

Hotline Miami 2: Wrong Number
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 Hotline Miami 2: Wrong Number
Hotline Miami 2: Wrong Number shifts between several factions, each with its own motives and methods, as the story follows the consequences of violence from the first game. Its punishing, fast-moving fights ask you to adapt to new weapons, movement options, and melee attacks while navigating a vivid neon world. Steam player rating: 94%% positive from 69,861 reviews. The Steam PC interface is available in English, German, French, Italian, Spanish, Polish, and Russian.
Credits
Lowest recorded in 36 months
$1.992025-02-14 · NeweggBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| English | Yes | Yes | — |
| French | Yes | Yes | — |
| German | Yes | Yes | — |
Show 4 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Spanish | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
Steam PC edition data · 2026-10-19
02Before you buy
Mode and controls
The Steam PC version is single-player and has full controller support. Interface languages include English, German, French, Italian, Spanish, Polish, and Russian.
Level editor
The level editor lets you build levels with game characters, enemies, weapons, and music, then share them through Steam Workshop.
03Frequently asked questions
Can I play solo?
Yes. The Steam PC version is categorized as single-player.
Can I share custom levels?
Yes. Custom levels can be shared through Steam Workshop.
What is the soundtrack like?
The description mentions more than 40 tracks by dozens of artists.
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.
Damn, you died. 5 seconds later: Damn, you died again. 3 seconds later: Died again. Ugh. 1 minute later: Almost through the whole level flawlessly, get caught by a guy off-screen with a shotgun, through a window. Infuriated, you respawn and try again. Why haven't you given up, yet? The soundtrack.Show moreShow less
Edit 2: Started Hard Mode, because I figured I can't give something a negative review if I don't try out all aspects of the game. Hard Mode is literally artificial difficulty: levels are reversed, higher number of Thugs (enemies that need to be shot), you can't lock on to enemies, and guns lose ammunition as you drop them (basically a huge nerf to Jake, who was actually decently fun to play). Different-ish story, though, so I'll be looking to see how that plays out. Seems more interesting than Normal mode's story. I do NOT recommend the design decisions that Dennaton took for Hard Mode. Edit: So, just finished the game (only required 5.5 hours, so read into that what you will). I won't spoil anything, but holy hell, what a disappointment. I haven't seen an ending this shoddily constructed since "No Country for Old Men." Dennaton should be ashamed. Game feels rushed, unfinished, and as though little serious thought were put into it. The rest of my review holds. Favorite Chapter: 22; Least Favorite Chapter: 11 (with all the Soldier Chapters close nearby) I'm writing this review as a die-hard Hotline Miami fan, holding several very high scores (i.e., rank < 3000) on several of the levels in Hotline Miami 1; I've played that game to death, and even got good at speedrunning it. Quite simply, I don't like Hotline Miami 2, but perhaps you will; my bias comes from having loved the gameplay of HM1 so much. Hotline Miami 2 attempts to fix things in the original game that were already perfect; an all-too-common no-no in game design. Hotline Miami 2 isn't a bad game, exactly, and many people will probably have fun with it; it is, however, a very poor sequel to the beloved original title. Now, for the actual review... The good Music is absolutely stellar; holy crap, >3 hours of music is well worth the cost of the game alone. Blood! Blades! Bullets! The holy trifecta is heavily present in Hotline Miami 2. The bad The story isn't terribly engaging, particularly because it seems too forced and segmented. That said, I certainly intend to play the game all the way through; can't leave a mystery unsolved. You'll be jumping from character to character a lot as well, so don't get too attached to one playstyle. On that note... The characters aren't that great either. Maybe its because I grew used to our silent protagonist of the first title, but the characters of Hotline Miami 2 seem fairly stale. Hotline Miami 2 took all the unfun things in Hotline Miami and made them more frequent; expect lots of dogs, timely animations that will result in your death, and an abundance of Thugs. The Fans are gimicky. Alex's roll is next to useless (using it to position yourself for a kill is impossible, as enemies will kill you in the standing up animation), Tony is nerfed to hell (can't use guns at all, sometimes doesn't immediately kill dogs, leaving you open for being shot/slashed and killed), Mark cannot melee while he