
Three weeks have passed since the events of Atonement: Scourge of Time, but the world is yet in peril. Elleria and her allies find themselves in an alternate timeline where events took a grimmer turn. She will now have to go head to head against her other self in order to stop the impending threat.
Modeled estimate, not a reported figure. How we estimate →
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.
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
The highly anticipated sequel to Atonement: Scourge of Time finally comes to Steam!
General Features:
Direct sequel to Atonement: Scourge of Time.
Explore the alternate timeline, where the final outcome of the first game took a grimmer turn. Characters you’ve known already will not be the same. Friends will become enemies, and enemies will become friends.
Regenerating energy battle mechanic is back! Carefully manage how you spend your energy as some skills can leave you dry very fast!
No level ups or experience points! Similar character progression to City of Chains – gain skill points upon completing quests and choose which battle skills or passive abilities to learn.
Non-linear gear progression. Equipment system now consists of enchantments that you can find all over the world. Use these to customize your character’s offensive and defensive bonuses to your liking.
All enemy encounters are visible, so you can tackle them when you’re ready. Some passive abilities will allow you to bypass battles without needing to fight.
In addition to the main party’s story arc, witness flashbacks from a distant past, where you get to control a second party of characters. Any decisions you make during these scenes will have an impact on the present.
Story:
Three weeks have passed since the events of Atonement: Scourge of Time. The world was saved… or so it seemed. Whilst keeping a low profile, Elleria began to notice strange occurrences – ominous dreams, a persistent weakness, and mysterious portals coming out of nowhere.
Before long, she and her allies find themselves in an alternate timeline – a timeline where events took a grimmer and more depressing turn, with familiar characters no longer being the same, and Elleria herself being at the centre of it all.
Wanting nothing more than to simply return to her home timeline, Elleria will have to face her fears, her lineage, and herself, in order to overcome treacherous hazards, eldritch secrets, fallen angels, overwhelming odds, and maybe, just maybe, save others in the process.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Atonement 2: Ruptured by Despair, Atonement'ın doğrudan devamı niteliğindedir: Scourge of Time'ın doğrudan devamı niteliğindedir ve oyunculara dünyanın kaderinin daha karanlık bir hal aldığı ilgi çekici bir alternatif zaman çizelgesi sunar. Bu anlatı odaklı rol yapma oyununda oyuncular, dostların düşmana, düşmanların da müttefike dönüşebildiği bu alternatif gerçekliğin karmaşıklığı içinde yollarını bulmalıdır. Oyuna Genel Bakış: Atonement'ın doğrudan devamı: Scourge of Time'ın doğrudan devamı. İlk oyundaki olayların acımasız bir şekilde değiştiği alternatif bir zaman çizgisini keşfedin. Yenilenen enerji savaş mekaniği, savaşa strateji katıyor. Geleneksel seviye atlama veya deneyim puanı yok; beceri puanlarına dayalı karakter ilerlemesi. Özelleştirme için büyüleri kullanan doğrusal olmayan teçhizat ilerlemesi. Görünür düşman karşılaşmaları, savaşta stratejik seçimlere izin verir. Şimdiki zaman çizgisini etkileyen uzak bir geçmişten geri dönüşlere tanıklık edin. Oyun, Atonement'taki olaylardan üç hafta sonra başlıyor: Scourge of Time'dan üç hafta sonra başlıyor. Dünya kurtarılmış gibi görünse de, garip olaylar başkahraman Elleria'nın başına bela olmaya başlar. Uğursuz rüyalar, açıklanamayan zayıflıklar ve gizemli portallar bir şeylerin yanlış gittiğine işaret ediyor. Çok geçmeden Elleria ve müttefikleri kendilerini, geçmişte yaptıklarının sonucunun daha karanlık ve umutsuz bir hal aldığı alternatif bir zaman çizgisinde bulurlar. Bu alternatif gerçeklikte, tanıdık karakterler köklü değişikliklere uğramıştır ve Elleria'nın kendisi de bu değişimlerin merkezinde yer almaktadır. Kendi zaman çizgisine dönme arzusu onu korkularıyla, soyuyla ve kendi iç mücadeleleriyle yüzleşmeye itiyor. Bu yolculuk hain tehlikeler, büyülü sırlar, düşmüş melekler ve ezici ihtimallerle doludur. Yol boyunca sadece gerçeği