
Forgive Me Father 2
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 Forgive Me Father 2
In Forgive Me Father 2, continue the Priest's story through a nightmare world inspired by Lovecraft's myths. This first-person shooter sets hand-drawn comic-book visuals against hordes of enemies. Choose from an arsenal of weapons and variations, while madness serves as both a threat and a source of unusual abilities. Steam player rating: 81% positive from 1,537 reviews. Released on October 24, 2024.
Credits
Lowest recorded in 36 months
$5.402026-07-30 · 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 | — |
| English | Yes | Yes | Yes |
| Polish | Yes | Yes | — |
Show 9 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Italian | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Turkish | Yes | Yes | — |
Steam PC edition data · 2026-10-20
02Before you buy
Mode and language
The Steam PC version is a single-player game for Windows. English has full audio, while several other supported languages have subtitles.
Combat and abilities
This first-person shooter pairs hand-drawn comic-book visuals with weapon choices, weapon variations, and abilities tied to madness.
03Frequently asked questions
What story does Forgive Me Father 2 tell?
It continues the Priest's story from the first game in a world inspired by Lovecraft's myths.
Do enemies change during the game?
Yes. Enemies evolve into increasingly evil and twisted forms.
What does madness do?
Madness can threaten the player, but it can also fuel unusual new abilities.
What kind of music is in the game?
The soundtrack features strong electric-guitar riffs and energetic drums.
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.
Fantastic Game that improves on everything the original did and is a fantastic shooter overall! Shame that it is now hidden behind an adware launcher that is being recognised as a virus by some Anti Virus suits, I'm sure nothing dodgy is going on there. I'm sure this was forced onto the dev by the publisher, if this gets removed the review will turn into a strong recommendation as the game is fantastic! Keep up the great work!Show moreShow less
Full Game - Forgive me Father 2: https://www.youtube.com/watch?v=0tAab42MADw&ab_channel=TheBaldMan Full Game - Forgive me Father: https://www.youtube.com/watch?v=Eri1ZgWmfs0 It took me around 3 hours to beat the game on the hardest difficulty, expert. The movement is great. The headshots are satisfying and the weapons feel great. I enjoyed the game. Good music as well. For now is only the first chapter, still in early access, but they will release the next chapters as well. The last boss was hard, but after a few tries I manage to defeat him. I think it is worth playing. Here I will leave the cat, friends who pass by can pet it and give it a thumbs up /> フ | _ _ l /` ミ_xノ / | / ヽ ノ │ | | | / ̄| | | | | ( ̄ヽ__ヽ_)__) \二つ ~ DIFFICULTY ~ 🔲 My 90 year old grandma could play it 🔲 Easy ☑️ Normal 🔲 Hard 🔲 Dark Souls ~ GRAPHICS ~ 🔲 MS Paint 🔲 Bad 🔲 Meh 🔲 Graphics dont matter in this game ☑️Good 🔲 Beautiful 🔲 Masterpiece ~ MUSIC ~ 🔲Little to no music 🔲 Bad 🔲 Not special 🔲 Good ☑️ Beautiful ~ STORY ~ 🔲 This game has no story 🔲 Like playing Temple Runners for the story 🔲 It's there for the people who want it ☑️ Well written 🔲 Epic story ~ PRICE ~ 🔲Underpriced ☑️ Perfect Price 🔲 Could be cheaper 🔲 Overpriced 🔲 Complete waste of money ~ REQUIREMENTS ~ 🔲 You can run it on a microwave ☑️ Average 🔲High end 🔲 NASA computer ~ LENGTH ~ 🔲 Very Short (0 - 3 hours) ☑️ Short (3 - 15 hours) 🔲 Average (15-50 hours) 🔲 Long (50-90 hours) 🔲 Extremely long (90-110 hours) 🔲 No ending ~ FUN ~ 🔲 I'd rather watch paint dry 🔲 Hard to enjoy 🔲 Repetitive ☑️ Actually pretty amusing 🔲 Ride of your life ~ REPLAYABILITY~ 🔲 It's a one-time experience ☑️ Only for achievements 🔲 If you wait a few months/years 🔲Definitely 🔲Infinitely replayable ~ WORTH BUYING ~ 🔲 No 🔲 Wait for sale ☑️ YesShow moreShow less
This is a great set of bones for a game. Most of my issues with the first one have been resoundingly addressed. Guns feel great now, level design is vastly improved, and movement is snappier than ever. What was once what felt like an excuse for an art style now feels like a real game people put time into, but man there is barely anything here at the moment. I finished everything on the hardest difficulty in under two hours. I even left the game running while I went to cook something. There's just not much replay-ability here either beyond hunting for weapon tokens if you missed a lot of them, but most guns only have one or no alternatives so you wind up having plenty. I feel early access has become a kind of curse these days as I was pretty excited after the demo only to realize that it was about half the game right now. This will probably be a great buy