still has anything left in his copious ammo supply, and the Swan Siblings have some pretty impressive pathing issues (oh, and heads up; using the chainsaw on a Thug has a 1-2 second animation during which you can be killed, so you'll have to protect yourself with the other sibling). The ugly Level design is TERRIBLE. Its almost as though no-to-limited playtesting went into designing the game. Some playstyles will have a huge disadvantage compared to others, particularly those that tend to go loud. This coincides with another grievance of mine: in Hotline Miami, it was fairly well regarded that "Recklessness is rewarded" (hence why there is a tip on the loading screen saying exactly that). In Hotline Miami 2, however, Patience is the name of the game, which seems ironic for a title claiming to offer fast-paced killing-spree combat. Speaking of which... "Lure your enemies simulator 2015": Some characters (Tony, Alex, Evan) simply cannot rush through a mission (err..."Scene") killing everything in their wake; instead, its best to let enemies come to them. This eats into your combo potential and into your score potential. Building off both these points, there's a common theme among the Hotline Miami 2 levels: either have a crapton of open space leaving little room for cover, or have a crapton of random objects that just get in your way if you're trying to move through the level quickly. Again, terrible level design. Leaving a level and going back to your car is as much of a challenge as actually completing the level. Bugs! Bugs everywhere! Hope you enjoy having a dog jump you through a wall, or Mobsters growing invulnerable as they glitch out in a doorway for several seconds. Best yet, and my personal LEAST favorite of all, some maps can throw you into a wall, preventing you from moving at all (imagine my joy when I had to repeat the entirety of a frustrating mission after completing it, because I spawned in a wall after going down a staircase). Again, Hotline Miami 2 feels fairly ill-playtested. So should you get Hotline Miami 2? Up to you, really. If you can live with a lesser but more-expensive game than Hotline Miami 1 (which, to be fair, is still not without bugs galore), go for it. The soundtrack at least is worth the money, if you're into this kind of music. I like Hotline Miami 2 as a game, truly, just not as a Hotline Miami sequel. When the level editor comes out, I'll probably swap this over to a positive review, simply since I'll be able to start making some more HM1-esque levels. I'll continue to play Hotline Miami 2 through to completion, and probably a bit beyond then too, but in its current state I cannot recommend Hotline Miami 2 to die-hard Hotline Miami fans.Show moreShow less
The only sexual content in this game is the huge throbbing erection you get from the soundtrackShow moreShow less
This game made me hate: Dogs Fat people Fit people People And Doors But worst of all: GLASSShow moreShow less
Hotline Miami 2 is closer to the last levels of the first game (Biker) than the rest of Hotline Miami (Jacket and all his masks), and thus feels like a direct continuation rather than just a new coat of paint. This opinion might seem a bit obtuse now, but I will explain later on why it is an important distinction. So, why is it a continuation rather than a new take? Well, at first, the difficulty is brutal right off the bat. This game is aimed at people who already played Hotline Miami 1 and are familiar with the concept of its ultra-violent twitch gameplay associated with tight level design forcing the players to plan their route according to the situations. And then, the playable characters are mostly forced, just like Biker was, and they have an equally narrow skillset. Biker had a hatchet and three knives to throw but could not pick up weapons? Tony from Hotline Miami 2 has his insta-kill fists but is unable to pick up weapons. The game moved on from the freedom of choice offered in the majority of Hotline Miami 1, and forces a more controlled experience. This idea goes further, as a lot of levels are designed so tightly that the chaotic action of Hotline Miami 1 has been replaced by puzzles with barely more than one way to solve them. Moreover, the gameplay is overall less rough around the edges, with more solid surfaces that block bullets, and most especially a seemingly slower speed, I feel more like I have to anticipate every movement rather than play on the fly and let my instincts and skills take over. More 'slow', less 'flow'. So here I come to the point that I made at the start: Hotline Miami 2 feels like a more controlled experience as a direct continuation to the Biker levels, rather than the early levels with their chaotic sandbox design that allowed for a much wider variety of approaches. However, enough Hotline Miami 2 levels are not so tight and can offer variety, and