

The Escapists 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 The Escapists 2
Plan a breakout around prison routines: explore multi-storey facilities, gather ordinary objects and combine them into tools while keeping a low profile. Play alone or with others, choosing whether to escape together or race against one another. 90% of 26,545 Steam player reviews are positive. Steam interface languages: Simplified Chinese, English, French, German, Spanish, Russian, and Italian. Released August 21, 2017.
Credits
Lowest recorded in 36 months
$0.722026-07-30 · 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 | — |
| French | Yes | Yes | — |
Show 4 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Italian | Yes | Yes | — |
Steam PC edition data · 2026-10-20
02Before you buy
Language and controls
The Steam PC version lists English subtitles; English voice audio is not indicated. Full controller support is available.
Play modes
Play solo or in co-op and versus multiplayer for up to four players, online or in local split-screen.
03Frequently asked questions
What do you do in the game?
Follow prison routines, gather everyday objects, craft tools and devise a way out while avoiding suspicion.
Can I build custom prisons?
Yes. The Steam PC version includes a prison map editor; custom maps can be played solo or in multiplayer and shared through Steam Workshop.
Is there competitive play?
Yes. Alongside co-op, versus mode has players compete to escape faster.
“A pixel-art jailbreak simulator where careful crafting and multi-stage planning create deep cooperative loops across several distinct prisons.”
Our Verdict
Is The Escapists 2 worth dozens of hours of your time? Yes, provided you are willing to build your enjoyment on a chain of observe, prepare, fail, and try again. This is not a game that grabs you with spectacle on the first contact. At first glance it can even look a little plain.
A stubborn kind of pull
Once you start understanding the relationships between the prison routine, material gathering, crafting plans, and escape routes, however, it reveals a remarkably stubborn appeal. It does not goad you into charging forward. It tempts you into optimising one more time, shaving a few seconds off a window, finding a cleaner line through a yard you thought you had already solved.
That loop of refinement is where the game quietly digs in. The hook is not adrenaline; it is the itch of a near-perfect plan that could still be a fraction better. Players who enjoy that itch will find the hours vanish, because every successful break immediately suggests a more elegant one you have not attempted yet, and the temptation to chase that cleaner line is remarkably difficult to resist.
Compared with the original game, the maturity in multiplayer, systemic depth, and level scale can be felt directly. This is unmistakably a bigger, more confident version of the same idea, with more room for the systems to interact and more variety in the prisons that test them.
Where it competes and where it cedes ground
Set against cooperative, plan-execution titles that prize a sharp tempo, The Escapists 2 trades some of that incisive pace for more sandbox room to reason things out. It is happy to be slower if slowness buys you options. And against a management-style prison simulation, it plainly has no intention of fighting for the same ground; it cares about how to escape, not how to administrate.
That self-awareness is one of its quiet strengths. It is not trying to be the deepest simulation or the slickest co-op heist. It stakes out the specific pleasure of personally executing an escape, and it defends that territory well.
It is worth dwelling on how rare that focus is. Plenty of games in this space dilute their identity by chasing every adjacent genre at once, ending up competent at many things and memorable at none. The Escapists 2 takes the opposite bet. It picks one verb, escaping, and pours its design energy into making that verb feel personal, repeatable, and endlessly tunable. The result is a game that knows exactly who it is for, and that clarity pays off in how confidently every system supports the same goal.
The honest ledger
Its weaknesses are equally clear. The story is light, the audiovisual side does not grab you, and parts of the preparation phase slow the pace. Will these issues turn some people away? They will, especially players chasing strong narrative or high-spec presentation, and those folks should adjust expectations before buying in.
It is also worth weighing those flaws against the price and the payoff. None of them touch the core loop, which is the part you will spend the overwhelming majority of your time inside. A light story and a modest soundtrack are easy to forgive when the planning itself remains this satisfying, and the occasional slow stretch is a small toll on an otherwise generous road.
But if you are after a game with solid systemic interplay, one that yields more insight the more you play, and one you can cheerfully blow up alongside friends, it comfortably clears the bar of "genuinely well made, worth picking up." It is not an earth-shaking masterpiece, and it never pretends to be. It is accurate about its own ambitions. And it is durable enough to keep rewarding the people who get its rhythm. In one line: breaking out with friends is even more fun than actually succeeding.
Latest news about The Escapists 2
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.
