

Trepang2
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.



01About Trepang2
In Trepang2, you play an escaped soldier with no memories and supernatural abilities, fighting through a single-player campaign to seek revenge, uncover the truth and face a dangerous threat. Use enhanced strength and speed, slow time to dodge bullets, cloak to approach enemies unseen, and combine explosive weapons with close-quarters punches, kicks and slides. On Steam PC, 93% of 16,057 player reviews are positive. Steam PC supports full controller use. Interface languages include English, Simplified Chinese, Traditional Chinese, French, German, Italian, Japanese, Polish, Portuguese and Spanish.
Credits
Lowest recorded in 36 months
$3.242026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
Show 7 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| Italian | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Russian | Yes | Yes | — |
Steam PC edition data · 2026-10-20
02Before you buy
Language and audio
Steam PC lists ten interface languages, including English and Simplified Chinese. English has full audio; the other listed languages have subtitles.
Single-player campaign
The listed play mode is single-player, with a story campaign centered on an escaped soldier and a search for the truth.
Controller support
The Steam PC version has full controller support.
03Frequently asked questions
What kind of game is Trepang2?
It is a first-person shooter with supernatural abilities, explosive weapons and close-quarters melee combat.
What abilities does the protagonist have?
The escaped soldier has enhanced strength and speed, can slow time to dodge bullets, and can cloak to become invisible.
What is the campaign about?
After being freed from a guarded blacksite, the soldier seeks revenge, tries to recover the truth and faces a deadly threat.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
It's probably the funnest shooter I've ever played. Unfortunately, I'm 51 and don't have the reflexes required to play it well, but it is fun as hell. I can't beat the last boss on Normal, but I'm trying.Show moreShow less
TL;DR: What sums up this game the best is what happens near its end. I would say it's a minor spoiler (in a game that doesn’t really have a story), but believe me, you shouldn't care. At one point a dude cuts off your left hand RE7-style, and after that, you won't be able to throw grenades and grab enemies. Yet – I guess based on your FOV settings – right after that you can clearly see your character still has both of his hands. And what puts the cherry on top is the moment when you go to the area leading to the final boss, only to find tons of grenades you can pick up and are supposed to help in your fight but you can no longer use. Trepang 2 is ridiculous. The game has an identity crisis in every single one of its aspects – level design, the type of FPS it wants to be, themes, story, presentation, etc. It honestly feels like it was generated using AI that tried to make something by looking at all FPS games from the past 20 years, without actually understanding what made them great on their own. It is also just 3 hours long, 6 if you beat ALL the “side-missions” (that are just horde mode arenas). I just can't recommend it. PS: This is just my opinion, some YouTubers I like (e.g.: GmanLives) absolutely love it. Be sure not to base your purchasing decision on a single review. Review: Not a F.E.A.R. spiritual successor and it lacks a clear, driving identity or style: It is (or rather was) supposed to be a F.E.A.R. spiritual successor with some added/improved mechanics. Yet, the game constantly changes what it wants to be without committing itself to a clear style & vision. In one level, it feels like the most generic FPS imaginable with areas that feel like were created via a random map generator. In another level, the game wants to be a Left 4 Dead clone with tons of mutants/zombies/whatever. In yet another one, it tries to imitate a Call of Duty-style blockbuster with set pieces and such. At one point, it also wants to copy the Metro and the Wolfenstein series with its themes and architecture reminiscent of nazi Germany. NONE of these ever work and feel like cheap imitations of beloved, successful titles. Certain levels and some scenarios do not support the combat system: The combat is designed for close-quarter encounters in tight spaces – there's a reason why most weapons have low fire distance/accuracy, why you have a slide that can be used for attacking, and why enemies drop ammo, HP, and armor upon death (incentivizing you to keep moving and get close to them, similarly to Doom 2016). This is also when the combat shines the most, as you slow down time, get into the face of enemies and unleash chaos. The problem, however, is that a lot of the time the game works against itself by either giving you maps that have extremely long and wide hallways, or a level that has tons of infected running toward you that drop nothing upon death. In these moments, the otherwise solid combat completely breaks. The game is extremely short and half of it is just filler: According to a developer, the game should take 10 hours for an average player. Well, I completed it in 6, even though I purposefully handicapped myself with a controller, in a game that is clearly designed for mouse+keyboard. Furthermore, I completed all of the side missions and picked up half of the lore items/collectibles. But even that 6 hours that is there is not fun most of the time. 3 hours of that are just side quests that in reality are nothing more than repetitive horde modes in extremely small maps. So half of an already short campaign is nothing more than busywork/throwaway