Project Warlock II on Steam - User reviews, Price & Information

Adrenaline-pumping gore retro funhouse that’s full of guns, magic, demons, vertical arenas, 3D visuals, 2D sprites, and heavy metal music. Inspired by FPS classics like Quake and Doom 64, Project Warlock II is the explosive boomer shooter sequel you were too shy to ask for.

Project Warlock II is a early access, boomer shooter and shooter game developed by Buckshot Software and published by Retrovibe.
Released on June 10th 2022 is available only on Windows in 8 languages: English, Polish, French, German, Simplified Chinese, Spanish - Latin America, Portuguese - Brazil and Russian.

It has received 683 reviews of which 535 were positive and 148 were negative resulting in a rating of 7.4 out of 10. 😊

The game is currently priced at 15.99€ on Steam, but you can find it for 15.97€ on Instant Gaming.


The Steam community has classified Project Warlock II into these genres:

Media & Screenshots

Get an in-depth look at Project Warlock II through various videos and screenshots.

System requirements

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

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: Intel Core i5 7600K / AMD Ryzen 3 1300X or newer
  • Memory: 4 GB RAM
  • Graphics: GeForce GTX 960 6GB / AMD RX 570 4GB or newer
  • DirectX: Version 12
  • Storage: 6 GB available space
  • Sound Card: Integrated or dedicated compatible soundcard