in a year or two, but until then there isn't any point. Addendum: Finally came back to this now that it's out for real. Honestly I'd still give it a pass at the price point unless you're really aching for some indie fps action. The game still has a lot of the same issues I stated previously. Even with a full release the progression system is mostly frivolous. You can only equip three passives or dark tome effects at once and one type of gun in each slot so the purchases start to feel meaningless before the game is even halfway done. There's also some baffling decisions like making the Devil Trigger or Dark Tome mode require a fairly lengthy animation and also last a very short time so at the first chance I got I just equipped a bunch of passives and ignored it. Certain gun variants also feel like complete traps. Things like the homing machine gun and rocket launcher are a complete joke, but the Anemone and Mortar will thrash any enemy you so much as look at. Level Design was mostly solid with some real "What were they thinking?" moments. Namely Desert Shrine. Who in God's name on the dev team decided a Hexen tier switch hunt was fun especially in a game without a map? It's horrific. Otherwise it manages to keep a mostly good pace without going too far into the usual Lovecraft tropes too fast. Another major downside is the boss fights. Every single one is a complete joke. The scientist is probably the most interesting, but he's mainly a gimmick. You'd think the epic set piece at the last boss would be something, but no he just watches while you smack around yet another blob-like enemy that dies in 30 seconds. The penultimate level is more interesting and more of a challenge than the actual boss. Finally the story, and more so the ending, are just a travesty. The entire game baits you along with the promise of mystery and deep revelation only to play into bog standard "It was all in le head!" tripe yet again. Wowee can't believe it, what a twist! etc. It's just so boring and dull. The voice acting also leaves a lot to be desired. It feels like the VA's are just rushing to get it over with a lot of the time and the Priest seems to lack any understanding of inflection or pacing. Feels like English isn't their first language or something. It's bizarre. The music was alright. Mostly standard FPS metal with some interesting songs later on in the more esoteric levels, but nothing I'll really remember. The art design is the obvious stand out, but you already knew that. This is still a definite improvement over the first- the game play is much better, but it still feels like they got bored after drawing it and barely managed to drag themselves through making the rest of the game.Show moreShow less
Byte Barrel could've made the same game again since the original was well-received. They went above and beyond instead. I sincerely hoped for it because I found FMF lacking in anything but its comicbook style and commitment to the setting. Looking good on stills, in practice, FMF came off as plain and ugly to me. It involved zooming through barfed-on cardboard maps while enduring monotone encounters with sliding enemy cutouts. That said, Byte Barrel did their homework with an oomph. Rest assured, every facet of the sequel is as Lovecraftian as it was. It revels in its dark mythos, celebrating its pulpy side, only FMD2 has transcended its predecessor's surface-level appeal, expressing its themes through intricate levels, intense combat, vastly improved animation, and a simple, traditional Lovecraftian story with multiple endings. Levels To get mine, I shot my way through 23 sizeable levels. Less plain, branching yet remaining semi-linear, they still don't require a map. But they use the limited space efficiently and seem much larger than they are due to the clever design. Vertical, diverse, featuring devious ambushes and well-designed secrets, the levels appealed to me even before I got to the best ones. All the staples of the setting are present: shipyard, mansion, lab, arctic, etc. There's a great variety of pestilent places that start off humbly, then get exceedingly bizarre as you go. Not all locations are grim, some are deceitfully vibrant and serene, feeling twice as accursed. I couldn't get enough of the the Hitchcockian botanical gardens, Yuggoth, lore-accurate Leng! As well as the pyramids for their stuffy dark mazes. It's amazing what the traditional doors, keys, and levers can do in competent hands. I also enjoy a shooter that presents me with a flow of enemies that doesn't stop between dedicated arenas. It adds tension, forcing you to watch your six at all times, which keeps exploration engaging. When it comes to said arenas, this game learned from the best - Painkiller, only agile like Unreal Tournament or classic Doom. The arenas