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

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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 boomer shooter, shooter and retro game developed by Buckshot Software and published by Retrovibe.
Released on May 28th 2025 is available only on Windows in 8 languages: English, Polish, French, German, Simplified Chinese, Spanish - Latin America, Portuguese - Brazil and Russian.

It has received 840 reviews of which 670 were positive and 170 were negative resulting in a rating of 7.6 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.

June 2025
That was something. I had a blast enjoying the entirety of the Project Warlock 2 experience, but it was kind of... a mess. A huge and wonderful mess. Project Warlock 1 was a tightly packed, cohesive, and solid game. A renewed, but restrained take on the anemic and labyrinthine structure that was the core design of Wolfenstein 3D . Besides the striking art direction that captured the same feel of classic sprite-based games—but brought in crispy animations with more frames than usual—and a handful of interesting additions like an RPG progression system with attributes, skills, and a fresh weapon upgrade system, it gave the air of a nostalgic game that modernized the original experience and created something new enough to stand out among its peers. More like a good bite-sized dungeon crawler with shooting and melee mechanics. It was a short, very polished, to-the-point and replayable game with a good variety of content. A great buy for anyone interested in the genre. Project Warlock 2 attempts to expand the principles presented in the first game in almost every way. More options, more weapons, bigger levels, verticality, more enemy types, more builds, more effects, more narrative. In short, more of the same—but bigger and better. Faster, more intense, louder. And frankly, I think they pulled it off—but at the cost of any cohesion and sense of balance. It’s like the developers, through many iterations, came to the conclusion that if the game doubled down enough on what it does best to the point where the player wouldn't care about the rest, they’d be successful. And, well… they were. PW2 is pure chaos. It’s so excessive that it tramples over any negative feelings that could arise from such a disjointed experience. Shooting in this game is glorious. Every single weapon is incredibly satisfying to fire. Crunchy and impactful sound design. Powerful. Enemies explode in a festival of particles. Resources flood the screen every second. Entire hordes feel like they’re charging at a massive atomic meat grinder on legs that shoots missiles. Upgrades and spells just make the party even more insane and unhinged. How about dual-wielding SIX-BARREL shotguns that you can fire all at once without needing to reload? Ammo evaporates in seconds, but enemies owe you HP for thirteen generations. Or how about a heavy machine gun that upgrades to fire even faster? And what if it also shoots flaming or poisonous bullets? Or a hand cannon with infinite ammo as long as you keep landing headshots? Or a nuke with a blast radius so wide you’ll probably die every time you use it? How about a death laser? It’s simply spectacular. And the game pairs that extreme firepower with unbelievable fights against so many enemies at once that sometimes you can’t even tell what’s on screen given the level of visual noise. You can’t even hear the damn music! Sometimes it makes you feel like the last Imagine Dragons fan on Earth who just parachuted into the angriest Wall of Death in the world. None of it makes any sense. There’s barely any structure or planning. It’s just a mess. And it’s amazing. There doesn’t seem to be any encounter design in this game. You just walk and get constantly ambushed in an arena and forced to destroy everything in sight until there’s nothing left. Any attempt at giving enemies a meaningful role in a dynamic, elegant, and well-structured combat dance disintegrates the moment the game turns up the heat (which is basically all the time). You’re swimming in resources and never need to worry about anything. And the combo system rewards you more and more the higher your count gets. The combat has all the red flags to be immensely frustrating, but the game buffs you so much and gives you so many tools that you just win by attrition. There’s no challenge that can hold up to a god of death like you. The progression system is broken and wrecks any sense of balance the game might have had, and it feels thin and insignificant, with little perk variety and prerequisites that practically force you to invest in attributes that have no synergy with the rest of your “build". “Build”, because, aside from the weapons, it’s hard to feel any significant difference in your choices. It feels like they all lead to the same place, and that kind of defeats the purpose—especially when every chapter resets all your powers in the name of variety that, I imagine, could’ve been achieved in other ways that are now, sadly, unreachable for an already launched project. The game also does a poor job of returning you to where you left off between chapters, making each feel like a separate campaign rather than a continuous experience. I have no idea why I always need to reach mission 7 just to regain access to features I’d already been introduced to in the previous chapter. It’s like they forgot this was supposed to be a continuation of established concepts, not a reset from the beginning. It gets worse because you don’t even get to experiment. Every upgrade is permanent, even if