’s Tale 2 builds on the ingenuity of the original while pushing its themes and mechanics into far more imaginative territory. From the moment the game begins, you’re placed into a world that feels handcrafted and theatrical, as though stepping inside a storybook built from wood, cloth, and glowing paint. The sequel once again casts you as a puppet navigating a surreal maritime dreamscape, but this time the game embraces a more elaborate sense of identity, memory, and transformation. Instead of merely manipulating the world around you, you manipulate your own body, treating your limbs as detachable tools that redefine how you relate to space, puzzles, and the environments you inhabit. This shift immediately makes the sequel feel more ambitious — a VR experience designed not just to delight but to challenge your understanding of interaction itself. The central mechanical innovation — the ability to detach, extend, swap, and repurpose your puppet limbs — permeates every aspect of the puzzle design. These aren’t gimmicks sprinkled over standard tasks; they are the foundation of nearly every challenge you encounter. You might remove a hand and send it crawling through tight gaps, attach it to a distant mechanism so it can act independently, or throw an arm across a room so you can operate two objects from different angles at once. These actions feel wonderfully tactile in VR, and they cultivate a kind of embodied problem-solving that only this medium could deliver. Moments that would feel routine in a traditional puzzle game become surprisingly fresh simply because the puzzles demand you think through your own physicality. The game constantly asks, “What part of yourself can you reconfigure to make this work?” and that question remains consistently inventive. The environments you move through support these mechanics with a cohesive, dreamlike charm. Cozy cabins, shifting docks, underwater vistas, and memory-tinted dioramas come to life in soft, stylized art that blends whimsy with melancholy. Every space feels like a miniature world constructed with careful attention to shape, light, and depth — an ideal playground for extended limbs and unconventional perspectives. Spatial illusions and changing viewpoints carry over from the first game, but here they are combined with the limb-detachment system to create puzzles that feel more dynamic and layered. The result is an adventure where the world seems alive, not because of explosive action, but because every object and corner feels designed to interact with your puppet body in strange, meaningful ways. While the sequel’s mechanical ambition is impressive, its narrative ambitions run just as deep. A Fisherman’s Tale 2 weaves a story about personal transformation, loss, and the quiet power of reflection. Rather than relying on lengthy dialogue or direct exposition, it communicates through tone — fragments of memories, shifting environments that mirror the protagonist’s internal state, and soft-spoken narration that nudges you forward without overwhelming the experience. The emotional arc is understated but resonant, turning the game into a meditation on identity and change. The more you experiment with taking yourself apart, the more the narrative encourages you to consider what it means to rebuild, evolve, or let go. In VR, these themes feel intimate and immediate, strengthening the emotional impact of even the simplest scenes. That said, the game is not without its challenges. The limb-detachment mechanics, while clever, can occasionally push beyond comfort, especially during puzzles that demand precision or multitasking. Learning how to coordinate multiple body parts at once takes time, and some moments may feel awkward or unintuitive during the first playthrough. Technical misfires — limbs colliding with objects oddly, or interactions not registering perfectly — remind you that VR is still an evolving medium. These moments aren’t frequent enough to break the game, but they can momentarily disrupt immersion. The game’s length also remains modest, offering a contained experience that is rich in discovery but not designed for repeated playthroughs once its puzzles are solved. Despite these imperfections, A Fisherman’s Tale 2 succeeds in delivering a VR adventure that feels both deeply personal and mechanically bold. It remains a rare kind of puzzle game — one that treats your own digital body as the primary instrument, and encourages you to break apart, rearrange, and reimagine your sense of self in order to progress. It tells a story that is gentle but thoughtful, wrapped in environments that feel lovingly crafted and alive with symbolism. For players who appreciate VR experiences that focus on creativity, emotion, and imagination rather than combat or spectacle, this sequel stands out as a meaningful and memorable journey. Rating: 8/10
This game is fine but unfortunately I can't recommend it. This is really sad because I love it's predecessor. The puzzles were fine and there were a few wow moments visually but the story did not engage me and I found myself being ready for the game to be done by the last level. The big stuff at the end didn't take my breath away and the controls were sub par throughout. Not a bad game by any means but for me it's a skip if there's better options.
I really want to like this game because the graphics are nice, the story funny and the puzzles also nice so far. But: I easily get nausea in VR. * The main menu: hard to stand. The background is constantly moving. Already hard to reach the comfort controls without vomiting * The controls: stubborn as he**. I contantly rotate instead teleporintg altough i have set to room & teleport * I can't watch one of the cutscenes, because the camrea -me - is constantly moving This all makes me sick. So as a sea sickness simulator A+ but if you suffer from simulator sickness, hard to stand :-(
This game is a wonderful experience overall. The story and voice acting is above par for the story telling. Even though the game is short, what it does in the 3-4 hours is some innovative use of VR controls. Some of the controls were frustrating though, especially when trying to control your body when your head is off. Also, when controlling your hands like Thing, it would get confusing sometimes on how to navigate. This game was a great short story that you can finish in one play through, overall very enjoyable and heartfelt.
Sublime jeu d'aventure en VR à la 1ère personne qui bien qu'il reprenne le même thème du pêcheur, il ne réutilisera pas les même mécaniques de maquette avec modification des tailles des objets comme dans le 1er jeu qui se limitais à un seul lieu sous différents angles. On explorera ici plusieurs lieux très différents (Un pour chacun des 6 chapitres) à travers une succession de niveaux dans lesquels on pourra se démembrer & contrôler individuellement sa tête, ses 2 mains & son corps pour y résoudre des puzzles environnementaux. La plupart du temps, aller ramasser des objets hors de portée pour les utiliser ailleurs ou contrôler des choses à distance... Des graphismes cartoons toujours très beau & le tout très bien réalisé malgré les déplacements des membres/mains au Pad Vive un peu sensible (comme pouvait l'être Moss & co...), encore plus compliqué lors de la nage... Beaucoup plus ambitieux & dense que le 1er jeu avec des mécaniques totalement renouvelées & ces passages qu'on pourrait décrire à la 2ème personne... Une histoire narrée tout du long avec un peu d'humour par des dialogues en français intégral d'excellente facture du pêcheur & de sa fille. Fille qu'on incarnera dans quelques petites séquences dans un décor plus réaliste & qui fera le lien entre chaque lieux/maquettes du pêcheur... (sous HTC Vive Pro 2)
Too many allegories, too little work on the actual game mechanics. The controls were so clanky that all supposedly 'fun' moments were pure torment - literally. The ideas are good, I give them that. But their implementation's terrible, which is especially unforgivable considering the studio's long and mostly successfull experience with VR games. When I saw in the credits that the game had playtesters, I burst out laughing. It's hard to believe what a mess this game might've been before then.
I really liked the first part, but this one is just so frustrating I'm not sure I'll continue. Aparently it only saves at the very beginning of a level, which has tons of puzzles. So after solving around 15-20 tasks I had to switch to passthrough mode, then when I came back the sound from the game was gone. Refocusing the window didn't help, I double checked that the sound is present in Windows, just not in the game. So I quit to the main menu, then restart and now I have to do these tedious 15-20 tasks again. Who would make such a save system for a game like this? How hard is it to make it proper - either manual saves or checkpoints after each solved thing. I'm not looking forward to redoing it again, so here's your negative review instead.
Achtung, permanentes Grinsen!!!
Some decent puzzles, charming story/characters, and an all round great story experience, all wrapped up in around 3 hours. Highly recommended.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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