My friend who I play CS 2 with said if I post a review on this game and it gets 202 likes and 69 Awards that he will buy me a RTX 3060 and 2 Kilos of canned ham. So I'm just gonna leave this here. Help a brotha!Show moreShow less
Okay, so what exactly is the point of co-op in this game? Me and my friend just spent 4 hours planning and gathering stuff, only to find out - DURING THE ESCAPE - that you can't hold doors open for each others. And here is my question: Why the hell not? Why do we need two identical keys to go through the same door together? That makes ZERO SENSE.Show moreShow less
practice for when I commit epic tax evasionShow moreShow less
Another game that installs spyware known as RedShell. I at least understand (but do not agree with at all) the free-to-play games that use Redshell, but why a game that costs money? Essentially RedShell tracks you on the web with info that can be retreived in a browser session while serving ads. Team 17 then installs a local version when you install this game (all without any indication or permisson) to gather the same information, compare, and match you with an ad impression. They will say this helps them track ads and make them more effective. However, this would require you to trust Team 17 to believe in the first place. By installing this spyware, no matter your intentions, you lost my respect, so how can we trust what you say? Also, RedShell is owned and operated by a seperate company, what do they do with the data? What happened to a simple questionaire that asks "where did you hear about this game"?Show moreShow less
My dad's been playing this game in real life for 20 yearsShow moreShow less
This is coming from someone who did not play the first Escapists game. I purchased the game with pretty low expectations. The youtubers displayed a horribly bugged version many weeks before release, and I was not naive enough to think they would actually fix it in time. I was right, but the game turned out to have more problems than expected. Instead of expanding THE SANDBOX with more cool stuff to do and cool ways to escape, the devs seem to have focused too much on scripted events. To summarize what I mean: There are only a few SANDBOX-ways of escaping, called "Perimeter Breakouts". The rest of the escape types are SCRIPTED EVENTS. It means you stand on certain spots while holding certain items in inventory and press "E" and you autowin. This lowers replayability significantly. • There are no workers who periodically take out trashbags or laundry you could hide in to later get picked up by trucks. Instead there is a scripted event on ONE spot in ONE of the prisons. • There is no way to hide in boxes being randomly shipped in, around and out of the prisons carrying simulated supplies. Instead just ONE scripted event in ONE of the prisons. • No way to bribe guards. Maxing their opinion of you does nothing. • No way to get released for good behavioral achievements. • No way to hack the security systems to remotely open doors. Speaking of rooms. On your map you see many different rooms. There are control rooms, maintenance, wardens office and some others. "So exciting! I wonder you can do with those rooms!" I thought. Sadly, the answer is often "nothing". You can't do anything cool in most of those rooms. They contain cool doodads that you usually cannot interact with. Some contain lootable props. • You cannot build teams or make friends in the social room. • You cannot hide in the boxes in the maintanence room. • You cannot shut down surveillance from the control room. • The desks in the guard rooms seem to have the exact same loot as in the prisoner cells. • You cannot do anything or loot anything in the wardens office, or even interact with the warden in any way. But sadly, the disappointments don't stop here. You literally can't interact with most NPC's other than guards and prisoners. You can't talk to them. You can't punch them. You can't bribe them. You can't do anything with them. They are decorations. Even the warden is just a decoration walking around. And then there is the crafting. At first sight you seem to have many different crafting recipes and abilities to make lots of cool stuff. To be fair, yes there are some fun SANDBOX stuff in there, but many of the recipes are pretty much useless except for certain jobs and the above mentioned scripted events. Like, why craft a "cup of tea" when you can't even consume it? Give it to a guard or prisoner to get an arbitrary achievement and raise their opinion of you by 10ish points? You could just give them some random raw materials instead for a better result. To summarize my opinion of this game: Positives: + Has hardware mouse / raw input. + Pretty fun sandbox and good for quite a few hours. + Working towards and getting that escape can be exciting and satisfying. + Nice graphic style. + Fast updates have fixed many of the technical issues by day 3. Negatives: - DAY 1 DLC - This is commonly frowned upon for many reasons. Look it up. - Season Pass - An insult to your playerbase. The Steam store information states "The Escapists 2 Season Pass will feature 3 brand new prisons to be released over the coming months". This means TEAM 17 is less likely to allow workshop maps for some time, in order to monopolize all content and MILK the playerbase as much as possible. It also means you have not paid for the full game (which can be considered