a lot of missions offer a choice between different characters or weapons. So the game still does a good job at offering variety. My observation is just that the variety feels forced, rather than the sweet spot and perfect flow that I felt Hotline Miami 1 achieved. Hotline Miami 2 is more polished that the first one. Way more polished. The levels, atmosphere, sounds/music and storylines have all been crafted with great attention to details and take the player on several journeys that make this sequel well worth playing. The game definitively feels fresh and ambitious rather than 'more of the same', and its controlled chaos makes the first Hotline Miami still relevant with its less polished but more chaotic and free ultra-violence.Show moreShow less
I can't really recommend this game without some caveats, but it is by no means a bad game. Your mileage may vary. If there was shrug instead of a thumbs up/down I'd be using that. The Good -Music Still good, but doesn't loop in some situations, and in other cases is barely even there. Likely technical issues that may be patched in the future. -Some gameplay decisions I actually really liked how the developers used gameplay to characterize Evan, the writer. He isn't a psychopath or a killer like most of the player characters, as such will not kill enemies unless the player forces him to. Instead he will knock them out with blunt objects, unload firearms, and refuse to pick up knives. However, if the player executes two downed enemies he will fly into a rage and kill enemies violently. You get more points for neutralizing enemies non-lethally, likely because it is better for his mental health. The player is still given the option to play how they want, but through gameplay it is readily apparent what Evan would prefer to do, and that is pretty neat. -The VHS effects are actually pretty convincing and well done. And I know how hard those are to do. The Bad -Story I personally felt that the story was worse, and will try to say why without spoiling too much. I felt that it takes itself too seriously, tries to explain too much of things that are irrelevant while glossing over things that would make the story a cohesive whole. The experiences of some characters are completely pointless from a story telling perspective, perhaps a casualty of having so many different playable characters. It also becomes apparent that it takes place in an alternate history, which I feel is a step down from first game being vague about the setting. Also violates the rule of "show don't tell" far too often. -Level design The first game encouraged recklessness, allowing the player to rely on reactions and instinct to get through levels. This was possible thanks to the tight and focused design of many of the stages, separated into small chunks. A player could reliably use walls and doors to their advantage, as very few areas were wide and open. Hotline Miami 2 plays more like a top-down cover shooter. Single "floors" in this game can be the size of entire chapters from the first game, which severely punishes the reckless, instinctual gameplay style the first game was known for. Wide open areas, windows everywhere, extremely long hallways, and way too many dudes with guns are the culprits here. As a result, players will move towards an extremely cautous playstyle, advancing slowly and checking every angle constantly, lest they lose five or even ten minutes of progress. This is much less interesting, more frustrating, and more importantly, much less fun. -Glitches and AI Enemies in the game act unpredictably, some will run to the source of gunfire when they hear it, others will stay still. Enemies will often melee you through walls, or shoot you from offscreen, and get caught on geometry (most often doorways) vibrating rapidly and becoming invulnerable. The one AI partner in the game also has hideous pathfinding and gets stuck on doors often as well. Hopefully these issues will be patched in the future. In conclusion, as someone who enjoyed the first game I find myself enjoying this game less. But as I said at the beginning, your mileage may vary.Show moreShow less