content. As for the actual 3-hour campaign, as I said previously, it lacks any direction, and it only has half of a level that is in any way reminiscent of the quality of pacing, level design, and presentation found in F.E.A.R. – a 20-minute segment in a 6-hour game. No identity, tons of contradictory elements: As I said before, the game doesn't know what style of FPS it wants to be (F.E.A.R., CoD, Wolfenstein, etc.). But it's also just as conflicted in other design elements too. For example, it has a cloaking ability that lets you become invisible and is supposed to be an additional core ability next to slowing down time. It sounds cool, but it simply doesn't work well with the kinetic action sequences of the game and I found absolutely no use for it other than the parts where it was mandatory to use it to go through laser walls. Also, what's up with the story, or just the overall themes and concept of the game? At one point, I tried to survive possibly one of the worst "boss fights" ever created, where I run in a circle in a 10x5m area from a monster, waiting for my elevator to arrive. In another mission, I literally had to destroy a UFO, while in another one, I saw a character that felt like it jumped out of a Saturday morning cartoon and disappeared into nothingness after throwing a smoke bomb to the ground. It's just ridiculous. Feels like an asset flip: I thoroughly explained how contradictory the game is, but what perhaps shows this the most are the visuals. At certain points, the game looks like a B-tier shooter from the Xbox 360/PS3 era (like BlackSite: Area 51), while in other places, it can look absolutely stunning. However, in the latter moments, you can clearly see that the entire level was built using freely acquirable Unreal Engine 4 assets and these elements were thrown together without any artistic cohesion and consistency. This also speaks for the whole game, as if the entirety of it was just thrown together using random stuff that the developers could get or saw in other games, without actually ever thinking about how to make that work or make it fun, engaging, memorable, and consistent somehow. There are some good things, too: So there's a 20-minute segment in one level that is quite fun. The soundtrack can be also good sometimes (in the cases when the music actually works and you don't start hearing something that you are not supposed to, like adrenalin-pumping music when you calmly crawl through an empty vent). The combat is also fun when the game actually puts you into areas where it can shine – I guess some of you might potentially have a few minutes of fun with the optional combat simulator mode, where you can play in small arenas and trigger some nostalgia by experiencing something reminiscent of F.E.A.R. from nearly 20 years ago – but not as good.Show moreShow less
Please follow United Critics for quality reviews Trepang2 Review Factors Rating Description 🎮Gameplay 9.5 Adrenaline-pumping combat with a seamless blend of brutal gunplay, superhuman abilities, and strategic depth. 📷Graphics 8.5 Gritty and atmospheric, with visually striking action sequences, though the environments can feel drab at times. 🎧Narration/Audio 7.5 Solid audio design with intense sound effects, but the story lacks depth and coherence. 😮Variety 8.5 Diverse enemy types and customisable weapons keep the action fresh, though the gameplay loop remains consistent. 🎰Re-playability 8.5 Multiple modes, unlockable cheats, and varying difficulties provide substantial replay value. 💲Price 9 Reasonable pricing for the content offered. Trepang2 is like stepping into an action-packed blockbuster, where you’re the unstoppable force tearing through waves of enemies. 📝Story/Plot without spoilers: In Trepang2, you take on the role of Subject 106, an amnesiac super-soldier with a lethal set of abilities. After escaping from a secretive underground facility in Alaska, you’re thrust into a violent conflict against the Horizon Corporation and its sinister experiments. The plot, filled with familiar action movie tropes, takes a backseat to the intense combat, but it does offer some atmospheric moments, including unsettling jumpscares and creepy encounters. However, the story’s horror elements feel underdeveloped, leaving the main focus on the over-the-top action and carnage. 🎮Gameplay: First Impressions- From the moment Trepang2 boots up, the game thrusts you into its chaotic world, and it doesn’t let go. The combat is a thrilling blend of high-speed gunplay and supernatural abilities like going invisible/cloak, making every encounter a spectacle of destruction. As Subject 106, you’re equipped with an arsenal of weapons that feel punchy and satisfying to use. But what truly sets Trepang2 apart is the integration of your superhuman powers, which make you feel like a one-man army with cool reload animations. Combat Mechanics and Flow- The heart of Trepang2 lies in its combat, which channels the spirit of classic shooters like F.E.A.R. and Max Payne 3 with modern refinements. The game encourages aggressive, fast-paced play with a focus on fluid movement and precise shooting. Sliding down the enemies and making them fall just to kick their guts out and disrespectfully shoot them in the head while they tumble on the ground. Your slow-motion Focus ability is the key to mastering combat, allowing you to dodge bullets, line up perfect headshots, and unleash devastating combos. The melee system, which includes brutal punches and a Spartan Kick, adds another layer of visceral satisfaction to the gameplay. Even being a fast-paced shooter, the game still rewards you for being stealthy. You can sneak up on enemies, grab them to use them as cover, kill them with the