Ghostrunner 2

Blood will run in Ghostrunner 2, a hardcore FPP slasher set in a post-apocalyptic cyberpunk future. Become the ultimate cyber ninja and prepare for epic boss fights, improved skills, an interactive story, new game modes, and captivating synthwave soundtrack.

Ghostrunner 2 is a action, cyberpunk and runner game developed by ONE MORE LEVEL and published by 505 Games.
Released on October 26th 2023 is available only on Windows in 13 languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese and Ukrainian.

It has received 8,748 reviews of which 7,118 were positive and 1,630 were negative resulting in a rating of 7.9 out of 10. šŸ˜Š

The game is currently priced at 39.99ā‚¬ on Steam.


The Steam community has classified Ghostrunner 2 into these genres:

Media & Screenshots

Get an in-depth look at Ghostrunner 2 through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: Windows 10 x64
  • Processor: Intel Core i5-4590 (4 * 3300) or equivalent / AMD FX-8350 (4 * 4000) or equivalent
  • Memory: 8 GB RAM
  • Graphics: GeForce GTX 960 (4096 MB) / Radeon RX 480 (8192 MB) or Intel Arc A380 (8192 MB)
  • DirectX: Version 11
  • Storage: 65 GB available space
  • Additional Notes: SSD Required

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

June 2024
If you liked the first game this is more of the same. For first time buyers? Things to keep in mind. 1: You die in 1 hit. 2: Involves a lot of jumping puzzles. 3: Several sections can be a little bit too annoying due to the enemy combination. 4: Demands precision. Game ran just fine for me on my RTX 3080 FE 32 GB RAM i5 12600KF Win11. But yeah it was fun. Not gonna do Hardcore mode because I like to keep my sanity.
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April 2024
Ghostrunner 2 is a solid game in many ways, but unfortunately, it fails to live up to its predecessorā€™s reputation for various reasons. The most important reason is the open world-ish maps that come with the second part of the game. It plays like the original Ghostrunner up until the level called ā€œLicking the Woundsā€, then we get a solid, adrenaline-pumping bike level that has been carefully designed around the bike, and then it takes a huge fall by introducing open world-ish levels that force you to use the bike a bit too much to get around. I can understand that they wanted to make use of the new gameplay mechanic they added, but this is not how it shouldā€™ve been handled. The huge maps are way too buggy to be enjoyed and appreciated properly; furthermore, they basically donā€™t work with the Ghostrunnerā€™s gameplay style due to the fact that they completely eliminate the fast-paced gameplay and turn it into a slow, sluggish mess. Add shader completion issues that eventually lead to low performance into the mix, and we got ourselves a mess of a game. The only redeeming quality of those levels is the bikeā€™s handling. Itā€™s quite easy to learn and ride the thing without having to deal with the adaptation process. But wait, itā€™s not over. Almost after every single level, you get to this hub area where you can interact with other characters that have basically nothing useful to say. I felt like the only purpose of this addition was to completely destroy the pace of the game. If thatā€™s the case, they succeeded. Another thing that bothered me was the constant introduction of new mechanics very late into the game and not making use of the formerly introduced mechanics properly. After the bike levels, we get huge levels that are poorly designed around the new wingsuit mechanic. Just like the bike levels, they are extremely buggy and hard to navigate most of the time; furthermore, itā€™s quite easy to get lost in those levels if youā€™re going after the collectibles. Speaking of collectibles, apart from swords, audio logs, and artifacts, we have memory shards to collect to expand the memory of GR-74 so that he can use more skills. The old, unique skill tab is gone, instead, you place them in their designated areas. They also have unique combos that give significant boosts to that specific skill, at least thatā€™s something. There are also Ultimate skills that you can use that are very useful to deal with lots of enemies. However, Blink is part of the Ultimate skills in Ghostrunner 2 and as you can easily guess, itā€™s not that useful. Overlord is also an Ultimate skill, and I can say that it kind of deserves to be there with the enemy variety in this game, but considering the huge cooldown time, itā€™s still not worth it, unlike the rest of them. Tempest is a regular one, but it doesnā€™t kill enemies unless you place that specific skill that causes it to kill enemies on your skill tree. Another useful skill that I used a lot is the Shuriken one. Itā€™s the first one you get and boy, oh boyā€¦ isnā€™t it extremely useful. If thereā€™s one thing I love about Ghostrunner 2, itā€™s Shuriken. Here's the questionable part of the game: Its story. The first installment gave off the impression that it was going to be a one-shot game. The story basically ended with the first one, but I liked what they have come up with, nonetheless. There are some rogue GRs that formed a cult and trying to create a new race called Scions and make Dharma their new home by eliminating or enslaving the human race in the process. The main antagonist, Mitra starts out as a very interesting character who also happens to be the very first Ghostrunner, but goes into full edgy teenager mode in the end. Rahu is another interesting character that I have a feeling that will have a huge role in the upcoming game and the rest? Not that interesting or worth mentioning in my opinion. Allies are also not interesting since they are all clichĆ© characters with cringe-worthy dialogues. The only slightly interesting ally was Adrian Bakunin. Yes, heā€™s alive after the incident in Project_Hel. That guy has the biggest plot armor Iā€™ve ever seen in any game. GR-74 or Jack is still the same as we know with a lot more