ortaya çıkarmakla kalmaz, aynı zamanda bu alternatif zaman çizgisinde yakalanan diğerlerini kurtarmanın bir yolunu da bulabilir. Atonement 2: Ruptured by Despair serinin anlatı odağını koruyor ve savaş stratejisine derinlik katan yenilenen bir enerji savaş mekaniği sunuyor. Geleneksel RPG'lerin aksine, seviye atlama veya deneyim puanı yoktur. Karakter ilerlemesi, görev tamamlama yoluyla kazanılan beceri puanlarına dayanır. Oyuncular, dünya genelinde bulunan büyüleri kullanarak karakterlerinin teçhizatını özelleştirebilir ve doğrusal olmayan teçhizat ilerlemesine izin verir. Görünür düşman karşılaşmaları taktiksel seçenekler sunar ve bazı pasif yetenekler oyuncuların savaşları tamamen atlamasına bile izin verebilir. Oyun ayrıca oyuncuların ikinci bir karakter grubunu kontrol ettiği uzak bir geçmişe geri dönüşler sunuyor ve bu sahnelerde verilen kararlar mevcut zaman çizelgesi üzerinde önemli bir etkiye sahip olabilir. Genel olarak, Atonement 2: Ruptured by Despair, oyuncuları kendi içlerindeki şeytanlarla yüzleşirken alternatif bir zaman çizgisinin gizemlerini çözmeye zorlayan ilgi çekici bir anlatı odaklı RPG'dir. Benzersiz oynanış mekanikleri ve karmaşık hikaye anlatımıyla hem serinin hayranları hem de yeni başlayanlar için ilgi çekici bir oyun deneyimi sunuyor.
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Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Horrid graphics, UI and fight system. Enough said.
Atonement 2: Ruptured by Despair is a dark fantasy RPG that continues the narrative of its predecessor while taking its characters into a distorted alternate reality. Rather than simply escalating the original conflict, the sequel explores how familiar people and events might have developed under drastically different circumstances. Developed by Astronomic Games and published by New Reality Games, it remains a traditional independent RPG at heart, with its greatest emphasis placed on storytelling, character development, exploration, tactical combat, and player-driven progression. The story takes place only a few weeks after the previous adventure. Elleria attempts to return to a quieter existence after helping prevent catastrophe, but her peace quickly deteriorates. Unsettling dreams, unusual physical weakness, and mysterious portals eventually lead her and her companions into another timeline. This reality has suffered a very different fate, forcing Elleria to confront people she once knew under completely altered circumstances. Friends may no longer be allies, former enemies can occupy unexpected positions, and another version of Elleria becomes an important part of the mystery. The alternate-timeline concept is more than an excuse to reuse familiar characters. It gives the narrative an opportunity to examine identity, regret, family, fear, and the consequences of choices. The presence of fallen angels and eldritch elements pushes the setting toward increasingly sinister territory, while the possibility of encountering radically different versions of established characters creates an effective sense of uncertainty. Players familiar with the first game will naturally gain more from these reversals, although the central conflict remains understandable as a struggle against a reality consumed by disastrous circumstances. Combat revolves partly around regenerating energy. Characters can use powerful abilities, but spending resources recklessly can leave them with fewer tactical options at critical moments. Since energy gradually returns, battles encourage players to think about timing rather than simply conserving every point indefinitely. Knowing when to unleash expensive attacks and when to rely on less demanding actions creates a modest but worthwhile strategic layer. One of the more interesting progression decisions is the absence of traditional experience points and character levels. Defeating endless groups of enemies is not the primary route toward becoming stronger. Instead, quests reward skill points that can be invested in combat abilities and passive improvements. This greatly reduces the incentive for repetitive grinding and places progression closer to exploration and completing meaningful objectives. It also encourages more deliberate character building because acquired points must be directed toward abilities that complement the player's preferred approach. Equipment follows a similarly flexible