User reviews & Ratings

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

March 2025
EDIT, 27 March 2025 - just tried out the new third chapter and it's *very* nice, plays great! Few comments though, on playing further - 1 - something about vertical movement is very, and annoyingly, floaty - I kept getting launched up while running over uneven surfaces. 2 - I have no idea what I'm supposed to be doing better when fighting bigger enemies - feels like I'm tanking a lot of damage and just running through ammo. 3 - I didn't understand the ammo/reload mechanism in Chapter 3. In general, I still don't get the mechanisms - there's not enough explicit or implicit feedback. How should I be strategically using combos? Should I be? There're all this relatively complicated mechanisms going on that so far aren't adding any fun for me. I think you'll really need to test things with people who aren't already intimately familiar with the game at some point and see whether they get it. 4 - The "scenes" during fight get too cluttered and chaotic, although I think the annoying visual effects have been vastly improved/removed. But there are too many overlapping enemies I think, so it just looks like a mess. I wonder if making the AI create space between different enemy types would help. 5 - The level of detail still seems too high sometimes, for some enemies, relative to the level of pixellation. I think either the resolution needs to go up, or the detail needs to go down and the designs are really clean and use "low-frequency" designs. 6 - This could be an Early Access thing but currently, just from playing the game, I can't tell what the story is - there's not enough environmental or explicit information. I just saw an update log that explained things, but it has to be *in* the game, at some point anyway. I could see there being a risk of the curse of knowledge playing a role, like in point 3. (Update 18/06/2024 below.) I'm torn between recommending Yes/No - I lean towards "No" really for now, but to be fair it's Early Access still. It's been a very frustrating mix of really good and really aggravating, and I hope the creators manage to fix it. I kept quitting and then starting playing again because of that push-pull of irritation. My trying-out has ended more permanently for now though since my only recent save leads to some kind of glitch that doesn't just cause the game to slow down extremely but stops the whole computer from working and even shutting down the game. Feedback: - I liked the first Project Warlock a lot and feel like some things have gotten worse. My overall sense was - it's maybe being made to be fun for devs or experienced players who know what's going on and what will happen, but the experience is un-fun if you're just playing it. E.g., enemies teleporting in and ambushing you from behind. It's just an annoying thing you're only aware of after you start losing health from some enemy shooting you in the back. Or these "combo" etc mechanisms that keep popping up in little messages - I have no idea what the point is. - In general, I found the constant use of teleporting-in groups of enemies un-fun. It works in, say, Doom Eternal, but that's designed around it down to the mechanisms. - It's not really difficult but it's frustrating in the wrong way. Like rockets seem *just* too fast; hitscan enemies never seem to miss or to have aiming animations you can exploit; you feel just too fragile in big fights; and explosions and fire damage you from too far away from their "centre". - The enemy graphics came across as messy to me, unlike the first game where they were very clear if cartoony. If you don't know what enemies are supposed to look like it can just be a blob - over time you just kind of get used to it, but it's not good. It feels like they either need to be less pixelated or have simpler designs. - I guess the final game will have more info on what's going on with the percentages part of the upgrade system. - The level design doesn't seem to have much "meaningful" architecture, it's mostly just passages and arena for the sake of it. I think more in-world functional environments would be much more memorable. There were also a few places you could get trapped in the geometry. - The crystal sentry seems to spawn in wrong. It got in my way half the time. - The spells for the gun-focused character feel too weak, especially the fire one. - The random upgrades (for one of the characters) seem like a bad fit for a game like this - it's not a roguelike. But at the same time, something about the core gameplay loop is *very* more-y and satisfying, so I'm hoping there'll be some user testing magic happening. EDIT, 24 April 2024 - in the current version, in Episode 2, the area-of-effect spells/effects (poison, ice) damage you as well, which is just annoying - you're mostly close-by or need to move through say an ice cloud to move on. EDIT. 18 June 2024: Hugely improved after the upgrade around June 2024! First impressions from playing the new version, first few levels: Biggest issue I think is that extreme visual clutter / lack of view is still a problem when enemies are nearby. Some sort of visual angle is off somehow, maybe part of it? Shotgun skeletons are much better - they could be a little more dangerous than they are now, as long as they need to aim for some noticeable duration. So - shorter duration to when they start aiming, but a good duration from start-of-aiming to the actual shot. The head explosions are annoying, they badly block your view when close by and suggest you'll get damaged - having a smaller "gib" instant-death explosion instead of a big flame-explosion might be better? And also make a bit more sense? The imps' movement seems to fast for how they look. Should they have a flight ability where they can move fast in the air but slow on the ground? The humans are much better. They do seem located in too-random places, and the females look too much like monsters. In Fall of Darkville: I fell through the map in the corner of the room just before the boss fight. The level kill counts seem wrong - I got more kills than the total. Spells: Holo-Palmer works pretty well, definitely conceptually (I'm not sure when it exactly does/doesn't grab aggro). The in-game tooltips for it need updating. The akimbo spell is still underwhelming - would penetrating bullets and/or infinite ammo until the spell ends be more fun? Or a brief burst of invulnerability? I still have no idea what "combos" are, would be nice if that was explained somewhere in-game (or somewhere more obvious if it is). The yellow/blue armour system seems strange to me. It would be really nice to be able to re-visit completed levels, to try to find more secrets. They could maybe be re-populated by fewer but stronger enemies. There are still some ambush moments (e.g., big monster behind a corner that hits you from out of your field of vision) which I just find annoying, and those are the moments I tend to turn off. I dislike the Protosatan fight - more frustrating than fun, maybe with fewer of the "Eyes" and/or have them way more vulnerable. Starting a new level overwrites your quicksave, not just the autosave.
Expand the review
Feb. 2025
Great single-player shooter, one of the best representatives of the genre, differs from the first part by the ability to make headshots, jumps and more intricate maps, but the camera unpleasantly tilts towards the character's running.
Expand the review
Jan. 2025
Very different to the original, which is a shame, however the new lightning pace combat is very enjoyable once you get the hang of it and the weapons are as satisfying as ever. Since the early release they have refined the level design and enemy encounters a lot, feels way better now than when i bought it. Spells feel a little useless and some secondary options for the weapons feel a bit lackluster (why can't I just have a rocket launcher but *good*?) Recommend but be warned: it is very fast and it doesn't run as well as it should
Expand the review
Sept. 2024
I bought the game with Chapter 1 playable (of 3 total planned). I got the game right after the 1st major "Chapter 1 Revamp" patch. I played on Hard difficulty because I guess I've always liked it that way. There was a little dialogue that popped up saying that Difficulty balancing is still ongoing so don't expect perfection. That worry didn't come into play at all though, I thought the balance was great. Now I didn't play on the normal difficulty so I don't have much to compare to but suffice to say I was happy with that aspect. I love the visual design and the maps are nicely done, just a bit of figure-8 or a couple alternate paths but never confusing. The first several levels were top-tier fun and now that I beat Chapter 1 and beat the boss I want to return to scour the maps for those few secrets I missed! The first 3 or 4 maps (out of 12 for Chapter 1) were really tight and you could see a LOT of polish on them. They degrade in complexity and creativity as the Chapter went on and by map 9-12 they were really just primitive giant simplified areas. Which isn't horrible because it helps open up for some epic battles with some huge foes which is so fun. But also you can just see how they were running out of creative steam, or time, or money, or a blend as the Chapter went on. Same thing with the Secrets - I thought they were really creatively done in the first part where sometimes you had to activate 2 or more secrets as part of a larger secret. By Chapter 8 you're literally just walking into a room and it's like "WOW SECRET FOUND". It is forgiven because really you want to leave upgrade mats out so people don't end the game with no upgrades, but it got a bit lazy feeling. Speaking of upgrade mats. Let's talk weapons and upgrades. Good weapons which are fun to shoot, big time. Love the graphics and enemy feedback/freezes on headshots, explodes, etc. A few of the gun upgrades ended up making my gun feel WORSE than the stock gun which bummed me out - no way to undo an upgrade. I don't want to get into exhaustive detail, but one clear upgrade path which shows how half-baked the whole thing is gives you 1 of 2 options to upgrade the RL. Both turn it into an arcing lobbed shot instead. Well, since ya already got one with the explodey spikey ball thing, why would I do that. Its not the only bad or lazily designed option. There's also a Perk system but honestly I didn't bother half the time. Most of the perks were really lame and did needless things like add bleed. The action in this game is not *bleed action* its run & gun. Kinda bolted-on. It might be fixable with costlier Perks or ones that have more build possibilities. I loved the visuals, presentation, UI, music, sounds, monster design, level design, overall concept design. Right now as much as the supporters will trumpet this game from the rooftops, and while it truly is a good start as a follow up to PW1 this is still VERY MUCH an EA game and you need to consider that. However check out my time... on Hard on Chapter 1 I got around 20 fulfilling hours. A good trade off I feel IF the game lives up to it's roadmap of 3 fully fleshed out Chapters in the end.
Expand the review
June 2024
So far so good! I really like the design of the levels, The geometry is somewhat basic, like the old Build engine games, but there is a lot of creativity on how it is used. So a lot of arenas, little dead ends, enemies spawning behind your back - all of that is here. Not sure If I like the upgrade points beeing mostly locked behind secrets, though. For example 5% of people found all secrets in the second map. So they most likely have less points to improve and there are no random generated maps to form the points as far as I know.
Expand the review

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Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 10 April 2025 16:09
SteamSpy data 07 April 2025 10:38
Steam price 13 April 2025 20:47
Steam reviews 12 April 2025 08:02

If you'd like to dive deeper into the details about Project Warlock II, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Project Warlock II
  • SteamCharts - Analysis of Project Warlock II concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Project Warlock II compatibility
Project Warlock II
7.4
535
148
Online players
9
Developer
Buckshot Software
Publisher
Retrovibe
Release 10 Jun 2022
Platforms
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