emotion this time around. However, the boss fights are reduced to being regular bosses that you hit until their HP depletes except for Naga which is the only boss that has unique gimmicks. They also added blocking which is an unnecessary addition since deflecting was already better for a game like Ghostrunner. Thankfully, the soundtrack is still a banger. However, they are a lot more atmospheric compared to the first one. Before I forget, Roguerunner.exe and Hardcore Mode are great gameplay modes, but Hardcore Mode makes you think outside the box a bit too much, especially in the last two levels. You may ask why I recommend this game if I mention lots of negative things about it and the reason is quite simple: Itā€™s still a fun game despite its flaws. This is also neither a positive nor a negative review. Itā€™s not what I expected, but itā€™s still a solid game. I expect Ghostrunner 3 to be closer to the first game with a lot better optimization, though. Trying to blend in RPG and open world elements where they don't belong just doesnā€™t work. TL;DR An underwhelming and unoptimized sequel to the original Ghostrunner that fails to live up to its predecessor's reputation most of the time. The bike is a great addition, but the open world and RPG elements are not. It takes one step forward, but ten steps back. Itā€™s still a solid game, nonetheless. Be sure to use DX11 if you want to have a smoother experience since DX12 is literally unplayable.
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March 2024
More of the Same Fun Ghostrunner 2 has a lot of new fun features and is a good sequel. Probably the most flashy new toy, the motorcycle is also one of the most fun to play with. The motorcycle driving in this game is among the best I've ever experienced. In comparison to the first game, there are more creatively designed levels that stand out. A good balance is maintained between the different bosses. I once again find the storytelling and characters to be terrible. These parts feel very redundant and undeveloped. They destroy the flow of the game. The optimization is fairly bad, it needed more time. The game manages to introduce new mechanics throughout the game, which is rare these days. The length of the game is perfect, around 7-8 hours. It ends at the right time never repeating itself. The Ghostrunner series remains as one of the most fun I've ever had in an FPS action game. SILVER MEDAL Follow My [URL=https://store.steampowered.com/curator/40523765-Bearsonal/]Curator Page ā¤ļø[/URL]
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Feb. 2024
Ghostrunner 2: Only the sum of its parts. I tentatively recommend it, but with the disclaimer that it has a lot of flaws. My relationship with GR1 goes deep, and I was skeptical on how OML would handle a sequel. Studios like this with games like this can never seem to avoid messing with the best parts of a game during a subsequent release, and such is the case here. The overhauls to movement are perfect if you play GR2 the way it was meant to be played. If you try to play outside the box, the game will fight you as much as possible. This has had severe negative impacts on speedrunning, as well as the new level design, but I'll avoid speedrun talk for now. The movement no longer has a dash restriction, it has a stamina meter. This has advantages and disadvantages, but can be a severe detriment to the game's flow and have devastated the usage of advanced movement techniques. The *act* of slicing and dicing feels less impactful than before in its VFX and SFX, but what is a much greater loss is how it handled reflecting projectiles, parries, and the new blocking feature. I would call the new parry system an absolute catastrophe on all fronts except for boss fights, to which end it's still a mixed bag. To reflect a shot, you can no longer swing at it, you must time your fully distinct block action. This has many problems, the most immediate of which is that the block has a DELAY to it. Not a long one, but enough that you can't act as reflexively as you once could. Additionally, the feedback on reflecting shots is miserable, so you often won't know if you actually did so until you've burned through stamina by blocking. Parrying melee attacks has a finisher animation (which I absolutely DESPISE, but some people are into that) that destroys the pace of combat just like any other finisher animation, but at least it isn't mandatory. It's more efficient to just perform a normal attack in the first place which makes you wonder why they even bothered. Grappling is now a miserable experience as you'll find yourself constantly hooking on to points that you weren't looking at. There's a complex "priority" system in place that is just awful. Abilities were overhauled to now use an energy meter instead of an all-or-nothing ability charge. This was a good choice. Additionally, the upgrade menu saw SIGNIFICANT improvements, even if I liked the old "tetris" menu. Now you're no longer forced to build for only one ability at a time, which is important as GR2 now requires ability usage to navigate the levels. You cannot progress without using tempest, shuriken, and shadow. This has benefits and drawbacks, but it overall makes movement more involved, and ability usage more fluid. This comes at the cost of abilities being more powerful, which I'm indifferent about. Two new systems were added for combat, both of which I would call incredibly bad decisions that I'm surprised made it past the concept stage. The first is an "ultimate" ability system which feels so crowbarred in that you'd think you're playing as Gordon Freeman. Most of the abilities are underwhelming, one is overpowered, you cannot manually charge it, and must wait on a timer, in a game about moving through as fast as you can. Blink was shuffled over here and made worse which baffles me. It would have been good for level traversal and was already the second least useful ability in GR1, so nerfing it and putting it on a long, purely