philosophy through enchantments. Discovering these enhancements allows players to modify offensive and defensive characteristics rather than simply replacing every item with a statistically superior version. It gives equipment management some personalization and complements the skill system by allowing character builds to develop according to different priorities. Exploration benefits considerably from having enemies visible on the map. Random encounters can become exhausting in traditional RPGs, particularly when players are simply trying to revisit an area or solve an environmental objective. Here, seeing opponents beforehand gives the player greater control over when combat occurs. Certain passive abilities can also help avoid encounters, which is particularly useful because skipping a battle does not mean sacrificing conventional experience points. The game also incorporates playable flashbacks taking place far in the past. These sequences shift control to another group of characters and provide more than historical exposition. Decisions made during these portions can influence circumstances in the present, reinforcing the broader theme that actions can produce consequences across enormous spans of time. It is an effective way of connecting storytelling with player interaction instead of delivering every piece of background information through dialogue alone. Presentation remains unmistakably rooted in the style of a modest traditional indie RPG. Players expecting elaborate cinematics, modern 3D environments, extensive voice acting, or blockbuster production values will not find those qualities here. The visual approach is functional and familiar, putting greater responsibility on writing, atmosphere, characters, and mechanical systems to maintain interest. For enthusiasts of classic-style RPGs, that modest presentation is unlikely to be a serious problem, but it can make the experience appear dated compared with contemporary role-playing releases. The strongest reason to play is the combination of its unusual progression systems and narrative premise. Removing conventional leveling reduces unnecessary grinding, visible enemies improve exploration pacing, enchantments provide equipment flexibility, and regenerating energy makes resource management more active. None of these ideas individually revolutionizes turn-based role-playing, but together they create an experience that avoids several frustrating habits commonly associated with older RPG design. Its largest barrier is that this is very clearly a sequel. Players who have completed Atonement: Scourge of Time will have a stronger understanding of Elleria, returning characters, existing relationships, and why their alternate counterparts are significant. Starting here is possible, but some of the emotional impact and narrative contrasts may be diminished without that background. Steam Deck compatibility is not officially classified as Verified or Playable by Valve, so the game should currently be considered unverified for Steam Deck. Its relatively lightweight presentation may make it possible to run through compatibility tools, but players should be prepared for potential configuration or control adjustments rather than expecting guaranteed handheld support. Overall, Atonement 2: Ruptured by Despair is a worthwhile continuation for players who appreciate narrative-heavy independent RPGs and darker fantasy storytelling. Its alternate timeline provides an intriguing foundation for revisiting familiar characters, while quest-based progression and avoidable encounters help reduce repetitive grinding. The presentation is modest and newcomers will benefit greatly from playing the original first, but beneath those limitations is a thoughtful RPG that places story and meaningful progression ahead of spectacle. Rating: 7/10
Decent RPG game, not too overwhelming. 6.5/10
ilk oyundan bir yıl sonra çıkan bu oyunda kanser yerini organ yetmezliğine bırakıyor
I tried it for a little while, but overall there's only minor improvement over its previous title. Still not good or interesting enough to actually finish or recommend it.
Not better than the first game. A valiant effort by its developers to bring a little bit more-original storytelling to your average RPGMaker fare, but - like most RPGMaker titles - it falls short. Would happily buy and play a remake of some kind.