don't just repeat the same patterns ad nauseam, their malicious designs get inventive. You have your large squares, stuffy corridors, arenas with elevation, lifts, traps, or tricky obstacles. All tailor-made, filled with explosive barrels and monster closets. The flow is right, too, for the game doesn't just bombard you with one ultra-hard fight after another. When it slows down, things can get truly atmospheric during the quieter sections, marrying ephemeral horror with visceral terror by locking you in tight spaces with hard-hitting abominations. Monsters The overall pacing reminded me of Build Engine games with their quick deaths and quick kills. Everyone is a glass cannon. It pays to be proactive because dispatching of threats expeditiously is the best way to ensure survival in that system. An average fight takes a couple of minutes of intense focus. Since there's a hybrid checkpoint system that allows you to save whenever but prevents saving in the middle of major fights, each attempt at such an encounter looks progressively more badass as you learn it by heart. Love me a shooter where being awesome and efficient are the same thing. And you must be efficient to live. Here, health and ammo scarcity is a vital feature. It's a risky affair that can undermine a game if poorly implemented. In FMF2, scarcity is a blessing that forces you to constantly swap weapons and stay aware of your surroundings, turning secrets desirable, not just checklist material. The enemy roster is generous, unravelling its otherworldly monstrosities slowly. These roaming horrors move fluidly and get blasted in a satisfying manner. The sprites are so full of fine detail even small things like an ammo pickup can feel special. Stop and watch: a little maggot sticking out of meat bullets is having a feast. Some enemies demand special treatment. For example, the game kept them zombies who carry a spare head around. If you blow one off, they put another one in its place, which makes body shots a better option. Some creatures can turn into hulking beasts upon death, some jump all over the place or cling to walls. When you need to keep encounter composition and threat prioritisation in mind, that's how you know that enemy design is solid. Distinct aggro barks and good sound design play a huge role at that. I don't have much to say about the standard FPS bosses, except for the one who turned the game into a runner-platformer. That was a nice challenge. And it's a challenging game, at least on the Expert difficulty - the main reason why I have this many hours. I was struggling against impossible odds, which almost drove me mad. But it's only lore-friendly. You can lose a fight at any second, a brief hesitation means death. I'm not whining, for this game is fair and straightforward. No hitscan, no excessive cutscenes, no gimmicks. It's a freeform shooter of compelling simplicity. The hitboxes are lenient, headshotting on the fly becomes second nature. And it needs to be done on the fly because projectiles are fast and the hordes are massive. Guns But so is your arsenal. The devs really wanted to make it count. So, let's count. The arsenal includes 24 utterly distinct guns in total! 6 default weapons, each sporting 3 additional biopunk variants reminiscent of Shrine. Turn your cosmic beam into a flamethrower, pistol into a fish, etc. You can only take one variant of each to a level. This way, you could customise the arsenal to your personal kind of perfection without being overwhelmed. Not every piece is equally useful, but most feel impactful. Gunplay is top-notch. Shotgun, revolver, rifle, explosives, another shotgun - all cause fantastic goresplosions, turning fodder into mince meat. It's a bloodbath. Looking back at the blood-soaked arenas where you just single-handedly ripped apart a whole army of evil is cathartic. Brilliant, albeit, the hub could use a shooting range to test your guns out. Speaking of which, you get to visit the asylum between levels where you can unlock perks, guns, and replay said levels. Upon returning there with a haul, you can typically afford one or two things if you kept an eye out for weapon tokens and completed various challenges to unlock Dark Tome abilities. The challenges can be anything from killing enemies in a certain way to 100% levels. The abilities, once again, remind me of Painkiller cards. Dark Tome itself works similarly to Painkiller's Demon Morph. You fill the meter by killing stuff, then invoke the Tome's power to help you in combat. Most of its power comes from the progression system where weaker passives work all the time while the most powerful active abilities trigger upon using the Tome. Say, do you want to save ammo or get free heals? Tough choices all-around. You can only equip 3 abilities at once, which