
Tormentum II keeps giving me ways to help its dying world, but I’m starting to wonder what all this restoration is actually leading toward.
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 to 12 hours
Current Coverage: Continuing playthrough impressions
Previous Coverage: Tormentum II Part 2
KEY TAKEAWAYS
- Earlier items and promises are becoming important hours after they’re introduced.
- Tormentum II’s point and click adventure puzzles are becoming more interconnected.
- Helping characters is starting to produce tangible consequences.
- Restoration versus decay continues emerging as a theme.
- This dark fantasy game still refuses to explain exactly what David’s role is.
FIRST IMPRESSIONS
Part 1 had me questioning reality. Part 2 had me questioning who I should trust.
Now, Part 3 finally started showing me what happens when I follow through on some of those decisions.
I began by confronting the red-haired guard I’d spent much of Part 2 being suspicious of. Surprisingly, she had decided to let us leave.
Turns out she wasn’t secretly the monster Brute made her out to be. Just a person that made odd choices to say the least.
That uncertainty remains one of Tormentum II’s better qualities. OhNoo Studio officially describes its decisions as morally ambiguous, with choices shaping character fates and eventually leading to multiple endings.
The game has rarely stopped me to announce that I’m making an IMPORTANT MORAL DECISION. I like this a lot, as I make smaller choices and sometimes don’t understand their significance until later.
THE GAMEPLAY LOOP
The puzzle game elements are also getting more layered.
After exploring the upper level, I encountered a shaman beside a bizarre living wall. Nearby hanging stones produced different tones when struck. That’s when I remembered the stone Brute gave me earlier.
It looked exactly like one of them. So, after adding it to the chimes, I used a previously sketched diagram to determine the correct sequence. This made the wall produce a golden liquid, and the shaman turned into a potion.
Then the shaman to me a poem, animal symbols I’d sketched, and bottles marked with corresponding characters eventually became another sequence. Solving it gave me a stylized dagger.
This is something the game is increasingly good at. Sometimes I’m carrying a note or object that acts as a solution for something later without realizing it.
THE ATMOSPHERE
The surreal horror remains grotesque, but something else has become increasingly noticeable. This world is dying.
Rust consumes machinery, and organic structures wither. Strange creatures inhabit ruins left behind by something much larger than themselves.
Even when I eventually sailed away from the prison, the next island was frozen and desolate. Yet David keeps restoring things.
Part 2 had me growing flowers and bringing sustenance to a tree-like being. Part 3 continued that pattern when I returned to free the woman I’d previously promised to help.
She gave me a blue heart, I went back upstairs, and found another trapped being who asked me to cut it free with the dagger. Instead, I gave it the heart. The creature was released, its containment withered away and the valves blocking my path disappeared.
I don’t know yet what Tormentum II intends to do with this pattern, but decay versus restoration is becoming difficult to ignore.
SOUND DESIGN
The soundtrack continues doing what worked in the earlier sections.
It sits behind exploration, which works especially well during longer puzzle sequences, where the game gives me time to inspect symbols, reread David’s sketches and figure out how different mechanisms connect.
Sound also remains part of the actual puzzle language.
The shaman’s hanging stones each produced a tone, turning the solution into something I could hear as well as see.
For a game with environments this visually dense, that variation helps.
WHEN IT CLICKS
Part 3 clicked when I realized the game remembered a promise I’d made.
Earlier, the imprisoned woman asked me to return and free her once Brute and I escaped. Before obtaining the dagger, she even appeared again to remind me.
So, I went back. This was surprising as nothing forced me to do it before continuing. I could have remained upstairs solving puzzles. Yet, I returned through the prison and into the cavern specifically because I’d told her I would.
That decision gave me the blue heart, which then provided another way to free the trapped being upstairs.
The game’s choices matter design is starting to become more interesting to me. Sometimes my decisions are simply whether I remember someone I left behind.
WHAT DIDN’T WORK
The puzzle that gave me the most trouble this time involved four movable sections on an altar.
I understood that the symbols represented parts of a tree, so I initially assumed I needed to group matching pieces together like roots with roots, trunks with trunks, and canopies with canopies.
Boy was I wrong.
After roughly seven minutes of stacking these notches, I realized each slot needed to form a complete progression from roots to trunk to canopy.
The solution made sense once I understood it, but my original interpretation also felt reasonable. It’s another example of occasionally making me fight the puzzle’s intended logic rather than the underlying concept.
I do, however, take responsibility for overthinking and well… being idiotic on forcing an interpretation instead of the obvious approach.
Thankfully, those moments haven’t outweighed the satisfaction of figuring things out.
CONTUNING VERDICT
Part 3 strengthened something I only started noticing previously. Tormentum II keeps asking whether I’m willing to restore pieces of it.
I freed someone I’d promised to help. I released another trapped being without cutting it apart. Now I’ve met Qa and Ra, two women who apparently saw David through the same mysterious well where he previously saw them.
They believe David can restore a dead tower, repair its pipes and help protect a seed intended for new ground.
David still thinks everyone has the wrong person, and I’m becoming less convinced of that.
My playthrough ended after solving the altar puzzle near the hanging tree. Instead of simply opening another door, an elevator rose carrying a corpse.
David didn’t know whether it was transportation or a trap. Neither did I. So, naturally, that’s where I stopped.
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 finally judge whether its choices, characters and increasingly strange mythology stick the landing.
If you want to see how I ended up here, check out Tormentum II Part 2. Want more dose of indie horror afterward? Take a look at Tormentum II Part 1.
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.