finishing blow, throw them or grenade them to death. Abilities and Customization- Your abilities in Trepang2 aren’t just flashy; they’re crucial to your survival. The Cloak ability allows you to turn invisible, giving you the upper hand in stealth situations or letting you escape when outnumbered. However, the real star is the Focus ability, which slows down time and lets you execute cinematic kills with style. These abilities, combined with a robust weapon customisation system, offer plenty of ways to tailor your approach to each mission. Weapon customisation is handled through crates found throughout the levels, allowing you to tweak your arsenal on the fly. Whether you’re dual-wielding shotguns for maximum close-range carnage or equipping a silencer for a more stealthy approach, the game gives you the tools to wreak havoc your way. The dual-wielding mechanic, unlocked midway through the campaign, is a particular highlight, adding an extra dimension to the gunplay that’s both powerful and ridiculously fun. Level Design and Enemy Encounters- Trepang2’s level design is a mix of tight, claustrophobic corridors and open arenas that encourage creative playstyles. The game’s environments, while sometimes visually repetitive, are packed with interactive elements that can be used to your advantage or disadvantage, such as shooting out lights to create shadows for stealth, using environmental hazards to take out groups of enemies, or getting spotted because of your visible flashlight. Difficulty and Replayability- Trepang2 offers a satisfying level of challenge, especially on higher difficulties. The enemies hit hard, and you’ll need to make full use of your abilities to survive. The game rewards skill and quick reflexes, and the difficulty spikes during boss encounters are intense without feeling unfair. For those who enjoy pushing their limits, the game’s side missions and replayable combat simulations provide ample opportunities to test your skills. You can go for Easy, Normal, Hard, Very Hard, Extreme and Rage Mode. The final difficulty levels are for sickos who play like crazy. 📷Graphics: Trepang2 isn’t the most visually groundbreaking game, but it knows how to use its aesthetic to maximum effect. The environments are dark and gritty, perfectly complementing the game’s tone. While some areas can feel a bit too drab, the visual effects during combat—especially when using your abilities—are a sight to behold. Blood and sparks fly in all directions as you tear through enemies, and the slow-motion sequences add a cinematic flair that enhances the overall experience. Plus I love the minimal UI that doesn’t distract you from the ongoing action. When I used the machine gun, Oh Lord, the atmosphere went crazy with all the bullets and interactive elements of the map. 📝Main Pros and Cons: Pros- Exhilarating, fast-paced combat with deep strategic elements. Superhuman abilities that feel both powerful and essential. Smart enemy AI that keeps encounters challenging and engaging. Satisfying weapon customisation and dual-wielding mechanics. Atmospheric environments that enhance the game’s tension. Cons- Story is functional but lacks depth and coherence. The horror elements feel underutilised and inconsistent. Some levels and enemy designs can become repetitive. 🏷️Tips to new players: Try to make a rhythm where you approach a battle fully prepared. For me it was sliding down the door, enabling my cloak, sliding against the group of enemies and gifting them a grenade on the spot after which I used to take cover and use Focus ability to finish them off. Find your playstyle too, and it will become easier. ✉️Miscellaneous Information: Survival Mode DLC- Dive into Endless Mode to test your skills against waves of increasingly difficult enemies. It’s a fantastic way to extend your playtime and hone your combat strategies. Keep feeding your character, and you even get a loyal, friendly cultist who follows you and protects you. 😇Honest Rating: Trepang2 is a high-octane shooter that successfully blends old-school FPS action with modern gameplay mechanics. It’s not without its flaws, particularly in the story department, but the sheer thrill of its combat more than makes up for it. If you’re a fan of intense, skill-based shooters, this game is a must-play. Rating: 8.5/10 Blockbuster one-man-army. For full review head over to our websiteShow moreShow less
Before you read, a clear TL;DR: If you are solely interested in the gun aspects, the horde shooting aspects, overall what you saw in the demo? Get this game on sale. If you were at all interested in the story, do *not* touch this game, you will come out of it frowning. Trepang2 is a game I have complex feelings about - I wish there was a "It's complicated" option for reviews because honestly, I can't say I hate the game. But I can't say I'm very happy with it either. Let's walk through it. We'll start with the movement. Shift to run, alt to slide, right click to melee, middle click to aim. Pretty simple concepts. You can kick by sprinting and meleeing, or dropkick by running, jumping, them meleeing. Using this, you can bounce off enemies and walls - A very fun combination of mechanics! They do not tell you this, they do not make use of this. Next we'll move on to visuals. The game looks beautiful - If I could see half of it. I get it, there's a flashlight, use the flashlight. But when all the enemies have darker color pallets in an already rather dark game, I suddenly start losing enemies pretty easily. Then there's the visual clutter of guns in general. Shooting enemies showers you in blood and sparks. On paper, this feels amazing! You feel like you're really mowing through them. The issue is there are