timer-based cooldown makes no sense at all. The other new system is the combo system where your combo count builds up with each kill. Many upgrades trigger effects at certain combo milestones, which makes absolutely no sense because it means you have almost no control over when they're used unless you have the levels memorized. This is due in part to the awful level design in most of the game. GR2's levels have a few great sections and otherwise range from mediocre to bad. Combat arenas were meant to be less restrictive in how you approach them, which is good on paper, but the end result is that arenas feel like a disorganized mess with no clear or useful path through, intensified by adding enemies which run around quickly, meaning you can lose track of where they are. Replacing the old hang rails with under-foot grind rails was also a horrible decision, mainly due to how utterly MASSIVE the hitbox is to magnetize to the rails. You'll constantly be yanked onto them when you don't want to be. One problem overshadows the entire experience though, and it's that the levels are just too fucking long. All but one of them drag on far more than is necessary. There are many new enemy types, some of which return from the Hel DLC, but all of which come with questionable implementation or obvious flaws. I won't get into the specifics, but there is one significant problem with the "scion" enemies. They all sound the same. Human enemies mostly had callouts in GR1 that let you identify what they were and what they were doing. When you have a collection of enemies that only gargles, this incredibly important gameplay element has been stripped away. As for the whole motorcycle mechanic... it's undercooked, which is made so much worse by how much of it you're forced to do in succession. Turbo Overkill made its vehicle sections short, novel, and spaced out as to not get annoying. GR2 puts all of its vehicle sections in one spot and makes up almost half of the game. To give an example of how badly this was implemented, you can only aim your mounted guns upward if you're BOOSTING, and steering/aiming is done with movement controls. So not only are we back to keyboard aiming, but your ability to slowly aim upwards is tied to your forward movement speed and you can't go backwards. To aim down, you have to wait for your guns to slowly lower. I've never seen a game handle aiming this way because it's a terrible way of doing it. I don't think ANYONE who enjoyed GR1 went "I like this gameplay loop, but I really wish it had more sections where I was playing a different genre of game." As for visuals, they're nice, but the game's optimization is TERRIBLE. Even on lowest settings with a mid-grade PC, I got massive FPS drops in some areas. The sound design is fine, nothing special, the music has some absolute stand-outs, and a few that are just whatever and highly forgettable. The story is more in-depth than the first game, which is like saying a kiddie pool is more in-depth than a birdbath. The pacing is a complete mess compared to the first, due in part to a hub section you return to between most levels. There's a lot of NPC dialogue, but none of the characters are actually that interesting, just well-voice acted, but Jack was given much more personality this time around, and they did a great job with his character writing. The main plot motivation isn't bad, a bit more creative than the first, but it boils down to "stop the baddies and kill the roster of bosses". Hardcore mode is vastly worse than in GR1. Too many environmental hazards, not enough level remixing, and they didn't even cut the filler sections, just made them more unpleasant. One of the levels on normal is so bad that on hardcore, I just used an exploit to skip the level. I'm not even going to bother. The """roguelite""" mode is a sloppy add-on and should have just been another wave mode. It's not fun and the difficulty fluctuates like a seismograph. The season pass indicates an upcoming endless mode for the bike section, which I'm pretty sure less than 1% of the playerbase is interested in. Why would you create an endless version of the weakest part of your game? There's far more nuance to the pros and cons of GR2 than I can fit in a steam review, so I'll leave it at this for now: GR2 is just fine as a game, not as fun as GR1, and it makes several DSJs in the wrong direction. The replay value is borderline non-existent and the lower number of speedrun submissions reflects that.
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Feb. 2024
This game is good but its not better than the first one, so I wouldn't recommend it unless you really liked the first one. The game is easier than the first, I replayed the first before playing the second and a standard grunt with a gun is more of a threat in the first (I'm unsure why tho), the ninjas in the second are a downgrade, the new enemies are alright. Blocking is very rarely better than dodging also it was very confusing that returning bullets to their owner was moved from attack to the block button. Cybervoid is significantly better and I appreciate the increase of pure platfroming sections. The stamina bar doesn't change much except on occation when trying to go fast it can ruin the flow (if you dash too much in a short period of time the game says "no more fun for you"). The story is (in my opinion) worse, I think the first's simple plot works better for this kind of game but Jack finally has a love interest (rahu/avatar), the game peaks with an oddly sensual interaction between them in "elevator maintainance". Tempest is no longer the best ability -1/10
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Last Updates

Steam data 10 January 2025 00:54
SteamSpy data 22 January 2025 02:23
Steam price 22 January 2025 20:50
Steam reviews 21 January 2025 07:57
Ghostrunner 2
7.9
7,118
1,630
Online players
177
Developer
ONE MORE LEVEL
Publisher
505 Games
Release 26 Oct 2023
Platforms
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