I feel the need to make an actual review for this game, because too many positive reviews for it are just memes and can be overshadowed by the more comprehensive negative reviews. Hotline Miami can be tough to talk about, because Hotline Miami 1 was such a hit that this game will always be compared to it based on HM1's merits alone. The original game was about a masked serial killer who got mysterious phone calls threatening him into carrying out hits on mob locations. The whole story was pretty strange and trippy, with very little being what it seems. The gameplay was super fast and hectic as you ran around scavenging whatever you could find to beat the brains out of the army of mafia waiting in the buildings. The combat was close quarters-oriented with some enemies with guns, but mostly melee focused. Each mask had different abilities that affected your starting weapon, or gave you abilities like killing punches or spawning more guns as random pickups. All in all, it was a fairly good game with all of this. The reason why I didn't really like Hotline Miami 1 was because the AI was actually fairly buggy and reacted either very sluggishly or hyper-quickly, without reason. The level design was very tight, and due to the ridiculous speed of everything, it felt too hard to control. I would finish a level and feel like I'd gotten lucky. Hotline Miami 2 managed to fix a fair amount of the problems with the first. The combat is slowed down somewhat. Guns fire slower, melee weapons swing slower, and the level design is more open, allowing some more freedom of movement (the combo meter also lasts longer naturally). The result, in my opinion, is that the gameplay feels much more tight and controlled. The weapons swings feel like they have more weight to them, guns kill much more effectively, and the levels feel less restrictive. However, I've seen a lot of people say that they felt the opposite, and that they were driven more towards using guns because there are more enemies with guns, so melee is now useless. In the same vein, people hated the more open maps because they felt that there was a tendency to get shot from off-screen by an unseen enemy, or through glass. I would say that Hotline Miami 2 is somewhat less casual than the first, which is why I think so many people feel that it's too hard. I bought both games together, and after I finished 1 I jumped straight into 2. The difficulty spike is noticable; it's been stated by the developers that it was primarily geared towards players who'd played the first game and knew how it worked. That being said, I didn't find it too hard to get into the groove of Hotline Miami 2. I died a ton at the start, and really all the way throughout, but it never felt like I had died due to BS game design, but rather my own mistakes or miscalculations. I think HM2 is meant to be played with a bit more planning in mind. You can rush in and fight, but it doesn't usually go well. However, it's also not like you need to plan your every move. You just need to observe enough that you know what you're about to get into. From there, it gets much easier. I said earlier that I felt like I'd gotten lucky when I'd finished a level in HM1. In HM2, I had felt quite the opposite. In each level, once I knew what I needed to do, I felt like I was much more in control. I finished levels and felt satisfied, without the tinge of anger or the "I just got lucky that time" feeling. As for the gameplay problems: There are definitely more guns, and the gameplay is more gun oriented, but I wouldn't go so far as to say that melee play is impossible. To be honest, it felt the opposite in HM1; guns felt out of place, and, in many instances, rather ineffective. I feel like 2 strikes a better balance, even if it seems to favor guns more. Many levels still can be played with melee weapons, it just requires, as I said earlier, some more patience and planning. You just need to know what you're walking into. As for the glass panes and off-screen deaths: I've encountered the first, but not the second. There are, once again, more glass panes for enemies to shoot you through that in HM1, but that is always a two-way street: You can just as easily shoot them better as well. As for the off screen deaths, I have almost never, at any moment in HM2, died to an enemy that I COULDN'T have been able to see. What do I mean by this? Well, the camera obviously places the most emphasis on the direction you're facing or trying to look. Whenever I've been killed by an "off-screen enemy", I've really just been killed by one that I couldn't see because I was looking the wrong way, in a sense. It's easier to notice if you look at gameplay of it. The only exception to this are the crouching gun enemies which pop up when the player is in their line of sight, becuase they have a huge sight range for some reason. They alone are the enemies that can kill you before you can see them. I think all of the other enemies have about the same ( or a bit less) of the sight range of the player. What about the more open maps? Well, I'm mixed. Some maps are straight up huge, but they actually aren't that hard to traverse and fight through. Others, particulary Hard News, Blood Money, and Takeover, are unforgivably open, and cannot be played easily without guns (or really at all for Blood Money). But otherwise, as big as some maps are, you can still play through them using melee. Act 5 in particular is a sort of throwback to HM1's more frantic style with somewhat more restricted maps and lots of melee enemies. The story of HM2 is also something