several enemies with armor so thick you have to pump a full mag into their head - and you can't see their ♥♥♥♥♥♥' head through the sparks and blood. Now, to the part that truly upset me: the story. It starts off beautifully, you are in essence an escaped supersoldier with a simple number in place of your name - in a way you're playing an SCP. This feels incredible! It's a wonderful point of view for a story like this, THEY DO NOTHING WITH THIS! The game keeps itself extremely vague, throwing corny plotpoint after corny plotpoint, from evil cultists with flesh monsters to - i ♥♥♥♥ you not - a scary jumpscare cloud that teleports you to the *BACKROOMS*, it just cannot seem to stick to one thing. The twist at the end is campy and easy to read right at the start, and any significant lore and story is in optional logs marked with blue. Usually, these are crammed in one spot because the devs didn't bother to consider downtime between fire fights. All in all, this game is not what I thought it would be, back when I played through the demos. I get it's an indie dev, but I think all games should be given fair criticism. I hope whoever did this story does better next time. Addendum to the phonk kids: Thank you for all the free points friends <3Show moreShow less
God's gift to unadulturated classic fun! Has playing videogames been boring recently? Have you found yourself stuck between DLC hell and overcommercialized hellscapes known as gacha games, with enough microtransactions implemented into them that they could raise a non-specific african country up over the poverty-line?! Does every graphically decent looking shooter play like the same garbage you have been forcefed since battlefield 69: going commando!? Well then i've got a game for you Chief! Trepang^2 is the long awaited sequel to dopamine and fatherly acceptance. With a combat and movement system so high in testosterone that it turned my sister into being my brother (true story guys i swear). Trepang^2 uses old-school game design methodology which was once though lost to the ages, only reffered to as "making the game actually fun and polished" Revolutionary stuff, Chief! The game in a nutshell You play as a supersoldier only reffered to as 106, the unofficial son between doomguy and john wick. The best way i can describe the style of play is if the movie Hardcore Henry became a videogame injected with copious amounts of "substances" What puts the super in supersoldier is your two main abilities; namely invisibility and Time Slow(henceforth reffered to as "Focus") on lower difficulties these abilities augment your abillity to feel like a GOD when extracting normies from the mortal coil. On higher difficulties they are the only things standing between you feeling like the master of gaming and getting your skull shot in by a 12G shotgun. Besides those, you are also endowed with the strength of a thousand angry swedes. Your "melee" attack is doing a flying dropkick into people while going at terminal velocity to forcefully divorce the head from your enemy's shoulders with no custody of the kids. The ragdolls are EMMACULATE, with you being able to grab anyone from behind or whilst they are knocked down and yeet them at anything within the same postal-code as you, grenade strapped to their chest is optional. The Weaponry Any good shooter needs weapons that FEEL Powerful and are numerous. Trepang only has some seven or eight main weapons to choose from but, chief, That is the magical part of it. Each weapon is unique with their own mechanics. There is no "true meta" where one handgun does slightly more damage for slightly more recoil that other shooters are plagued by. You wanna shoot a handgun? pick THE handgun, want it to go full auto? You can just pick it at the weapons workbench! Every gun is customizable to maximize FUN. You get to master the weapons with any playstyle you want. All the guns feel and sound satisfying to use, expecially when you Get the ability to dual wield any weapon in the game, expecially the shotguns and grenade launchers My favorite weapon is the shotgun chief. No weapon has ever felt so good in all my years of gamering. The first time i fired that 12G of pure joy, the sound of the blast echoing off the walls like the most holy of explosions were the only thing that was powerful enough to get my father home from the milk-store after 18 years. (true story guys, i swear.) The mechanics of making you feel like a god Trepang^2 gives you a TIGHT movement and stamina system where you are rewarded for playing well. Kill an enemy, get a short burst of unlimited stamina which is used to run, slide, jump and kick. sliding is one of your main offensive and defensive tools. 106 has apparently soaped his buttocks up with an endless amount of butter because when you press that little slide button you will go fast enough to barrel through a group of enemies, sending them ragdolling around like bowlingpins after a strike. Sliding is also the only way to move backwards fast so when 5 different guys are aiming at you with homing miniguns you better have stamina enough to get away chief! The stamina system works well with the focus system in that you need to damage enemies to get that focus meter up to slow down time. Meanwhile invisibility is time-based recharge. so it is a perfect balance of action and resourcemanagement that only gets more intense as you ramp up the difficulty and get more hair on your chest! Difficulty, balancing, awesomeness The difficulty slider goes as follows and can be changed between every mission; Easy, Normal, Hard, Very Hard, Extreme, Rage Mode. Now a normal game made by cowards would do the connection between "Moar helf = moar difficult" Well trepang