
Tormentum II finally pulled me completely into its nightmare, and somehow deciding who deserves my help is becoming harder than escaping it.
Disclosure: OhNoo Studio provided Gravenox with a review key and press materials for coverage. These impressions are based on my continuing playthrough and do not represent a final review.
QUICK SNAPSHOT
Developer: OhNoo Studio
Genre: Psychological horror / Dark fantasy / Point-and-click adventure
Platform: PC
Release Date: July 23, 2026
Full Game Length: 8 t o12 hours
Current Coverage: Continuing playthrough impressions
Previous Coverage: Tormentum II Preview: Part 1
KEY TAKEAWAYS
- Tormentum II’s puzzles are starting to reward remembering small details from earlier exploration.
- The psychological horror game is increasingly interested in trust rather than straightforward good-versus-evil decisions.
- David’s notebook is more useful than I originally thought.
- The new world doubles down on the game’s grotesque dark fantasy art.
- Helping someone doesn’t necessarily mean I’m helping the right person.
FIRST IMPRESSIONS
My first few hours with Tormentum II were mostly about trying to understand what was happening to David.
Part 2 changed the question. Now I’m wondering who the hell I’m supposed to trust.
OhNoo Studio describes Tormentum II as a standalone point-and-click adventure where morally ambiguous decisions influence characters and eventually lead toward multiple endings.
The deeper I get, the more apparent that design philosophy is becoming. The game presents more than some giant GOOD or EVIL button.
I’m meeting people, hearing conflicting stories and deciding who deserves help before I have enough information to know whether helping them is actually a good idea.
That became especially apparent after David finally entered the world his simulation had been pointing toward.
THE GAMEPLAY LOOP
One of my favorite puzzles in Part 2 initially annoyed me.
Inside the server room, I encountered two waveform displays. One showed a locked pattern while the other could be adjusted. Naturally, I tried matching them, and nothing happened.
So, I reversed the pattern, and again zero happened.
After several combinations and a few minutes of frustration, I checked David’s sketches. That’s when I noticed something I’d previously treated mostly as story flavor. The tails on the three-headed dragon tattoo David sketched earlier resembled waveforms.
I recreated those patterns, and then I heard the “click.” The puzzle was solved.
This changed how I approached the game’s point and click adventure mechanics. David’s drawings are reminders of where I’ve been but also visual details recorded hours earlier that can become solutions later.
Once David enters the other world, puzzles become increasingly interconnected. I escaped a cell using items scattered around the room, collected colored stones for another mechanism, recreated the pose of a baby depicted in an earlier drawing, restored a strange well, grew flowers and eventually repaired a mechanical telescope.
The difficulty remains manageable, but Tormentum II increasingly expects me to remember what I’ve seen.
THE ATMOSPHERE
The transition into David’s simulation also gives the game’s surreal horror artwork room to get considerably stranger.
David awakens chained, wearing tattered clothing with a cage covering his head. Around him is something resembling a prison, except architecture and biology seem to have stopped having defined boundaries.
Membrane-like tendrils cover structures as caverns contain bizarre prisoners. A massive worm blocks a passage, and human forms seem fused with things that shouldn’t be human.
The H.R. Giger and Zdzisław Beksiński influence that was already apparent during Part 1 now feels completely unleashed.
OhNoo Studio says Tormentum II contains around 200 hand-drawn scenes, reaching nearly 500 individual background images when close-ups are included. That scale is starting to become apparent as David moves deeper into the simulation.
SOUND DESIGN
Tormentum II still understands that psychological horror doesn’t require something screaming into the camera every five minutes.
The audio remains oppressive without becoming exhausting. Environmental sounds and low atmospheric music give these bizarre locations a space to feel abandoned.
So, a lot of the tension comes from conversation. Characters tell David things, and then someone else tells him not to believe them.
The quieter presentation gives me enough room to actually think about what I’m hearing and not focus on the next scare.
WHEN IT CLICKS
Part 2 clicked for me when the game steadily made me more suspicious.
I met Brute after escaping my cell. He warned me not to trust the red-haired woman guarding the prison and claimed she kidnapped people. He wanted water, so I gave him some.
Later, evidence suggested he’d attacked her.
David himself doesn’t completely trust Brute, yet when I unexpectedly received the option to tell him to hide somewhere safe, I did.
Was that smart? I have no idea.
That’s exactly what makes the game’s choices matter approach interesting so far.
Elsewhere, I helped a bound woman stay warm, restored water from a strange well, grew flowers for a horned figure trying to bring life back to the decaying world, and used water and flowers to restore sustenance to a bizarre tree-like being.
There’s an interesting contradiction within all these interactions.
The world is obsessed with decay, yet I keep finding myself restoring things.
WHAT DIDN’T WORK
Some puzzle solutions still require a little more trial and error than I’d prefer.
The telescope took me a while to understand, and I actually discovered part of its functionality accidentally.
The waveform puzzle also frustrated me initially, although discovering that the solution had been sitting in my notes ultimately turned that frustration into one of my favorite puzzle moments so far.
I don’t mind being stuck when the eventual answer makes me think, Oh, I should’ve noticed that.
So far, Tormentum II mostly achieves that.
CONTINUED VERDICT
Part 1 made me interested in Tormentum II’s mystery. Meanwhile, Part 2 made me interested in its consequences.
This dark fantasy game is gradually moving beyond whether David’s world is real. Now it’s seeing what I’m willing to do inside that world when everyone has their own version of the truth.
Admittedly, I still don’t know whether I’ve helped the right people.
My playthrough ended with Brute waiting nearby while I explored the surface and repaired a strange telescope. Now there’s another decision waiting. Should I pursue the red-haired woman myself or let Brute handle it.
Considering what I’ve already seen from him, I’m not exactly confident about either option.
That’s where I’m stopping for now. I’m increasingly suspicious that every answer is going to create another problem.
WATCH THE FULL PLAYTHROUGH
Continue following Gravenox as I work through Tormentum II. A full review will follow once I’ve completed David’s journey and can see whether these choices, mysteries and consequences actually stick the landing.
If you want more surreal experience, check out Tormentum II Part 1. Want a more horror survival, take a look Hope Harrison.
If you enjoy indie horror breakdowns like this, follow Gravenox Horror Gaming, and trust me to explore horror so you don’t have to.

Nero is a writer and lore researcher known for reviewing games on Steam. With years of experience playing horror games, uncovering hidden narrative patterns across indie and AAA titles, and publishing museum catalogs on ancient objects, he blends commentary with psychological horror theory. When he’s not unraveling storylines, he’s enjoying rock music, drawing, working in analytics or obviously playing video games. Check out his latest post to explore the furtive patterns hidden in game lore.