[b][u]Klady a zápory:[/u][/b] Rovnaké ako u jednotky [b][u]Zhrnutie hry:[/u][/b] Atonement 2: Raptured by Despair je pokračovaním Atonement: Scourge of Time. Hra je rovnako ako jej predchodca vytvorená skrz RPG Maker a na Steame vyšla 2 roky po prvom diele. Príbehom nadväzuje na pôvodnú hru a pokračujete podstate tam kde ste skončili. [b][u]Hrateľnosť a príbeh:[/u][/b] Začiatok hry sa odohráva asi 3 týždne po konci Scourge of Time. Tentokrát budeme hrať znovu za Elleriu s jej skupinou a tiež sa dozvieme viac o Adesardovej minulosti a jeho rodine z pohľadu jeho dcéry Acaldie. Na rozdiel od pôvodnej hry tu budeme hrať len jednu líniu príbehu počas ktorej budete sem tam sledovať útržky z minulosti. V hre sa samozrejme objavia aj postavy z prvej hry ale vacsinou len na krátko a vo vedľajších rolách. Zápletka sa bude točit okolo neznámeho portálu ktorý sa otvoril a ktorý vás hneď v úvode pohltí a Elleria sa zo svojou skupinou ocitne v inej časovej línií. Vaša skupina sa znovu bude skladať zo 4 členov pričom Kizu a Habach budú fungovať ako jeden a pridá sa ku vám ešte Meya. Každá z postav sa bude na niečo špecializovať rovnako ako tomu je v jednotke. Boj hre je vo väčšine úplne rovnaký ako u jednotky, no tento-krát vaše postavy nezískavajú levely za splnenie úloh ale dostávate body ktoré môžete investovať do získania nových pasívnych schopností, kúziel atď. Tiež už tu boj nie je náhodný a všetkých nepriateľov vidíte na mape. Keď si vylepšíte pasívnu schopnosť telekinézie u Ellerie a u Habacha pasívnu schopnosť na skratky tak sa často bojom môžete vyhnúť. Ďalšou zmenou je inventár kde nemáte tentokrát zbraň, sekundárnu zbraň/štít atď. ale máte možnosť si nasadiť 3 vylepšenia na zbraň (útok), 3 vylepšenia na zbroj (obranu), relikviu a plášť. To bude váš hlavní zdroj pre vylepšenie štatistík vašich postáv ak nepočítam pasívne schopnosti a zlepšovanie Ellerie ktoré si budete môcť vyberať po každej jej vízii minulosti. Hra má 3 úrovne obťiažnosti a to Casual, Normal a Dismal. Na casual majú nepriatelia znížené životy a útok, u normal nemajú žiadnu výhodu a na dismal majú nepriatelia lepšie schopnosti, štatistiky a hlavne obnovovacie svätyne na životy fungujú len raz! Tiež máte penalizáciu na morálku ak utečiete z bitky. Ako u pôvodnej hry ak ste typ hráča ktorého zaujíma hlavne príbeh a nechce riešiť súboje do detailu odporúčam casual alebo normal. [b][u]Grafika:[/u][/b] Grafika aj animácie je rovnaká ako u jednotky. Nejedná sa o nič prevratné a v rámci RPG Maker hier je to štandard. [b][u]Zvuky:[/u][/b] Zvuky sú na tom rovnako ako u Scourge a hudbu znovu tvoril Benjamin “Scythuz” Carr + pár ďalších ľudí ktorých mená sú uvedené na konci hry. [b][u]Záver:[/u][/b] Za cenu 6 euro sa vám dostane znovu zhruba asi 10-15 hodín hrania. Je lepšie si počkať na zľavu. Ak ste hrali jednotku tak viete čo sa dá očakávať. Hra na max obťažnosti mi prišla ťažšia ako jednotka a to hlavne kvôli tomu že sa tu nedá expit a svätyne na život sa dajú použiť len raz. Recenzia Scourge of Time https://steamcommunity.com/id/raizenshirokawa/recommended/385070/
Decent retro-graphics RPG
一般不识字喜加一
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