does away with that and instead tweaks every part of the game mechanics except for the enemy health to bring you the masochistic joy that is the harder difficulties. The resource management gets harder as every kill gives you less and less focus the higher the difficulty and the damage you take becomes much more punishing. On Extreme, you will only be able to survive a couple shots before dying, on rage mode you can take one or two bullets. You will have to master timing of invisibillity to get out of the way of fire, the game becomes high-stakes one-man gorilla warfare where anything less than perfection means you die. AND. I. LOVE. IT! While dying becomes as easy as breathing, autosaves are handed out like candy after every ass-kicking so you never lose that much progress and can jump right back into the fight. The pacing is fantastic with death only acting as 4 second breathing breaks. And if the game ever gets too hard, just switch on a lower difficulty, "Rage Mode" is called that as a big D move from the developers for a challenge against those that have mastered the game mechanics, the skill floor is low but the ceiling is tickling the moon with how high it is. You are expected to play through the game multiple times to learn the mechanics like the back of your own hand. Chief, I'm gonna be real with you. I am not much of a "shooter fan" in the "classical" sense, you could even call me UGH, A CASUAL! But this game opened my eyes like a DIVINE REVELATION!! Amen, Chief! I Did my time playing it once on the "normal difficulty" and was hooked by the graphics, music and sheer riveting gameplay! Once i had gotten out of my "Post-Trepang-clarity" I knew i was never going back to playing anything less than trepang-quality games. I had gotten a taste of that good stuff and i wanted more. So i played again on hard, then very hard. Then grit my teeth and went through extreme and thought "Surely! they can't make it any harder!" Then i played Rage mode... It was pulling teeth, it was bloody, I cried a little...But I loved every second of it! Those you love are the ones who are able to hurt you the most, chief. I now know what that means, Trepang^2 taught me that. And i kept coming back. Even after every achievement had been gotten, i set my sights on the combat simulator and with a smile only a mother could love, went and beat all of that. The game CAN be hard, but the hardship is more satisfying than anything else i've ever played. Even if you aren't the masochistic type, anything bellow Extreme difficulty is just fair enough where you can have some casual silly fun. Closing remarks Another thing i did not touch on was the cheats. Remember when developers had the gall to put unlockable cheats in their game as an extra unlockable for completing the game fully? Yeah, I thought it had gone with the dinosaurs but Trepang^2 is here to slap that notion on it's fat greasy cheek before injecting it with "substances" by completing the game and various challenges you get to be freaky with the game and a wide variety of cheats you can switch on to make the game even more replayable. The bad in the name of "fairness" and "ethical reviewing" i should mention some of the games less than perfect executions. There's not enough. I want more. (luckily updates are on their way and the first DLC has just been released) so 10/10!!Show moreShow less
My God. I wanted to play this game so badly for so long. I thought it was going to be a game where you use your powers to take down legions of soldiers, similar to FEAR. After playing it, I cannot believe how quickly this game turned into crap. The start was so strong, you break out of containment and kill your captors. The voice acting is loud and intense, characters panic as they search the room for you, screaming out callouts as you brutally blast them all down with incredibly loud and powerful weapons. Then the supernatural elements began to show more and more. Now I'm shooting weird goop zombies and then some engineered monster that just charges me and does the same attack over and over. This obviously comes from the FEAR inspiration there's just a small problem with that. The horror sections in FEAR are the worst part of the ♥♥♥♥♥♥♥ game, why would you crank that element up even higher? I ♥♥♥♥ you not, you're randomly transported to the backrooms for no reason, you have to run away from evil black clouds that jumpscare you if you get too close, and tons of other awful horror tropes. Most of this stuff is never really explained that well unless you take 20 minutes to read the logs you find. It's GMod horror map levels of not scary, and I really just rolled my eyes or even uttered a "Oh come on, really?" whenever this ♥♥♥♥ happened. Whenever the game throws an enemy at you that isn't human, its the worst fight in the game. They're just bullet sponges that refuse to die or even react to your actions. It doesn't help that most guns do zero damage against anything with armor at all. I was playing on Very Hard and you either kill everything with a shotgun and assault rifle, or you die, simple as that. Explosives are good too but they are rare. Enemies do unreal damage as well, so you're super reliant on using your powers to really get around the battlefield at all. Any time you don't one shot a guy he's probably gonna one shot you instead. As the game progresses enemies get bulkier and better armor, which makes everything such ♥♥♥♥♥♥♥♥ since you can't even burst them down anymore, yet the game insists on being really stingy with ammo and never really letting you hold onto the good weapons for too long. There's a really crappy weapon attachment system I barely bothered with, most attachments do nothing or just