that some players don't like. I don't want to go into it, because there are some big spoilers, but I will say this: HM2's story is far more lucid than HM1's. It's told in a style which constantly switches characters, which is why it seems harder to comprehend, but it's actually fairly easy to piece together if you're observant. Several characters have stories that directly link to HM1, as the story is anachronistic (is that the word?) and takes place before, after, and during the events of HM1. As for the character abilities: HM2 is definitely more restrictive in playstyles than HM1 in some instances. Few characters/factions have the option of different abilities, but those few abilities that do exist are all very unique and varied. There's one character that can do a dodge roll, another can carry two SMGs. Yet another disarms all the guns he picks up, making him more melee based (see?) but can go rage mode if you kill enemies instead of knocking them out. Some characters have no abilities, and those are personally my favorite, because they have the most open and unrestriced gameplay (as some characters are stupidly restrictive, such as the Fans). The soundtrack also rocks, because it's less ambient than the HM1's. In HM2, the soundtrack carries far more weight and fits the scene better, and is never repetitive. So that's basically all about Hotline Miami 2 (thanks for sticking around this long). To be honest, The best way to experience this game is to buy it with the first as a combo pack (it only adds $5 to the price of just HM2). That way, you can play both games, experience both playstyles, develop your own opinions, be better prepared for the challenge of Hotline Miami 2, and better appreciate the overall story (which is actually really interesting). That's basically all I have to offer.Show moreShow less
[This review contains absolutely nothing close to spoilers - I say this for the sake of people like me, who absolutely hate having the things they love spoiled to any degree] This is the first time I have felt so strongly about a game that I've actually been motivated to really review it in depth. I've been wanting to since around the fourth chapter, but I stuck around to the end to make sure what I had to say still remained valid, or if I was going to be proven wrong somehow. I wasn't. First off, I am an enormous fan of the first game. I've put 40-50 hours in on PC, and have beaten it on PC, PS3 and Vita [with the hidden ending on all three]. I love playing random games of it here and there. I'm decent at it - not great, but can usually get Bs and above on most maps. I was thrilled when I saw that Hotline Miami 2 was coming out, and while I didn't get a chance to play it launch day, I was eager to the next day. The first few chapters were fun... but then it became glaringly obvious that not only was the narrative style different in this game [which I didn't mind at all and still think is interesting now that I'm done], but the mechanics were as well. Gone is the system of accumulating masks as you go, opening up playstyle [and replay style, playing late-game masks on early maps] - instead, the game features a large cast of playable characters, each with their own unlocks [or not]. While some of these are interesting, I feel that the restrictions this puts on gameplay hamper more than enhance. While this system of multiple characters is necessary for how the plot is delivered, it forces the player into certain playstyles / decisions depending on the map / character. The other major mechanical change comes in the layout of the maps, and that most of them are - as other reviews have stated - entirely too filled with windows, or enormous open rooms / hallways. The original did have some instances of this, but for the most part HM1's maps were tight, lower-visibility rooms / halls which meant you were more free to be stealthy and enemies were restricted in their vision. This is not the case here - all too often during your first play through, you're going to find yourself sniped by an enemy nearly the entire screen away, which was able to see you due to the layout of the map or line of sight through a window. Eventually I just got used to this, but it was extremely frustrating. HM1 had a few maps where you'd get shot through a window you didn't know was there [until this happened], but it seemed very, very frequent in HM2. Along with the above, I felt like a few times some maps were geared towards a specific plan as being the only way to beat the map. Maps which start you with a certain character, and in a certain place, where it seemed that unless you do X, then Y, then Z, you'll get killed every time. This is unfortunate, given the first game's freedom to clear maps in different ways, depending on mask choice and random weapon drops. Hard to discuss this without spoiling maps, but