
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!
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.
Reviews, worldwide (the counter carries no country): 1.86/day in the week to Sep 13 → 1/day in the week after.
About
The world of the Wall awaits. Wall World 2 builds on the mining rogue-lite experience with expanded mechanics, new challenges, and deeper gameplay. Explore procedurally generated mines full of new discoveries and dangers. Extract valuable resources, harness lost technologies, and upgrade your robospider and exosuit to survive against hordes of raging monsters. Venture through incredible biomes and uncover the secrets entombed in the depths of the Wall.
Venture deep into the World Wall in your robospider. The mysterious Hole holds both deadly threats and long-lost answers. Risk everything to find out what lies on the other side of the unseen depths.

Monsters lurk everywhere — not only on the surface of the Wall, but also within its mines. Arm yourself with an arsenal of powerful weapons and abilities to fight off any threat that stands between you and the truth.

The endless Wall is ever-changing. Its depths contain not only resources and technologies, but also anomalies that can help or hinder your journey. Navigate incredible biomes, overcome obstacles and discover new wonders as you carve your path deeper inside.

Customize your robospider between expeditions and meet new characters in the sphere city. You'll have plenty of options to upgrade and enhance the equipment of both your exosuit and your mobile battle station. Each of them brings you one step closer to conquering the Wall.

Sums Steam only; PlayStation, Xbox, GOG, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $6.59−45% | 2Kreviews | 73% | — | $551.4K |
| $13.99 | 100ratings | 87% | — | not modelled | |
Engagement
Reviews
Themes across 130 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
While lore is interesting, the game offers a little of nothing. First of all, they made walldigger [human miner we play] weaker and spider [machine] upgrades worse. They deliberately refused to push forward more upgrades to allow us to dig faster and instead limited it. In the first version of the game, Spider could break half of the biome within seconds by using a Seismic generator, but in 2, the last upgrade does nothing. They also removed the Pulse Suit upgrade. There is no lore dropped to explain why certain biomes work this way, there is no index to reread information found in game, there is no explanation about crystals or why there is always worm tentacle around weird schematics and no achievement for killing immortal Zyrex. You are forced to in late game buy drinks to increase drill power but barely do anything. Some weapons just don’t work against leviathan like toxic grenade launchers as there is no range, and most weapons sadly don't have special upgrades like machine gun. Like, you could add an explosion on the javelin launcher as an upgrade, come on. And Leviathan fight, because Spider got nerfed with a cooldown to dodge, you are guaranteed to get hit by attack. But it is cool that Leviathan biomes have different attacks. I dragged myself to finish the game, as the game became boring, repetitive. There is barely any new music. So overall. I don’t recommend this game, as the whole lore and gameplay would get completed within 1 hour but because of endless unfun grinding, well.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 1.83/day in the week to Jul 21 → 1.2/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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Portuguese - Brazil, Traditional Chinese, Simplified Chinese, Korean, Polish, Russian, Japanese, Spanish - Spain
| $13.99 |
| 32ratings |
| 88% |
| — |
| not modelled |
| $11.99 | 20ratings | 86% | — | not modelled |
| $13.99 | — | — | — | not modelled |
| $11.99 | — | — | — | 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.