make the guns worse for no reason. Some are just nonsensical and make me think the developers never even played their own game. A minigun machine gun has an attachment that adds knives to the end of all the barrels so you can shread dudes in front of you. Issue is you can’t spin the barrel without shooting so you stick your high caliber machine gun in a dude’s face and he dies to the gunfire before the knives can even do anything. Oh should I mention that all attachments have ridiculously harsh downsides and that one in particular reduces the damage of the gun for no reason? Even though attachments are supposed to be hidden pickups to reward you for exploring? Let’s not even mention the fact that you barely ever hold onto guns for a long time due to ammo issues so there’s basically no point in equipping attachments in the first place. Side missions are mostly just copy paste with a few small levels that just have you hacking things. These usually involve you being trapped in a small arena while waves of enemies show up. It gets old really fast, and by the later waves you’ll be getting one shot by DMR and shotgun users while you struggle to grab any ammo. Hope you like the low power SMG because it seems to be the only thing enemies carry. Most weapons drop almost no ammo. I think shotgun drops give you.. like 4 shots. Assault rifle drops give you about 12, not even a full mag. I don’t understand the stinginess with ammo, it’s not even easy to swap weapons out during combat since you gotta hold F for like 30 years while you’re being shot at. There’s also a duel wielding mechanic, use it with the shotgun and nothing else. It’s awful, you chew through ammo and deal the same amount of damage, all the while being unable to control the guns at all. The boss fights are stupid and the hit detection is spotty for any melee stuff. A boss will swing a sword where you were and you'd still take damage. Late game is pretty reliant on insta killing you for the challenge so you have to play like a boo hoo baby to get anything done. Your powers go from useful tools to the only reason you live ever, they are insane crutches for the horribly balanced difficulty. And if all of this wasn't bad enough the game was really short too. Only about 5 or so main missions, I remember being really surprised when the final mission began, thinking I barely did anything. The story is mostly nonsense too, I couldn't care about it since the game insists on you stopping to read all this intel you pick up and it’s just filled with technical mumbo jumbo. I don't mind a deep and interesting story but you can't deliver it all through optional logs the player might miss. This is a high octane shooter why do I need my reading glasses every 5 minutes? It’s also so blatantly obvious that they didn’t know where to put a lot of this intel. You’ll find a bunch of it just placed around each other when you’re traveling in between fights. This game doesn’t have the atmosphere to have the quiet time FEAR has between combat segments so I usually just ran through them as fast as I could. Smaller complaints include the boring map design. Early on arenas are pretty fun, but this disappears fast, hallways and massive rooms with no cover become the norm. Guns are hard to use correctly, with such insane fire rates you can't hit anything unless it's right in front of you. I ♥♥♥♥♥♥♥ hate the main base and mission system. This game would have been a lot better if it was a continuous campaign. Once again, if FEAR is such a big inspiration why take the worst aspects and ignore the good parts? The visual noise is unreal. When you shoot at a guy sparks go everywhere, the reticle goes insane, your gun bounces around like your dude's shoulder is jello, and the enemy just freezes up and hardly reacts to the lead entering his body. It's hard to actually tell if you are killing dudes, they seem to just get up after you mag dump them. Stick to the shotgun and explosives and gib them, it's the only way to be sure they're actually dead. Lastly enemy snipers just delete you. Full stop. You're in their sights for a moment and it's over. Very fun and interactive gameplay! I really love how it's impossible to hit anything if it's more than 10 feet away from me! Trepang2 could have been great, it get's the raw intensity very well. It's just a shame there's so much messy stuff mixed into it all. I hate to say it but I was happy to be done. I really did not like this game near the end.Show moreShow less
Short version: This feels like F.E.A.R. (2005) so if you enjoyed that game, go for it. --- Longer review: Trepang²? Trepang Squared? What happened to Trepang1? Who knows, these questions aren't answered anywhere that I can find, so let's just talk about what the game does. FPS games have different era's and styles. From the DOOM clones and boomer shooters mimicking the 1990's retro era to the slow plodding cover shooters that came later; somewhere in between came F.E.A.R. and very few things tried to copy it. If you're looking for new and modern, this isn't it and I'd point you towards the occasionally controversial DOOM Eternal that creates its own unique feel and combat flow. Instead if you're looking for something that feels like a classic mid-style FPS that's retro but not boomer-tier retro, you'll find Trepang2 falls somewhere in that 2005-2010 era of corridor shooter pseudo-horror that F.E.A.R. occupied for a while. Restricted to two weapons at a time (swap as you find them) you'll have to manage available ammo against what enemies you'll be facing. But you also have "super powers" at your disposal with focus (slow time) and cloak (invisible) right from the start that work the same as any stamina bar