is too restrictive. Could use 1-2 extra slots. Outro Everything I loved about the first entry was cranked up to 11 while what I only liked on paper was improved upon. The potential that stems from this ability to adapt is even more important for a developer than doing things right on their first try. There's no limit to what Byte Barrel can do in the future if they keep being clever and flexible, listening to feedback and using their talent to the full extent. The sequel hasn't only outdone the original, it outclassed half of my favourite shooters despite my initial reservations. That's not me being charitable! I'm utterly impressed. I knew they could do better, but I couldn't imagine by how much. Trust me, I'm no less of a wretch than before, so the sequel was subjected to the same amount of scrutiny. FMF2 is just so disarmingly good. It's also cheaper than most indie shooters. They didn't need to go that hard, but they did it anyway. My curator Big Bad MutuhShow moreShow less
Played it once and it was okay. Now this launcher is giving me issues with my firewall and permission and its just too much of a hassle just so they can advertise to me. No ads thanks, we aren't in some long term relationship. I pay to play, save the up-selling and what not for your man.Show moreShow less
This game is love in terms of - Lovecraft vibes - simple but entertaining gun play - secrets, even very special ones if you look hard enough - artstyle that is incredibly fantastic and oppressive at the same time - great and atmospheric music in every map - "old" but incredibly captivating graphics that still look modern So many positive points already during Early Access and I'm so excited to see what else might come before the full release. Actually, I would even say that I could imagine this concept of the game in a possible new "Redneck Rampage" game ;-) Rating: Old but GOLDEN!Show moreShow less
Played a little during early access and thought it was promising. Now that it has released, I go to launch the game and all I get is a black screen. Why? Because apparently they added a launcher that's being detected as malware by most antiviruses out there. This game needed a launcher in the same way a fish needs a pair of pants. Now, since I won't go the extra mile to figure out how to whitelist the launcher, all I get is a black screen, so I'm reviewing a black screen. And here's my review: 0/10. Don't waste your time.Show moreShow less
Honestly speaking, had zero background in Lovecraft's works or in those shooter genres, so was going into the game kind of haphazardly. But before that I saw the game on TikTok and fell in love right there. And despite everything, right now I'm stunned. Without fake flexes, the visual side - it's something truly exceptional. Every level is a MASTERPIECE ink ART, harmoniously combining style, color, and atmosphere, will probably stay in memory for a long time. Music forms the emotional landscape of the game, especially on the contrast of fights. Shooting feels good, so was getting pure bliss from gunplay, and premature orgasms from how the weapons look. Taste in details - noticeable. Whole game is soaked in charm and visual aesthetics, but gameplay personally didn't hook me enough to grind out 100%. Puzzles are simple, sometimes trickier ones pop up (but optional: jump somewhere non-obvious, break something, dive somewhere... trash basically), combat - fine, didn't play on hard/highest difficulty, so keeping quiet. Story is specific. Its presentation causes disorientation rather than desire to figure it out. But probably that's precisely its concept (anxious, fragmented, psychedelic). Don't know jack about lore, so yeah... But hahaha, despite everything... final boss - total embarrassment. Let it be a surprise, but could be described like this - “So much talk for this…” 🤣 All the best, I'm vibing bom-bom. (takes 6-8 hours to beat, and that's with me farming cards)Show moreShow less
A worse game than the OG Forgive Me Father in every possible way. The levels are chained together without rhyme nor reason. I know, a convoluted storytelling was probably the point of a tale told from an asylum inmate's perspective but it doesn't make it any less unpleasant to follow. Gone is the progression tree that makes the character progressively more powerful, replaced with unlockable side-grades that can only be slotted in very limited quantity. Also, the over-reliance on gimmicky arenas battle, with very limited space and resources while you fight waves after waves of foes, is really hampering an otherwise interesting level design. Do yourself a favor, play the first game in the series instead and, if you happen to enjoy it, be really careful before pulling the trigger on this one.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.