Hours played at review time, across 130 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I loved Wall World, and I want to love Wall World 2 so badly But it just barely falls short of being a sequel, alone it's fine, but as a sequel to Wall World? Meh. It feels like they wanted to use Wall World as a base, which makes sense of course, but they just ended up recycling far to much and overall it means that a lot of stuff just feels Copy/Pasted from the original game And the aspects that they did try to change or add onto just don't quite hit the spot, like they either didn't change enough or the changes just don't feel great Stuff like the extraction mechanic just... don't really feel good? I don't really like it at all honestly. And there really just aren't enough Meta Upgrades too! Or rather, it feels like a lot of the Meta Upgrades are in the wrong spot. The leg and hulls are neat, but there could be a few more of them. And I really wish you could upgrade more of your mining tool, so that the beginning or every mission didn't just feel like this massive drag. That and I think the biggest thing that I wanted from this sequel that wasn't done, I highly dislike the fact that you can't unlock more weapons permanently, sure you can unlock more weapons for in the mines, but I'd really wish they'd allow you to unlock at least 2-3 other weapons you can start with and upgrade. The one thing I will give this game is that the artstyle is still nice, though a bit weird at times. The only real issue I have with art in the game is the fact that the map just feels like a wall with biomes copy and pasted onto it, instead of an actual wall WITH the biomes making up parts of it, and a lot of the animations are just kinda jank feeling (Like the Ram) and the fact that upgrades don't actually add bits to the crawlers and make them look different is a bit disappointing. The story is just okay, it's nothing groundbreaking, but it's not horrible or anything either. Overall, I wish I could say I loved it, but I just can't As a standalone game it'd be fine. But as a sequel it just doesn't live up to Wall World, too much of it feels like a copy and paste of the original game while also losing the original atmosphere and feeling of the original that made it so good, and a lot of what they did change just wasn't changed very much, wasn't satisfying, or was just outright made worse. I really wish I could say this game was a great sequel, but it just isn't
If you played the first game, this will be...more of the first game. But I have to say, it's not as good. For one, they did away with the simple 'trying to get to the top of the wall' premise, where each run was that singular goal with randomly generated caves. Instead, you now do a bunch of missions with specific objectives. The formula is largely the same, but the little differences start to add up, and not in a good way. They added enemies to the mines, which seems like a good change, but they're so inconsequential it makes no real difference. They're borderline not even enemies, just obstacles that take extra time to deal with. However, because they've added combat inside the mine, they ALSO added a bunch of powerups and augments for that combat...which as I indicated are wholly unnecessary since the combat is so easy. So you end up picking up a bunch of powerups that are basically useless, cluttering your upgrade menu with a bunch of things you'll never use. It got to the point that, instead of being excited when I saw one of the powerup balls, I actually started feeling annoyance, because there was a 50/50 chance of it being some useless ability for mine combat that I didn't want. Overall I think this is a step down from the first game. The spider controls are better, and that's just about all I can say about it. Otherwise I'd just recommend playing the first one.
It's better than the first game, but for the third one they really need to spice things up with some roguelike mechanics or whatever the devs can come up with. Having to buy all the same upgrades every run (and being still limited to the A D keys to scroll through the gadget menu) was tolerable in the first game, but this time around has become really tiring. The mission-based structure did little to mitigate the lack of variety between runs, beyond being able to evacuate early and save yourself the trouble of farming the whole biome when the objectives were close to the starting point. Adding Zyrex to the caves (and weapons to fight them off) is a welcome addition, as well as the one-way teleporters (wish they were two-way though). The bar and workshop pogression were fine at first too, but then the upgrades became barely noticeable by mid-game and having to visit the bar before every mission to get the drink buffs got repetitive as well. The story and world building were good, even if it ends again with a cliffhanger again. The pixel art is still top notch. Overall, I would only recommed it if you really enjoyed the first game and don't mind turning your brain off again for some farming.
По первым впечатлениям, первая часть игры ЗАМЕТНО лучше. Взять хотя бы то, что пещеры стали вразы больше, и запутаться конечно не получится, но это удлиняет сам геймплей, сделали зачем то больше беготни, теперь можно выйти в "город" и там зайти в бар (для бафа) и в мастерскую с лабораторией. целых три здания, а за два похода это уже утомительно... Теперь и оружие для персонажа покупаем-улучшаем, с одной стороны - классно, с другой, учитываем что гриндить больше нужно. Из плюсов, да больше кастомизации, но по факту это доп гринд, который ощущается именно духотой. Поиграем еще конечно, но первая часть была классной за счет того, что погрузился и пошел добывать, потом тратишься на улучшение, здесь же, добавили не нужные на мой взгляд активности, да и вроде как и гра благополучно заброшена разработчиками.
This game seems like it might be fun at first, but then you realize that every single mine, NONE of your upgrades transfer over. So all the work you just did means nothing and each new mine you have to start from scratch with vanilla weapons, health, speed etc. Its just not fun. After about 3-4 mines, and the enemies get WAY harder, yet you have vanilla weapons. ITs annoying. I deleted it after about 2 hours and won't ever play this again. Pass on this.