for running, short duration, refill by waiting. The powers seem like a nod to Crysis, making this a novel F.E.A.R + Crysis hybrid in some ways. By the end of the first level you'll have been shown the basics of stealth and a hint of weapon customization. But the fun so far has been just weaving in and out of combat juggling focus and cloak to confuse the enemies and pick them apart while you're being hunted. AI shows some moderate attempts at team work and coordination and will investigate light sources and noises. It's not the depth that F.E.A.R. had for AI, but it's interesting at least at the higher difficulty tiers. Weapons aren't particularly realistic but they are fun, shotgun will blow an enemy to pieces and so on. You also seem to have super strength, if you can surprise or injure a target you'll be able to grab them, use them like a human shield or simply throw them at their squad along with a grenade to cause more chaos and damage and your slide attack is virtually overpowered, using enemies like pins and you're the bowling ball. Combat is quick and responsive and from the looks of it there's numerous difficulty tiers to bang your head against for challenges beyond normal. (Estimated length based on seeing the chapter list is maybe a dozen levels, probably 30-40 minutes a level and then 6 difficulty options from easy to "rage mode") So far there's no fancy story, no real explanation for what's going on (at least not at the start of the game) and you're just prisoner 106 escaping from who knows what for who knows why while mercilessly killing whatever happens to get in your way. I'm gonna quote the store page here: "Unleash all hell on your enemies, dodge bullets and leave a trail of destruction in this hardcore and frenetic shooter." and say that's relatively accurate. Performance wise I've had zero issues, but I am well above the relatively low system requirements and while the graphics are adequate they are circa 2013 not 2023. So while the game is fun it's not pushing any kind of new tech or showing off beyond its simple approach to action and combat just for the sake of action and combat. Maybe I should set your expectations a little more mid range. F.E.A.R. + Crysis but from a 4 person indy dev team and not a full size AAA studio. Don't think too hard, it's not that deep, but it is fun. First Look gameplay with no commentary. I just booted up the game and this is my first play through of the first level without any prior knowledge or preparation. Video ends right before the "boss fight" with no major spoilers: https://youtu.be/F3owdMy-vpw --- Bottom line: It's not breaking any new ground or pushing the genre to new heights, but it is doing a fine job of providing an enjoyable well trodden killing corridor. --- While you are here, would you consider following my curator page? Want to read all of my reviews and not just the curated ones?Show moreShow less
Pros: + Gameplay that rivals the game that inspired it (F.E.A.R): My first time with Trepang 2 was during the first time I saw it at a Steam Demo Fest. I was really impressed by how well the team had recreated the fun, chaotic, violence fest that F.E.A.R brought to gaming so many years ago. Fluid movement, bullet time, sliding, dual wielding guns, and grabbing and kicking and punching. Gameplay is the game's strongest aspect and it doesn't falter in any way. They nailed this back in the first demo, and have since barely had to adjust it as far as I can tell. IF THIS IS ALL YOU WANT FROM THE GAME, STOP READING THE REVIEW HERE AND GO BUY IT! Seriously, I have ZERO issues with gameplay, which felt REALLY good! + Beautiful and varied environment art: The environments you experience in the game are truly impressive - the game has come a long way since that first demo! One of the impressive things to me about replaying F.E.A.R is that, for the time, so much of the environment art still feels fantastic. The offices of Horizon definitely feel like Armacham Headquarters, for example! + Site 83: Without spoiling too much, this mission was exactly what I expected from Trepang 2 as a whole, and how I anticipated the entire game would feel. The creepy atmosphere, the creative use of assets for scares, the mixture of imposing silence and hectic, action-packed gameplay. THIS is the game I wanted to see more of. It's unfortunate I did not, but this mission was a standout for me. + Exciting, intense music: LOVE the soundtrack on this game, which felt appropriate for the intensity of gameplay. + Plenty of Unlockables you can pursue: If you are a fan of the game's core gameplay, there are loads of optional combat encounters, unlockable cheats, intel, customization, and more to extend your playtime. Cons: - Lackluster storytelling and structure: One of the things I wanted the most, after playing the demo, is knowing what Trepang2 was going to setup as the plot. F.E.A.R's story is a part of what makes the game so interesting - being part of a special organization tasked with combating a mysterious forces, and dealing with Alma Wade and unpredictable Paxton Fettel. It inspires curiosity in how you might be connected to these people, and what both organizations might be hiding. The structure of briefings with your squad, and conversations with desperate, terrified survivors - these seem like they may be unnecessary, but they add a lot to the feeling of the game! For example, these moments of brief humanity help amplify how terrifyingly quiet and unnerving some of the levels can be, even when nothing is programmed to happen. But you get none of this with Trepang2 - all interactable characters are wearing masks, sound virtually identical, and are seperated by glass. Environments are