- Release Year: 2019
- Platforms: Windows
- Publisher: indie_games_studio
- Developer: indie_games_studio
- Genre: Action
- Perspective: 1st-person
- Game Mode: Single-player
- Gameplay: Direct control, Puzzle elements, Survival horror
- Setting: Contemporary
- Average Score: 29/100

Description
House of Evil 2 is a first-person survival horror action game set in a contemporary reality-based mansion, where players take on the role of retired special services agent Max investigating the disappearance of his friends. Combining puzzle-solving elements with psychological horror and survival challenges, the game immerses players in an eerie atmosphere as they explore the haunted house and confront terrors that test their nerves.
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House of Evil 2 Reviews & Reception
store.steampowered.com (35/100): 35% of the 17 user reviews for this game are positive.
steambase.io (26/100): House of Evil 2 has earned a Player Score of 26 / 100.
mobygames.com (28/100): Average score: 1.4 out of 5
House of Evil 2: Review
Introduction
In the crowded landscape of indie survival horror, few titles evoke such starkly divided reactions as House of Evil 2. Released on April 2, 2019, by developer VikTor (credited as “indiegamesstudio” on MobyGames), this sequel to 2017’s House of Evil promises a descent into a real-world haunted mansion. Yet, while its premise of investigating the enigmatic “Mansion Zaklyuchye” in Russia’s Tver region carries a visceral, grounded dread, the game’s execution has cemented its reputation as a cautionary tale of ambition over polish. This review dissects House of Evil 2 through the lens of its fractured legacy—a game simultaneously lauded for its ambitious world-building and condemned for its technical and mechanical failings. Ultimately, House of Evil 2 stands as a fascinating, flawed artifact of the late 2010s indie horror boom, where atmosphere often triumphed over functionality.
Development History & Context
House of Evil 2 emerged from the creative vision of VikTor, an independent studio operating amid the saturation of survival horror titles on platforms like Steam. Released at the height of the “walking simulator” and indie horror craze, the game leveraged the Unreal Engine 4—a choice that promised modern visuals but strained on modest hardware. Its predecessor, House of Evil (2017), established a niche following for its focus on exploration and occult themes, but the sequel sought to expand this with a more narrative-driven experience.
The context of its release is pivotal. 2019 saw the critical and commercial triumph of Resident Evil 2 (2019), raising industry benchmarks for both action and psychological horror. Against this titan, House of Evil 2 struggled to compete, compounded by its $0.99 price point. This budget positioning reflected its niche appeal but also hinted at its limitations. The studio’s resources were evident in the game’s ambitious scope—a sprawling mansion based on a real location—yet its developmental constraints led to inconsistent asset quality, clunky interfaces, and unpolished AI. The result was a product caught between the aspirations of AAA production and the realities of indie development, a tension still visible in its MobyGames entry, which lists it as a “Commercial” title without genre refinement.
Narrative & Thematic Deep Dive
The narrative centers on Max, a retired special services agent haunted by the disappearance of his friends two years prior. After a dream in which his companion Michael pleas for help, Max returns to the decaying “Mansion Zaklyuchye,” a real estate in Russia’s Tver region steeped in folklore. The plot unfolds through environmental storytelling and fragmented notes, as Max uncovers the mansion’s dark history: it was designed by architect A.S. Khrenova in the early 20th century, later repurposed as a Soviet tuberculosis sanatorium where patients vanished, and finally abandoned to looters and decay.
Themes of unresolved trauma and cyclical horror permeate the story. Max’s obsession mirrors the mansion’s own “self-contained ghost,” a malevolent force that feeds on human greed and grief. The Latin spells and pentagram snares introduce occult lore, positioning supernatural entities as both antagonists and symbols of humanity’s hubris. However, the narrative suffers from translation quirks and underdeveloped dialogue, with character motivation reduced to archetypes—the guilt-ridden investigator, the faceless evil. The mansion itself becomes the true protagonist, its decaying architecture and Soviet-era sculptures (e.g., “funny sculptures of the Soviet period”) serving as relics of historical trauma, blurring the line between psychological and supernatural horror.