fine, but still a negative). But it further implies the devs will spend development time during the coming months on releasing MAPS instead of improving the actual sandbox, which would improve ALL maps simultaneously and increase DEPTH. - Game somewhat lacks depth and tries to hide this by adding a bunch of scripted events. - Game was released in an unfinished and heavily bugged state. It would need alot more development time to feel solid. - Game has some subjectively bad design decisions, such as the stat system, or the non-flexible (non-sandboxy) job-system. - The "transport prisons" are basically short mini-missions. They somewhat inflate the advertised number of prisons. They can also only be won through scripted events. - The game has issues with stuttering. - Youtuber names can't be turned off. <-- Changed in update 7. - Controls can't be rebinded to mouse thumb buttons. - Many (all?) the scripted events are narrowly and unflexibly programmed. Some can only be completed in singleplayer, while others only can be completed in multiplayer. Basically you are locked out of content and achievements by only playing singleplayer. I made it to the front of the train through effort by knocking out all 3 guards, only to be met with a message saying something like "You can not operate this train alone". - Quests are also unflexibly programmed. If you get a quest to "get me some duct tape", you can not complete it by getting him some duct tape. Instead you must get the special QUEST ITEM duct tape. Overall, I feel the TEAM 17 devs have initially done a bad job on this one. But the game still has alot of potential, and I will keep trying it out as it gets updated. Edits: Less aggressive tone. Rephrased several things. Removed possible factual errors. Updated or removed text due to game changes from client updates.Show moreShow less
=Audience= ☐ Kids ☑ Everyone ☐ Adults ☐ Teens =Graphics= ☐ My eyes are bleeding ☐ Ugly ☐ Bad ☐ Ok ☑ Good ☐ Amazing ☐ Wonderful =Style= ☑ Pixelated ☐ 3D ☐ Realistic ☐ weird poop ☐ Low Poly ☑ 2D ☐ Visual Novel =Price/quality= ☐ Scam ☐ Don't buy this ♥♥♥♥ ☐ Not Worth it ☐ Wait for sale ☐ fair ☑ Worth it ☐ WHY IS THIS SO CHEAP? =Genre= ☐ Survival ☑ Adventure ☐ Telltale Game ☐ Arcade ☐ Ego-Shooter ☑ Simulation ☑ Action ☐ Platformer ☑ Puzzle ☐ RPG ☑ Strategy ☐ Sports ☐ Horror ☑ Multiplayer ☑ Singleplayer ☐ VR ☐ SciFi ☐ Roguelike =Requirements= ☐ Windows Vista ☑ Minimum ☐ Medium ☐ Fast ☐ 30'000$ Computer =Difficulty= ☐ You only need 2 arms ☐ eZ ☐ balanced ☑ Hard ☐ Get a Hack-Client or give up ☐ Impossible =Game time= ☐ 0-2 hours ☐ 2-8 hours ☐ 8-16 hours ☑ 16-32 hours ☐ 32-64 hours ☐ 64-128 hours ☐ Endless =Story= ☐ None ☐ Wth this makes no sense ☐ Short Introduction ☑ Good ☐ Heartbreaking =Bugs= ☑ None ☐ Almost none ☐ Few ☐ Bunch ☐ Lots ☐ Unplayable ☐ Game doesn't work =Summary= For those of you who like pixel 2d game, I recommend buying this game. The game itself is an adventure sandbox game which forces you to become creative by the way you do the adventure Even if you don't have a high spec gaming pc, You can run this game. While the gameplay is "boring" from times to times.You can make it more fun if you create your own challenge. So i would rate it 7.2/10Show moreShow less
The Escapists 2 is the kind of game whose very existence just frustrates me. I usually don't feel that way when I dislike a game, but The Escapists 2 is different. It's a bad game that, had the developers made slightly different decisions, would be a great game. Every time I play it, I can see that great game lurking just below the surface. I convince myself that maybe, just maybe, today will be the day that the design of The Escapists 2 finally comes together and makes sense. Unfortunately, that moment has yet to come. The more I play the game, the more clear it becomes that it never will. The Steam Store description of The Escapists 2 begins with the tagline "The Ultimate Prison Sandbox!". This is the promise that intially got me interested in the game, and the game's description and reviews seemed to confirm that it successfully delivered on that promise. I think it's a great idea, for the record. I initially envisioned it as being similar to Hitman: You'd be plopped into this sprawling map, given an objective, and then told to go nuts. There would be all kinds of different ways you could go about accomplishing your objective (in this case, escaping) and it would be up to you to figure out exactly what your strategy would be. The idea of a game like that set in a simulated prison sounds amazing, and the game actually delivers on it! Well, at first. When I started my first run of The Escapists 2, I was excited to see that all of the building blocks were there: A massive list of items, inmate schedules, dynamic guard patrols, cell searches, labrynthian vent systems, destructible terrain, RPG stats, inmate and guard dispositions, etc.. Everything was in place to create that aforementioned amazing game. I mean, this is a game where you can chip away at the wall in your cell and cover the hole with a poster. It's the most generic possible prison escape plan, but doing it in a video game feels so cool! There seemed to be so much flexibility with how the player can manipulate and work within the games' systems to come up with ingenious escape plans and I couldn't wait to start. But while the first few hours were fun, as I began to get a better