overwhelmingly empty, with lore informing you that every single person has been evacuated prior to your arrival. Even your hub area, filled with workstations and jobs for people to do, is devoid of anyone. - Failure to either find its own identity or act as a true "spiritual successor": While the gameplay, environments, and music are incredible, the most striking thing about Trepang2 is it doesn't feel anywhere near as iconic as the series that inspired it. F.E.A.R's creative scares, intriguing story, imposing atmosphere (where it felt like something ♥♥♥♥♥♥♥ terrifying could happen at a moment's notice)... all of this was missing from Trepang2. Meanwhile, the departures the game took from F.E.A.R - such as wave-survival side missions, the use of biological abominations AS WELL AS spirits and otherworldly beings (???), rather dull and forgettable characters that you never get to see, and the lack of focused storytelling - don't feel like suitable replacements. It feels very videogamey, where the reasons behind what you're doing are very slim. The worst offender of this is the weird combination of enemies you fight - a goofy bat monster and explosive zombies, red floating spirits, distorted cultists, creepy black silhouette ghosts, a Resident Evil terminator-looking dude, and the giant 'unidentified creature'. The combination of all of these in a single game made the entire game feel less like a believable, focused experience and more like checking off a checklist of videogame monsters. Another example of this was the inclusion of the backrooms, which while perfectly fitting with the vibe of F.E.A.R, felt like something that should've been an easter egg rather than part of the game's established lore. - Unfortunately short playtime: I've heard claims of 10 hours and 6 hours. Well, maybe on a harder difficulty, with a focus on 100% completion, you might reach that playtime. For me, it was around 4.7 hours. I don't buy into the whole "time ingame = money you spent" equation ♥♥♥♥♥♥♥♥, at all - if the game is good, the game is good, and $30 feels completely fair. BUT, I will say, it did feel like the story of Trepang 2 was over extremely quickly. I'd be willing to guess half of my playtime, at least, was side missions - as I did all but one of them. That means the story missions of Trepang 2 took even less time than 4 hours to complete, on a non-speedrun playthrough! - Overreliance on Wave-Based Missions, even with them being optional: The realization that half (which might be an exaggeration, but it certainly felt like it) of the side missions were wave-focused made me far less enthusiastic to do them all. - (Spoilers)Questionable Writing Decisions, and Ending: There are a lot of story moments towards the end of the game that just feel... goofy. Why did the secret organization, that intended to betray me and restart the cycle, or simply restart the cycle if I died anyway, give me ANY indication of where the secret nuclear explosion device is located? Maybe that part is explained in some collectable I missed... Still, then: Why did that organization gas me asleep, then WHEEL ME TO A FIREPIT WITH WEAK HANDCUFFS, instead of just... shooting me in the head?? Or... slitting my throat? I know that apparently I'm a super soldier monster underneath my mask, but even so, gunshots CAN kill me - they did all the time! And there's more I just felt so... eh, about: The big CEO of Horizon having nowhere near enough screen time for me to get any sort of strong opinion about him, for example, or how the game tried to get me to care about my betrayal when it was obvious from a mile away. Overall: This review was really sad for me to write. I was VERY excited for this game after playing BOTH Steamfest Demos. And, to the team's credit, I DO feel like there's a ton to love here - the gameplay is VERY strong, the artists are extremely talented, and the music is fantastic. But man. ~4 hours of playtime (on not any of the harder difficulties, but even so), with most of the playtime dedicated to side missions that rely on wave-based gameplay? With missions that miss the mark on capturing F.E.A.R's atmosphere? With a story that fails to captivate anywhere near as well as F.E.A.R did? So, here's my recommendation: Watch gameplay. Now, once you do that, consider this: The gameplay is the BEST thing about the game. If that is enough for you, regardless of the game's short playtime, buy this game. I invite people to support the developers, who I think made one of the best attempts at F.E.A.R's legacy. If that is enough for you, then ignore my dumbass review and buy it. But, if you're looking for more than just the gameplay? If you wanted to get this game because you wanted something that actually lives up to what F.E.A.R was? I can't recommend this game. There's just not enough here for it to feel like more than a REALLY good idea that isn't quite there yet. That all being said, I look forward to seeing what the team does next.Show moreShow less
Passes the John Woo test, I shot a single book and it exploded into an entire library's-worth of pages.Show moreShow less
It didn't do it for me. Now I don't think the game is bad, and a lot of people seem to enjoy the hell out of it. The thing is that this game was advertised as a FEAR successor. Whiie they managed that in the setting, the gameplay seems to be waaay more inspired by DOOM. So the tactic becomes jumping through an arena and shooting at whatever is in sight. At the same time, it DOES have a stamina bar, so while the doom playstyle is your best bet, you still have to stop and regain stamina in the corner every 10 seconds, making this a weirdly paced shooter.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