again it felt like there were a few situations that felt like I had very limited options. Most of the time, though, my strategy for beating any given map was this: 1. Find a room with as few windows as possible, run to it praying I don't get killed 2. Pop around door to bring enemies running, or shoot a gun to bring them running 3. Kill them as they came through doorway [maybe] 4. Repeat until this doesn't work, then go clean up the rest Many, many times for me, a given map would have enormous piles of dead bodies clustered near doors, because it was the least-frustrating way to beat the map. And then there are the glitches - and this game has a lot of glitches. The worst for me tended to be the doors - enemies passing through doors, about 50% of the time, became invincible. This made it very difficult to spring out from beside a door and hit a dog / human coming through the door, because most of the time they'd be invincible. I'd miss, then they'd end up killing me. The glitch regarding enemies spinning in place, or spinning in doorways has been mentioned frequently. I noticed another glitch, which for all I know might be intentional and not a glitch at all, but in one of the early chapters my aiming crosshair seemed to move erratically - it didn't circle around my player like normal, it seemed to circle random parts of the screen around my character, and he stayed focused on it wherever I moved him. Eventually this stopped though, and I never saw it after, which again makes me wonder if it was some intentional, but annoying, quirk. This game is also ludicrously, unneccessarily hard. Hotline Miami 1 was pretty hard, but it's what I'd consider "Demon's Souls" hard - when I'd die, I could tell it was because of something stupid that I did, and I'd learn from it and improve [even if it took a few dozen deaths]. HM1 was "fun hard". In Hotline Miami 2, the game throws poorly designed, overly-visible maps at you and armies of heavily armed enemies, and significantly restricts your methods of dealing with both, and that's why it's difficult - and throws the glitches in to make it even worse. It isn't "Well darn, I ran out into the open without looking, that's on me!", it's "I just got picked off by an enemy that I couldn't even see with my view extended as far as I could in his direction", "I just swung my axe at that dog coming through that door, but apparently he was invincible, and just mauled me to death", and "I'm stuck with a character that is entirely unsuited for dealing with this map, I wish I had someone else". I cannot for the life of me understand major sites saying this improves on Hotline Miami 1 in "nearly every way". It's a very different game mechanically, and I suppose some reviewers saw that as an improvement, whereas I see it as fixing something that wasn't broken. I'm sitting here, and I'm staring at the buttons that indicate whether I can recommend this game or not, and I'm agonizing over it. When this game is good, it's actually pretty fun. I feel like there were a few maps that did bring back that fast paced but strategic feel of Hotline Miami 1. As others have said, the soundtrack is phenominal [it's not HM1's soundtrack, but it's very good]. The last fight was way, way better than HM1's was [and the level leading up to it is awesome]. However, when the game is bad, it is horrible. I nearly uninstalled it a few times, but I just had to know if the bad was temporary, or if it was just a running theme, and unfortunately it was a running theme. Far enough in, and I was just finishing the game because I'd already made it as far as I had - I mean sure I wanted to see where the story went also, but at some point it just became "well it'll be over at some point, I might as well". I somehow made it through without snapping my 360 controller in half, and I am proud of myself for that. I don't even know what to recommend to fix this game, I feel like most of my problems can't be fixed without completely redoing most of the maps. I suppose as far as the character thing goes, it's kind of a necessity given how the plot is delivered. Ultimately, I just can't recommend this. People who have never played Hotline Miami 1 are going to be frustrated at the insane difficulty and not be used to how it plays in general from playing HM1; people who have played HM1, like me, are going to be in for a very different experience than HM1, and an incredibly frustrating one at times, but not a terribly rewarding one after all is said and done. There's good in this game, but it's buried under the frustrating, buggy rest of the game. Get it if you adore HM1, though - your mileage may vary, taste is subjective, etc.Show moreShow less
PSYCH! THAT'S THE WRONG NUMBER! http://www.youtube.com/watch?v=T2iPqdofc6gShow moreShow less
they removed monkeShow moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