you allocate a point by mistake. The incentive to explore builds is neutered right from the start, and it doesn’t make much sense since you’re always progressing toward another reset—without the previous weapons. I’m not replaying an entire chapter just to see what I missed. Level design also fails to support or enhance the rest of the experience, falling short of providing a consistent quality. And unfortunately, very few levels are noteworthy conceptually. In the first act, levels are large and more open, but they fail both at selling a sense of place (because the environment and geometry feel artificial) and at being compelling video game levels. Without clear structure, progression, or direction, they make you feel like you’re going nowhere, not advancing through the space or decoding the layout. I never actually got lost, but I never felt like I was exploring or making meaningful progress either. Levels just started and ended, and I moved on to the next without registering what I’d seen. The lack of meaningful enemy and resource placement, and of distinct segments, stripped a lot from these levels—making them feel homogeneous and interchangeable. The pacing is all over the place. The so-called “sprawling verticality” promised in the store description is practically nonexistent. Instead, you get several uninspired areas filled with geometry that serves no gameplay or atmospheric purpose. In the second and third episodes, things simplify quite a bit, becoming smaller and more to the point, focusing more on a continuous combat experience—which, in my opinion, is much better, but most of it is still pretty generic. Just more concise. Oddly enough, in the second, the combat slows down, becoming more restrained and ironically making the difficulty curve feel inverted. Then in the third, things go off the rails in the opposite direction—levels become even shorter and simpler, and combat becomes fifty times more relentless than in the first act. And then it ends. Leaving a very strange impression. Strangely satisfying. Combined with everything I described above, it feels like—unlike its predecessor—the game lacks any clear direction in what it wants to be and how to expand upon already established premises. There are a LOT that just don't fit together properly. To me, the developers tried to make a drastically different type of game while still trying to force it into the same mold of the original. And the result was this: An incoherent mess, insane enough to be entertaining. This is a bit of everything: a movement shooter, a horde shooter, a collectathon, a clone of several things, all of that and none of it at the same time—and it barely holds together. You might not even understand what you’re seeing or doing, but in the end, it’s great.
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June 2025
Solid boomshoot and follow-up to the original Project Warlock. The first game's best aspects, namely the weapon tweaking and customization are still here, but the level design is more ambitious and is now closer to something like a Quake than a Wolf3D. The encounters still tend to just throw a bunch of guys at you without a ton of craft, but it's still a pretty fun time. That said, it's abundantly clear that the game's third episode was rushed out the door since it's like a quarter as long as the other two. Keep that in mind.
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May 2025
Amazing game, fun gun play, cool weapons and magic to combine and use, i absolutley loved the first Project Warlock, im pleased to see that levels are bigger and allow you to explore a more open space in project warlock 2, if you love games like DOOM, Quake or Blood i highly recommend Project Warlock 2 and the first game as well, im also happy to see the game has been getting more updates along with the new chapters as well, the only thing that has annoyed me in the past was randomly losing save files especially when i was pretty far in the game, but for me it did not happen that often, but it was definately frusturating when it happend, other than that, this game is hella fun!!!
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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.
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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
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Frequently Asked Questions

Project Warlock II is currently priced at 15.99€ on Steam.

Project Warlock II is currently not on sale. You can purchase it for 15.99€ on Steam.

Project Warlock II received 670 positive votes out of a total of 840 achieving a rating of 7.58.
😊

Project Warlock II was developed by Buckshot Software and published by Retrovibe.

Project Warlock II is playable and fully supported on Windows.

Project Warlock II is not playable on MacOS.

Project Warlock II is not playable on Linux.

Project Warlock II is a single-player game.

Project Warlock II does not currently offer any DLC.

Project Warlock II does not support mods via Steam Workshop.

Project Warlock II does not support Steam Remote Play.

Project Warlock II is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Project Warlock II.

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 14 June 2025 07:00
SteamSpy data 14 June 2025 05:45
Steam price 14 June 2025 12:48
Steam reviews 13 June 2025 21:58

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
7.6
670
170
Game modes
Features
Online players
60
Developer
Buckshot Software
Publisher
Retrovibe
Release 28 May 2025
Platforms
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