Gameplay Mechanics & Systems
House of Evil 2 blends first-person survival horror with puzzle-solving and combat, but these systems reveal its foundational flaws.
- Exploration & Puzzle Design: The mansion’s “large open spaces” encourage thorough investigation, but traversal is hampered by unintuitive level design and dated physics. Puzzles often feel arbitrary, requiring players to locate “seals and boxes” that trigger scripted events. Learning Latin spells—a touted feature—feels like a gimmick, as combat against “spirits” reduces to pattern memorization.
- Combat & Enemy Variety: The dual threat system distinguishes between spirits (vulnerable only to Latin spells) and demons (killed with firearms). However, both enemies suffer from rudimentary AI, with predictable patrol routes and hit detection issues. Firearms lack impact, and hiding mechanics are unreliable, turning encounters into frustrating trial-and-error sequences.
- Character Progression: As a single-player experience, progression is linear. Players find keys and notes to unlock new areas, but RPG elements like “Action RPG” tags on Steam are misleading—there are no skill trees or meaningful upgrades.
- UI & Controls: The interface, described as “Direct control” on MobyGames, is clunky. Inventory management and spell-casting menus are cumbersome, while the Unreal Engine 4 implementation results in frame drops even on mid-tier hardware (per Steam specs).
In essence, the gameplay loop—explore, solve, hide, fight—collapses under the weight of its own ambition, lacking the cohesion seen in contemporaries like The Evil Within.
World-Building, Art & Sound
The mansion’s real-world origins are House of Evil 2’s greatest strength. Located near Lykoshino station in the Tver region, the Zaklyuchye estate’s “complex asymmetric configuration” and spiral staircase are faithfully rendered, evoking a sense of tangible dread. The game’s art direction leans into this authenticity, with decaying Soviet-era details—cracked tile stoves, overgrown gardens, and weathered sculptures—contrasting sharply with “colorful special effects” during supernatural manifestations. This juxtaposition grounds the horror in plausible history, though texture inconsistencies and placeholder assets undermine the atmosphere.
Sound design is equally bipolar. Ambient audio effectively conveys isolation—creaking floorboards, distant howls—but voice acting is stilted (likely due to translation), and enemy sound cues lack variety. The score, if any, is minimal, relying on silence to build tension—a technique that occasionally works but often feels like an absence of direction. Ultimately, the world-building’s potential is squandered by technical limitations, leaving players with a haunting yet hollow environment.
Reception & Legacy
House of Evil 2’s reception was, and remains, overwhelmingly negative. On Steam, it holds a “Mostly Negative” rating (35% positive from 23 reviews), with Steambase.io calculating a Player Score of 26/100. Critics and players alike cited “Frequent Violence or Gore” and buggy mechanics as dealbreakers. MobyGames reflects this with a paltry average score of 1.4/5 based on a single rating.
Yet, the game has attracted a niche following for its bold setting. Fans of “psychological horror” and “atmospheric” exploration (as tagged on Steam) praise its commitment to the Zaklyuchye mansion’s lore, often comparing it to found-footage horror for its unpolished authenticity. Its influence is negligible—overshadowed by titles like Amnesia: The Dark Descent and Alien: Isolation—but it endures as a case study in indie ambition. Bundled in cheap horror packs (e.g., the “$23.58 Horror Bundle”), it persists as a curio, its legacy defined by its polarizing nature.
Conclusion
House of Evil 2 is a game of stark contradictions: a meticulously researched world trapped in a technically broken shell, a narrative rich with potential yet executed with amateurish flair. Its developer’s vision to merge real-world history with supernatural horror is admirable, but the result is an experience more frustrating than frightening. For historians, it serves as a snapshot of late-2010s indie development—where accessible tools like Unreal Engine 4 lowered barriers to entry but couldn’t compensate for design discipline. For players, it remains a niche, cautionary purchase.
Verdict: House of Evil 2 is a fascinating failure. It fails as a polished horror game but succeeds as an atmospheric time capsule, offering glimpses of brilliance amidst its decay. Its place in video game history is assured—not as a classic, but as a testament to the risks and rewards of independent creation. Rating: 4/10