Game is dead , don't buy this garbage. No update since launch
Вроде бы есть абсолтно всё, чего ждёшь от второй части понравившейся игры, расширение и углубление механик, развитие и продолжение сюжета, но... Какому-то очень дофига умному геймдизайнеру пришла в голову "отличная" идея превратить рогалик в сессионку, в которой в конце каждой игровой сессии у тебя будут отбирать апгрейды. Что самое главное - отбирать будут апгрейды на копание, каждая новая сессия - очередной этап бесконечного бессмысленного гринда. И как будто бы этого мало, вероятно тот же самый геймдиз решил ввести восстанавливающиеся стены во втором акте! Не спорю, с точки зрения сеттинга выглядит круто, но это делает и без того унылый гринд в несколько раз сложнее?! Чтобы что? Категорически не советую игру для покупки, очень жалею, что не ознакомился с отзывами до завершения срока возврата.
На третьей локации я устал от гринда. Да в этом и есть суть майн игр, но я не должен уставать как на работе. Первая часть очень понравилась и механики и сюжет, здесь же весь сюжет - пробраться к концовке по тоннелю в стене.
Я конечно получила от Wall world 2 удовольствие, но она хуже первой части во множестве аспектов. Во первых качество анимаций. В первой части они были крайне высокодетализированные и красивые. Во второй же части мало того что сами анимируемые детали паука стали меньше, так ещё и анимации куда более скудные. Во вторых ключевой геймплей. Весь процесс состоит из "Проходи миссии в регионе пока не наберётся счётчик > находи особую миссию которая даст тебе артефакт > иди в дыру и убирай препятствие с помощью найденного артефакта > находи новое препятствие артефакт к которому находится в новом регионе" и так по кругу. Плюс сами миссии это либо "убей зайрексов в шахте (либо много, либо одного, но большого)" либо "найди в конце шахты *предметы*" В третьих, прокачка. На пауке она заметно и хорошо ощущается. На персонаже же ощущается нормально разве что прокачка вместимости пылесоса. А скорость передвижения и мощность бура конечно прокачать МОЖНО, но по факту это ни на что не влияет (ибо надо же как то занять игрока чтобы он ресурсы копал и в процессе забега качался, а то иначе зачем всё?) Но видимо на стадии тестирования им сказали что это фигня и они добавили костыль в виде коктейльного бара который за деньги уже ощутимо улучшает различные аспекты персонажа (скорость, бур, хп и т.д) Ну и несколько пунктов по мелочи. В первой части в процессе забега можно было находить различные оружия для паука и они хорошо разнообразили геймплей. Во второй на одной миссии можно найти только ОДИН вид оружия и встаёт вопрос, ты либо прокачиваешь стандартный пулемёт или что то нормальное. Я упомянула выше миссии по убийству крупных зайрексов. и по хорошему ожидаешь что это какой то минибосс или особый зайрекс, однако нет. Стандартный, просто БОЛЬШОЙ. Ну и собственно затянутость. Вся эта формула с миссиями игре на пользу вообще не пошла. Потому что где то к третьему (из пяти возможных регионов) я уже прокачала всё что только можно в пауке и на персонаже. Ещё хотела бы сказать про корпуса паука. С ними в целом нет минусов. Различные корпуса открываются через сайдквесты и обладают особенностями. Один чинится за счёт убитых зайрексов, второй производит дронов которые могут влететь во врага и взорваться и третий может впитывать в себя урон и уничтожать всё на экране. Но вот чувствуется тут упущенный потенциал, ибо во время миссии максимум что есть у паука из прокачки это... эффективность того как ты его отремонтируешь. И ВСЁ. Можно же было добавить какой то дополнительной прокачки для особых корпусов. Производителю дронов можно было бы увеличить скорость их, собственно, производства или сделать дронов более взрывоопасными. Тому что восстанавливает прочность за счёт зайрексов добавить не только восстановление щита, но и корпуса. Ну и далее в таком духе.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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