grasp on the game's mechanics, the cracks in the foundation really began to show. The first major issue with The Escapists 2 is its looting/crafting system. For those not in the know, let me sum it up for you. To break out of prison, you need to craft items that will assist in your escape attempt. The components you need to craft items are found in desks that are scattered around the map. Each inmate has a desk, and there are plenty of desks elsewhere in the map containing rarer goodies. Every day, the desks restock with a new set of random items. To get crafting materials, you need to steal from these desks. Pretty simple. Unfortunately, the random nature of the item spawns means that this system of acquiring components is, at best, unreliable. If you need a certain component for the next phase of your plan, you have to sift through every desk on the map and pray that it will have spawned in one of them. If not, you have to wait for the next day to roll around and hope beyond hope that the item you need actually spawned this time. That's kind of the core gameplay loop. The game is incredibly reliant on its crafting system, and you'll be hard-pressed to escape without utilizing it extensively. Every day is spent desperately searching through desks, fingers crossed that you'll find everything you need so that you won't have to wait another day. Oh, and if you happen to get caught at any point throughout this, your items get confiscated and you have to do it all over again. Now, remember how I mentioned Hitman? Hitman is great! There are so many ways of going about accomplishing your goals. The maps are wonderfully designed and chock full of interesting ways you can kill your targets. The Escapists 2 is clearly trying to be a lot like that, save for the whole "killing people" thing. There over 100 different items in the game that you can craft, and the game puts all of these systems in place that are just begging for you to throw a wrench inside of them. It's a gold mine of possibilities but, unfortunately, the game does nothing with it. There are three ways to escape on every map, and only one of them is ever even remotely interesting. Perimeter breakout is the escape in which you, ya know, breakout through the perimeter. The game tasks you with finding a way to get past the walls and make it to the edge of the map, at which point you escape. It's easily the most well thought out escape type but the game seems to not want you to do it. The maps themselves, while they look nice, just aren't that well designed. The game limits your possible escape routes severely with maps that are constantly signposting you towards the one "accepted" way you can break the perimeter. There's a map where you're supposed to cut the fence, one where you've gotta break a big wall, and then there's one where you're supposed to dig UNDER the fence (crazy, right?). It takes an unreasonable amount of effort to escape any other way than the map's designated route. I want to be able to come up with my own wacky strategy for escaping but instead I'm railroaded into choosing the only viable one. AND DON'T GET ME STARTED ON THE OTHER TWO TYPES OF ESCAPES. Even trying to imagine what the developer's thought process must've been here sends me into a befuddled stupor. The other two escapes are the singleplayer and multiplayer escapes. These are basically the same idea, except one can only be performed in singleplayer and the other only in multiplayer. These types of escape consiss of bringing the correct items to a certain point on the map and pressing the escape button. That's not a joke, it's literally just that. It's an escape type that takes the worst feature in the game (the looting/crafting) and makes it THE ONLY THING YOU DO. Oh, and the multiplayer routes? There's nothing about them that takes advantage of the fact that you're playing with other people. It's just the same exact thing as the single player routes except this time there's a big heavy door you have to go through to get to it. I genuinely don't get why they did this. The core of the game, escape planning, is replaced entirely with an escape that requires no planning whatsoever to pull off. See, this is the issue. The developers don't understand what makes their game great and, in failing to do so, completely ruin it. They made a game called "The Escapists" and inexplicably decided that it would be best if they made the game all about looting and crafting. It's not even good looting and crafting. The Escapists 2 seriously disappoints me-- Not because it's bad, but because it's good. At its core, it's a fantastic game, but it's been made into something it shouldn't be. And the thing I truly hate is that it's been successful. The game sold well and now if the developers ever make The Escapists 3, it'll just be more of the same. That amazing game that they could have made will now never see the light of day, which sucks because I really wanted to play it. The Escapists 2's greatest sin is that it left a [prison escape-themed immersive sim]-sized hole in my heart that will never be filled.Show moreShow less
i beat up a police officer, stole his red key, molded it and made my own copy, ran up to the top floor, hijacked a helicopter, escaped prison, then came home and played the escapists 2Show moreShow less
Get RedShell off my ♥♥♥♥♥♥♥ computerShow moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.

