News Spelunky 2 - releasing September 15 (PS4) & September 29 (Steam)

prudis

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BlitWorks

The sequel to the critically-acclaimed roguelike platformer Spelunky is in development and coming to PS4 and Steam! In Spelunky 2, the story deepens as more randomly-generated adventures beckon. What new secrets are lying in wait...?



Spelunky returns in this greatly-expanded sequel to the original roguelike platformer! Meet the next generation of explorers as they find themselves on the Moon, searching for treasure and missing family. Spelunky 2 builds upon the unique, randomized challenges that made the original a classic, offering a huge adventure designed to satisfy players old and new. Explore the game alone, play locally with up to four players, or, for the first time, join up with friends online to unravel its mysteries together (or battle it out in competitive Arena modes).

A Bigger and More Dynamic World, with So Much to See and Do
Spelunky 2's world is even denser than the one in the original game, offering many more areas, characters, traps, and items, as well as new ways to interact with them (and for them to interact with each other). The world has expanded in other ways, too, with branching paths and multi-layered levels adding a third dimension to the classic 2d platforming. Animals can also be tamed and ridden. And dynamic liquid physics create new challenges and make the world feel extra reactive and alive.

Build a Community, Make Friends
Back in Base Camp, characters you unlock will mill about and relax between runs, offering encouragement and advice. As you explore, your camp will expand and develop into a thriving little community to welcome you whenever you need a break from exploring. While there, you can also access shortcuts and practice your moves in safety.

The Game is Yours to Explore
Spelunky 2 is not just about "getting good and beating the game" - more than that, it's an endlessly replayable playground to experiment in and find your own way, creating stories against the backdrop of an expansive, deeply-interactive world filled with secrets. The more you play, the more the game becomes yours!



Key Features, Summarized:
  • A Bigger World with all new areas, monsters, traps, and items!
  • An Extra Dimension is added by allowing players to access a second layer behind the normal playfield. The second layer might contain treasure rooms, hidden passages, and other special places.
  • Multiple Routes Through the Game will add variety and give players more ways to personalize a run.
  • Find and Ride Mounts (like turkeys!) that have special abilities. Enemies may ride mounts, as well!
  • New NPCs that you can help, hurt, or ignore… to make each run feel even more like a unique story.
  • Variations and Changes to Classic Spelunky Concepts like shops and ghosts that will make veteran players rethink their strategies.
  • Improved Liquid Physics allow water and lava to move and pour realistically, which drastically affects the playfield (and looks cool)
  • Deadly Poison and Curses can be inflicted on players and enemies alike.
  • Build a Permanent Home at Base Camp as you do runs and explore the caves.
  • Improved Lighting and Special Effects are paired with richer visual and audio design.
  • Deeper Mysteries that may require a community effort to unravel.
  • Possibly More Eggplants

 
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prudis

prudis

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yup , first one was amazing , had a great fun with it




March 2020 development update



Hey, everyone! Derek here. It might feel like it’s been awhile since our last update—to the Spelunky 2 team, however, it feels like almost no time at all, since we’ve been hard at work and seeing the steady progress we’ve been making each day. I wanted to share some of that progress with you here right now!

First off, we’ve been working on making the game look even nicer, adding more details to each area and making sure that the ones that were already in there popped out better. Thank you to the fans who gave us their feedback about that after viewing the last trailer! I think we’ve struck a good balance now, where the graphics are crisp and easy to parse, but the details still stand out enough so that you can easily soak them up as you play the game. Effects like lighting and liquids are more vibrant now, too, contributing to that feeling of a dynamic, living world that has been our goal since day one.


Content-wise, one of my goals with Spelunky 2 was to make each run feel even more like a personalized adventure. Of course, players of the original game created a lot of their own stories through their choices during the game, and in my opinion those are still the most meaningful. We want to keep supporting that kind of creativity by adding more variety to the game.

This can come in many forms—new items that, in the Spelunky style, are carefully designed and have a lot of obvious and non-obvious interactions with the rest of the world. But there will also be more characters in the vein of the shopkeeper, who can help or hinder the player in unexpected ways. Fans who have been following Spelunky for a long time may even spot some familiar faces within the vibrant community of new NPCs that will be joining them in Spelunky 2!


One thing we haven’t talked enough about yet is audio. Eirik Suhrke, who worked on Spelunky 1, is creating a dynamic, multilayered soundscape that is much more immersive than the first game. Each area not only has its own unique musical theme, but every creature, trap, item, and surface has its own suite of sound effects associated with it. Landing on grass in the Jungle will sound very different than landing on a conveyor belt in Volcana, for example. It’s perhaps a more subtle change but adds a lot to the distinct feel of each area.


There’s so much more that I could talk about! Deathmatch, which was a bit of a sleeper mode in the original game—we’re trying to expand on the concept and make it stand tall next to Adventure Mode. Or the ways we’re tying the feeling of progressing through the caves into the feeling of building a small community of friends and family. Or even our improvements to the journal and menus, which don’t seem as important but nonetheless contribute a lot to the overall experience. But I’ll save it for another time.

Thanks for reading and thanks for your patience. Although we’re not quite ready to announce a release date, we’re getting closer and closer, finally getting to implement the deepest parts of Spelunky 2 that have been collecting dust in my notepad for years. From me, Eirik, BlitWorks, and Lollipop Robot (our amazing QA team)—we can’t wait for you to join us on the adventure!
 
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ramoisdead

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Nov 5, 2018
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I really can't wait until the release but I want Derek and the team to take as much time as they want. I cannot even fathom what kind of secrets the game will contain.
 
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Alo81

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Is there new news in here? Im confused why this thread has just been created now.

edit: trailerbot? Think i got it.
 

Alo81

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Jul 29, 2019
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Stoked for the update. I’m still really looking forward to UFO50, but Spelunky 2 This year is real cool news.
 
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Alextended

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I'm sure it will be a great game but the original freeware still looks the most charming in the series and Spelunky the commercial the second most, for sure :(
 

QFNS

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I don't even care that's its not the same day. I am very hype for this.
 
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Wok

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Apparently, EDGE magazine did not give the game the perfect score. Disgusting if true. :stupefy: