DLC

The Escapists 2 - Season Pass

Comments
PC
Get access to exciting additional content for The Escapists 2 with the season pass. Test your escaping expertise by breaking out of three exhilarating new prisons with extra items, customisations and thrilling new ways to escape!
88%Steam Reviews59 reviews
Released: Aug 21, 2017
Multiplayer · Strategy · Pixel Graphics · Online Co-Op · Co-op
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Credits

Developer
Team17 · Mouldy Toof Studios
Publisher
Team17
8.0
Overall Score
External ratings88%Steam Reviews59 reviews
Graphics
7.2
Audio
7.1
Gameplay
8.5
Story
6.6
Content
8.4

A pixel-art jailbreak simulator where careful crafting and multi-stage planning create deep cooperative loops across several distinct prisons.

Our Verdict

Is The Escapists 2 worth dozens of hours of your time? Yes, provided you are willing to build your enjoyment on a chain of observe, prepare, fail, and try again. This is not a game that grabs you with spectacle on the first contact. At first glance it can even look a little plain.

A stubborn kind of pull

Once you start understanding the relationships between the prison routine, material gathering, crafting plans, and escape routes, however, it reveals a remarkably stubborn appeal. It does not goad you into charging forward. It tempts you into optimising one more time, shaving a few seconds off a window, finding a cleaner line through a yard you thought you had already solved.

That loop of refinement is where the game quietly digs in. The hook is not adrenaline; it is the itch of a near-perfect plan that could still be a fraction better. Players who enjoy that itch will find the hours vanish, because every successful break immediately suggests a more elegant one you have not attempted yet, and the temptation to chase that cleaner line is remarkably difficult to resist.

Compared with the original game, the maturity in multiplayer, systemic depth, and level scale can be felt directly. This is unmistakably a bigger, more confident version of the same idea, with more room for the systems to interact and more variety in the prisons that test them.

Where it competes and where it cedes ground

Set against cooperative, plan-execution titles that prize a sharp tempo, The Escapists 2 trades some of that incisive pace for more sandbox room to reason things out. It is happy to be slower if slowness buys you options. And against a management-style prison simulation, it plainly has no intention of fighting for the same ground; it cares about how to escape, not how to administrate.

That self-awareness is one of its quiet strengths. It is not trying to be the deepest simulation or the slickest co-op heist. It stakes out the specific pleasure of personally executing an escape, and it defends that territory well.

It is worth dwelling on how rare that focus is. Plenty of games in this space dilute their identity by chasing every adjacent genre at once, ending up competent at many things and memorable at none. The Escapists 2 takes the opposite bet. It picks one verb, escaping, and pours its design energy into making that verb feel personal, repeatable, and endlessly tunable. The result is a game that knows exactly who it is for, and that clarity pays off in how confidently every system supports the same goal.

The honest ledger

Its weaknesses are equally clear. The story is light, the audiovisual side does not grab you, and parts of the preparation phase slow the pace. Will these issues turn some people away? They will, especially players chasing strong narrative or high-spec presentation, and those folks should adjust expectations before buying in.

It is also worth weighing those flaws against the price and the payoff. None of them touch the core loop, which is the part you will spend the overwhelming majority of your time inside. A light story and a modest soundtrack are easy to forgive when the planning itself remains this satisfying, and the occasional slow stretch is a small toll on an otherwise generous road.

But if you are after a game with solid systemic interplay, one that yields more insight the more you play, and one you can cheerfully blow up alongside friends, it comfortably clears the bar of "genuinely well made, worth picking up." It is not an earth-shaking masterpiece, and it never pretends to be. It is accurate about its own ambitions. And it is durable enough to keep rewarding the people who get its rhythm. In one line: breaking out with friends is even more fun than actually succeeding.

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